babylon.max.js 5.8 MB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177617861796180618161826183618461856186618761886189619061916192619361946195619661976198619962006201620262036204620562066207620862096210621162126213621462156216621762186219622062216222622362246225622662276228622962306231623262336234623562366237623862396240624162426243624462456246624762486249625062516252625362546255625662576258625962606261626262636264626562666267626862696270627162726273627462756276627762786279628062816282628362846285628662876288628962906291629262936294629562966297629862996300630163026303630463056306630763086309631063116312631363146315631663176318631963206321632263236324632563266327632863296330633163326333633463356336633763386339634063416342634363446345634663476348634963506351635263536354635563566357635863596360636163626363636463656366636763686369637063716372637363746375637663776378637963806381638263836384638563866387638863896390639163926393639463956396639763986399640064016402640364046405640664076408640964106411641264136414641564166417641864196420642164226423642464256426642764286429643064316432643364346435643664376438643964406441644264436444644564466447644864496450645164526453645464556456645764586459646064616462646364646465646664676468646964706471647264736474647564766477647864796480648164826483648464856486648764886489649064916492649364946495649664976498649965006501650265036504650565066507650865096510651165126513651465156516651765186519652065216522652365246525652665276528652965306531653265336534653565366537653865396540654165426543654465456546654765486549655065516552655365546555655665576558655965606561656265636564656565666567656865696570657165726573657465756576657765786579658065816582658365846585658665876588658965906591659265936594659565966597659865996600660166026603660466056606660766086609661066116612661366146615661666176618661966206621662266236624662566266627662866296630663166326633663466356636663766386639664066416642664366446645664666476648664966506651665266536654665566566657665866596660666166626663666466656666666766686669667066716672667366746675667666776678667966806681668266836684668566866687668866896690669166926693669466956696669766986699670067016702670367046705670667076708670967106711671267136714671567166717671867196720672167226723672467256726672767286729673067316732673367346735673667376738673967406741674267436744674567466747674867496750675167526753675467556756675767586759676067616762676367646765676667676768676967706771677267736774677567766777677867796780678167826783678467856786678767886789679067916792679367946795679667976798679968006801680268036804680568066807680868096810681168126813681468156816681768186819682068216822682368246825682668276828682968306831683268336834683568366837683868396840684168426843684468456846684768486849685068516852685368546855685668576858685968606861686268636864686568666867686868696870687168726873687468756876687768786879688068816882688368846885688668876888688968906891689268936894689568966897689868996900690169026903690469056906690769086909691069116912691369146915691669176918691969206921692269236924692569266927692869296930693169326933693469356936693769386939694069416942694369446945694669476948694969506951695269536954695569566957695869596960696169626963696469656966696769686969697069716972697369746975697669776978697969806981698269836984698569866987698869896990699169926993699469956996699769986999700070017002700370047005700670077008700970107011701270137014701570167017701870197020702170227023702470257026702770287029703070317032703370347035703670377038703970407041704270437044704570467047704870497050705170527053705470557056705770587059706070617062706370647065706670677068706970707071707270737074707570767077707870797080708170827083708470857086708770887089709070917092709370947095709670977098709971007101710271037104710571067107710871097110711171127113711471157116711771187119712071217122712371247125712671277128712971307131713271337134713571367137713871397140714171427143714471457146714771487149715071517152715371547155715671577158715971607161716271637164716571667167716871697170717171727173717471757176717771787179718071817182718371847185718671877188718971907191719271937194719571967197719871997200720172027203720472057206720772087209721072117212721372147215721672177218721972207221722272237224722572267227722872297230723172327233723472357236723772387239724072417242724372447245724672477248724972507251725272537254725572567257725872597260726172627263726472657266726772687269727072717272727372747275727672777278727972807281728272837284728572867287728872897290729172927293729472957296729772987299730073017302730373047305730673077308730973107311731273137314731573167317731873197320732173227323732473257326732773287329733073317332733373347335733673377338733973407341734273437344734573467347734873497350735173527353735473557356735773587359736073617362736373647365736673677368736973707371737273737374737573767377737873797380738173827383738473857386738773887389739073917392739373947395739673977398739974007401740274037404740574067407740874097410741174127413741474157416741774187419742074217422742374247425742674277428742974307431743274337434743574367437743874397440744174427443744474457446744774487449745074517452745374547455745674577458745974607461746274637464746574667467746874697470747174727473747474757476747774787479748074817482748374847485748674877488748974907491749274937494749574967497749874997500750175027503750475057506750775087509751075117512751375147515751675177518751975207521752275237524752575267527752875297530753175327533753475357536753775387539754075417542754375447545754675477548754975507551755275537554755575567557755875597560756175627563756475657566756775687569757075717572757375747575757675777578757975807581758275837584758575867587758875897590759175927593759475957596759775987599760076017602760376047605760676077608760976107611761276137614761576167617761876197620762176227623762476257626762776287629763076317632763376347635763676377638763976407641764276437644764576467647764876497650765176527653765476557656765776587659766076617662766376647665766676677668766976707671767276737674767576767677767876797680768176827683768476857686768776887689769076917692769376947695769676977698769977007701770277037704770577067707770877097710771177127713771477157716771777187719772077217722772377247725772677277728772977307731773277337734773577367737773877397740774177427743774477457746774777487749775077517752775377547755775677577758775977607761776277637764776577667767776877697770777177727773777477757776777777787779778077817782778377847785778677877788778977907791779277937794779577967797779877997800780178027803780478057806780778087809781078117812781378147815781678177818781978207821782278237824782578267827782878297830783178327833783478357836783778387839784078417842784378447845784678477848784978507851785278537854785578567857785878597860786178627863786478657866786778687869787078717872787378747875787678777878787978807881788278837884788578867887788878897890789178927893789478957896789778987899790079017902790379047905790679077908790979107911791279137914791579167917791879197920792179227923792479257926792779287929793079317932793379347935793679377938793979407941794279437944794579467947794879497950795179527953795479557956795779587959796079617962796379647965796679677968796979707971797279737974797579767977797879797980798179827983798479857986798779887989799079917992799379947995799679977998799980008001800280038004800580068007800880098010801180128013801480158016801780188019802080218022802380248025802680278028802980308031803280338034803580368037803880398040804180428043804480458046804780488049805080518052805380548055805680578058805980608061806280638064806580668067806880698070807180728073807480758076807780788079808080818082808380848085808680878088808980908091809280938094809580968097809880998100810181028103810481058106810781088109811081118112811381148115811681178118811981208121812281238124812581268127812881298130813181328133813481358136813781388139814081418142814381448145814681478148814981508151815281538154815581568157815881598160816181628163816481658166816781688169817081718172817381748175817681778178817981808181818281838184818581868187818881898190819181928193819481958196819781988199820082018202820382048205820682078208820982108211821282138214821582168217821882198220822182228223822482258226822782288229823082318232823382348235823682378238823982408241824282438244824582468247824882498250825182528253825482558256825782588259826082618262826382648265826682678268826982708271827282738274827582768277827882798280828182828283828482858286828782888289829082918292829382948295829682978298829983008301830283038304830583068307830883098310831183128313831483158316831783188319832083218322832383248325832683278328832983308331833283338334833583368337833883398340834183428343834483458346834783488349835083518352835383548355835683578358835983608361836283638364836583668367836883698370837183728373837483758376837783788379838083818382838383848385838683878388838983908391839283938394839583968397839883998400840184028403840484058406840784088409841084118412841384148415841684178418841984208421842284238424842584268427842884298430843184328433843484358436843784388439844084418442844384448445844684478448844984508451845284538454845584568457845884598460846184628463846484658466846784688469847084718472847384748475847684778478847984808481848284838484848584868487848884898490849184928493849484958496849784988499850085018502850385048505850685078508850985108511851285138514851585168517851885198520852185228523852485258526852785288529853085318532853385348535853685378538853985408541854285438544854585468547854885498550855185528553855485558556855785588559856085618562856385648565856685678568856985708571857285738574857585768577857885798580858185828583858485858586858785888589859085918592859385948595859685978598859986008601860286038604860586068607860886098610861186128613861486158616861786188619862086218622862386248625862686278628862986308631863286338634863586368637863886398640864186428643864486458646864786488649865086518652865386548655865686578658865986608661866286638664866586668667866886698670867186728673867486758676867786788679868086818682868386848685868686878688868986908691869286938694869586968697869886998700870187028703870487058706870787088709871087118712871387148715871687178718871987208721872287238724872587268727872887298730873187328733873487358736873787388739874087418742874387448745874687478748874987508751875287538754875587568757875887598760876187628763876487658766876787688769877087718772877387748775877687778778877987808781878287838784878587868787878887898790879187928793879487958796879787988799880088018802880388048805880688078808880988108811881288138814881588168817881888198820882188228823882488258826882788288829883088318832883388348835883688378838883988408841884288438844884588468847884888498850885188528853885488558856885788588859886088618862886388648865886688678868886988708871887288738874887588768877887888798880888188828883888488858886888788888889889088918892889388948895889688978898889989008901890289038904890589068907890889098910891189128913891489158916891789188919892089218922892389248925892689278928892989308931893289338934893589368937893889398940894189428943894489458946894789488949895089518952895389548955895689578958895989608961896289638964896589668967896889698970897189728973897489758976897789788979898089818982898389848985898689878988898989908991899289938994899589968997899889999000900190029003900490059006900790089009901090119012901390149015901690179018901990209021902290239024902590269027902890299030903190329033903490359036903790389039904090419042904390449045904690479048904990509051905290539054905590569057905890599060906190629063906490659066906790689069907090719072907390749075907690779078907990809081908290839084908590869087908890899090909190929093909490959096909790989099910091019102910391049105910691079108910991109111911291139114911591169117911891199120912191229123912491259126912791289129913091319132913391349135913691379138913991409141914291439144914591469147914891499150915191529153915491559156915791589159916091619162916391649165916691679168916991709171917291739174917591769177917891799180918191829183918491859186918791889189919091919192919391949195919691979198919992009201920292039204920592069207920892099210921192129213921492159216921792189219922092219222922392249225922692279228922992309231923292339234923592369237923892399240924192429243924492459246924792489249925092519252925392549255925692579258925992609261926292639264926592669267926892699270927192729273927492759276927792789279928092819282928392849285928692879288928992909291929292939294929592969297929892999300930193029303930493059306930793089309931093119312931393149315931693179318931993209321932293239324932593269327932893299330933193329333933493359336933793389339934093419342934393449345934693479348934993509351935293539354935593569357935893599360936193629363936493659366936793689369937093719372937393749375937693779378937993809381938293839384938593869387938893899390939193929393939493959396939793989399940094019402940394049405940694079408940994109411941294139414941594169417941894199420942194229423942494259426942794289429943094319432943394349435943694379438943994409441944294439444944594469447944894499450945194529453945494559456945794589459946094619462946394649465946694679468946994709471947294739474947594769477947894799480948194829483948494859486948794889489949094919492949394949495949694979498949995009501950295039504950595069507950895099510951195129513951495159516951795189519952095219522952395249525952695279528952995309531953295339534953595369537953895399540954195429543954495459546954795489549955095519552955395549555955695579558955995609561956295639564956595669567956895699570957195729573957495759576957795789579958095819582958395849585958695879588958995909591959295939594959595969597959895999600960196029603960496059606960796089609961096119612961396149615961696179618961996209621962296239624962596269627962896299630963196329633963496359636963796389639964096419642964396449645964696479648964996509651965296539654965596569657965896599660966196629663966496659666966796689669967096719672967396749675967696779678967996809681968296839684968596869687968896899690969196929693969496959696969796989699970097019702970397049705970697079708970997109711971297139714971597169717971897199720972197229723972497259726972797289729973097319732973397349735973697379738973997409741974297439744974597469747974897499750975197529753975497559756975797589759976097619762976397649765976697679768976997709771977297739774977597769777977897799780978197829783978497859786978797889789979097919792979397949795979697979798979998009801980298039804980598069807980898099810981198129813981498159816981798189819982098219822982398249825982698279828982998309831983298339834983598369837983898399840984198429843984498459846984798489849985098519852985398549855985698579858985998609861986298639864986598669867986898699870987198729873987498759876987798789879988098819882988398849885988698879888988998909891989298939894989598969897989898999900990199029903990499059906990799089909991099119912991399149915991699179918991999209921992299239924992599269927992899299930993199329933993499359936993799389939994099419942994399449945994699479948994999509951995299539954995599569957995899599960996199629963996499659966996799689969997099719972997399749975997699779978997999809981998299839984998599869987998899899990999199929993999499959996999799989999100001000110002100031000410005100061000710008100091001010011100121001310014100151001610017100181001910020100211002210023100241002510026100271002810029100301003110032100331003410035100361003710038100391004010041100421004310044100451004610047100481004910050100511005210053100541005510056100571005810059100601006110062100631006410065100661006710068100691007010071100721007310074100751007610077100781007910080100811008210083100841008510086100871008810089100901009110092100931009410095100961009710098100991010010101101021010310104101051010610107101081010910110101111011210113101141011510116101171011810119101201012110122101231012410125101261012710128101291013010131101321013310134101351013610137101381013910140101411014210143101441014510146101471014810149101501015110152101531015410155101561015710158101591016010161101621016310164101651016610167101681016910170101711017210173101741017510176101771017810179101801018110182101831018410185101861018710188101891019010191101921019310194101951019610197101981019910200102011020210203102041020510206102071020810209102101021110212102131021410215102161021710218102191022010221102221022310224102251022610227102281022910230102311023210233102341023510236102371023810239102401024110242102431024410245102461024710248102491025010251102521025310254102551025610257102581025910260102611026210263102641026510266102671026810269102701027110272102731027410275102761027710278102791028010281102821028310284102851028610287102881028910290102911029210293102941029510296102971029810299103001030110302103031030410305103061030710308103091031010311103121031310314103151031610317103181031910320103211032210323103241032510326103271032810329103301033110332103331033410335103361033710338103391034010341103421034310344103451034610347103481034910350103511035210353103541035510356103571035810359103601036110362103631036410365103661036710368103691037010371103721037310374103751037610377103781037910380103811038210383103841038510386103871038810389103901039110392103931039410395103961039710398103991040010401104021040310404104051040610407104081040910410104111041210413104141041510416104171041810419104201042110422104231042410425104261042710428104291043010431104321043310434104351043610437104381043910440104411044210443104441044510446104471044810449104501045110452104531045410455104561045710458104591046010461104621046310464104651046610467104681046910470104711047210473104741047510476104771047810479104801048110482104831048410485104861048710488104891049010491104921049310494104951049610497104981049910500105011050210503105041050510506105071050810509105101051110512105131051410515105161051710518105191052010521105221052310524105251052610527105281052910530105311053210533105341053510536105371053810539105401054110542105431054410545105461054710548105491055010551105521055310554105551055610557105581055910560105611056210563105641056510566105671056810569105701057110572105731057410575105761057710578105791058010581105821058310584105851058610587105881058910590105911059210593105941059510596105971059810599106001060110602106031060410605106061060710608106091061010611106121061310614106151061610617106181061910620106211062210623106241062510626106271062810629106301063110632106331063410635106361063710638106391064010641106421064310644106451064610647106481064910650106511065210653106541065510656106571065810659106601066110662106631066410665106661066710668106691067010671106721067310674106751067610677106781067910680106811068210683106841068510686106871068810689106901069110692106931069410695106961069710698106991070010701107021070310704107051070610707107081070910710107111071210713107141071510716107171071810719107201072110722107231072410725107261072710728107291073010731107321073310734107351073610737107381073910740107411074210743107441074510746107471074810749107501075110752107531075410755107561075710758107591076010761107621076310764107651076610767107681076910770107711077210773107741077510776107771077810779107801078110782107831078410785107861078710788107891079010791107921079310794107951079610797107981079910800108011080210803108041080510806108071080810809108101081110812108131081410815108161081710818108191082010821108221082310824108251082610827108281082910830108311083210833108341083510836108371083810839108401084110842108431084410845108461084710848108491085010851108521085310854108551085610857108581085910860108611086210863108641086510866108671086810869108701087110872108731087410875108761087710878108791088010881108821088310884108851088610887108881088910890108911089210893108941089510896108971089810899109001090110902109031090410905109061090710908109091091010911109121091310914109151091610917109181091910920109211092210923109241092510926109271092810929109301093110932109331093410935109361093710938109391094010941109421094310944109451094610947109481094910950109511095210953109541095510956109571095810959109601096110962109631096410965109661096710968109691097010971109721097310974109751097610977109781097910980109811098210983109841098510986109871098810989109901099110992109931099410995109961099710998109991100011001110021100311004110051100611007110081100911010110111101211013110141101511016110171101811019110201102111022110231102411025110261102711028110291103011031110321103311034110351103611037110381103911040110411104211043110441104511046110471104811049110501105111052110531105411055110561105711058110591106011061110621106311064110651106611067110681106911070110711107211073110741107511076110771107811079110801108111082110831108411085110861108711088110891109011091110921109311094110951109611097110981109911100111011110211103111041110511106111071110811109111101111111112111131111411115111161111711118111191112011121111221112311124111251112611127111281112911130111311113211133111341113511136111371113811139111401114111142111431114411145111461114711148111491115011151111521115311154111551115611157111581115911160111611116211163111641116511166111671116811169111701117111172111731117411175111761117711178111791118011181111821118311184111851118611187111881118911190111911119211193111941119511196111971119811199112001120111202112031120411205112061120711208112091121011211112121121311214112151121611217112181121911220112211122211223112241122511226112271122811229112301123111232112331123411235112361123711238112391124011241112421124311244112451124611247112481124911250112511125211253112541125511256112571125811259112601126111262112631126411265112661126711268112691127011271112721127311274112751127611277112781127911280112811128211283112841128511286112871128811289112901129111292112931129411295112961129711298112991130011301113021130311304113051130611307113081130911310113111131211313113141131511316113171131811319113201132111322113231132411325113261132711328113291133011331113321133311334113351133611337113381133911340113411134211343113441134511346113471134811349113501135111352113531135411355113561135711358113591136011361113621136311364113651136611367113681136911370113711137211373113741137511376113771137811379113801138111382113831138411385113861138711388113891139011391113921139311394113951139611397113981139911400114011140211403114041140511406114071140811409114101141111412114131141411415114161141711418114191142011421114221142311424114251142611427114281142911430114311143211433114341143511436114371143811439114401144111442114431144411445114461144711448114491145011451114521145311454114551145611457114581145911460114611146211463114641146511466114671146811469114701147111472114731147411475114761147711478114791148011481114821148311484114851148611487114881148911490114911149211493114941149511496114971149811499115001150111502115031150411505115061150711508115091151011511115121151311514115151151611517115181151911520115211152211523115241152511526115271152811529115301153111532115331153411535115361153711538115391154011541115421154311544115451154611547115481154911550115511155211553115541155511556115571155811559115601156111562115631156411565115661156711568115691157011571115721157311574115751157611577115781157911580115811158211583115841158511586115871158811589115901159111592115931159411595115961159711598115991160011601116021160311604116051160611607116081160911610116111161211613116141161511616116171161811619116201162111622116231162411625116261162711628116291163011631116321163311634116351163611637116381163911640116411164211643116441164511646116471164811649116501165111652116531165411655116561165711658116591166011661116621166311664116651166611667116681166911670116711167211673116741167511676116771167811679116801168111682116831168411685116861168711688116891169011691116921169311694116951169611697116981169911700117011170211703117041170511706117071170811709117101171111712117131171411715117161171711718117191172011721117221172311724117251172611727117281172911730117311173211733117341173511736117371173811739117401174111742117431174411745117461174711748117491175011751117521175311754117551175611757117581175911760117611176211763117641176511766117671176811769117701177111772117731177411775117761177711778117791178011781117821178311784117851178611787117881178911790117911179211793117941179511796117971179811799118001180111802118031180411805118061180711808118091181011811118121181311814118151181611817118181181911820118211182211823118241182511826118271182811829118301183111832118331183411835118361183711838118391184011841118421184311844118451184611847118481184911850118511185211853118541185511856118571185811859118601186111862118631186411865118661186711868118691187011871118721187311874118751187611877118781187911880118811188211883118841188511886118871188811889118901189111892118931189411895118961189711898118991190011901119021190311904119051190611907119081190911910119111191211913119141191511916119171191811919119201192111922119231192411925119261192711928119291193011931119321193311934119351193611937119381193911940119411194211943119441194511946119471194811949119501195111952119531195411955119561195711958119591196011961119621196311964119651196611967119681196911970119711197211973119741197511976119771197811979119801198111982119831198411985119861198711988119891199011991119921199311994119951199611997119981199912000120011200212003120041200512006120071200812009120101201112012120131201412015120161201712018120191202012021120221202312024120251202612027120281202912030120311203212033120341203512036120371203812039120401204112042120431204412045120461204712048120491205012051120521205312054120551205612057120581205912060120611206212063120641206512066120671206812069120701207112072120731207412075120761207712078120791208012081120821208312084120851208612087120881208912090120911209212093120941209512096120971209812099121001210112102121031210412105121061210712108121091211012111121121211312114121151211612117121181211912120121211212212123121241212512126121271212812129121301213112132121331213412135121361213712138121391214012141121421214312144121451214612147121481214912150121511215212153121541215512156121571215812159121601216112162121631216412165121661216712168121691217012171121721217312174121751217612177121781217912180121811218212183121841218512186121871218812189121901219112192121931219412195121961219712198121991220012201122021220312204122051220612207122081220912210122111221212213122141221512216122171221812219122201222112222122231222412225122261222712228122291223012231122321223312234122351223612237122381223912240122411224212243122441224512246122471224812249122501225112252122531225412255122561225712258122591226012261122621226312264122651226612267122681226912270122711227212273122741227512276122771227812279122801228112282122831228412285122861228712288122891229012291122921229312294122951229612297122981229912300123011230212303123041230512306123071230812309123101231112312123131231412315123161231712318123191232012321123221232312324123251232612327123281232912330123311233212333123341233512336123371233812339123401234112342123431234412345123461234712348123491235012351123521235312354123551235612357123581235912360123611236212363123641236512366123671236812369123701237112372123731237412375123761237712378123791238012381123821238312384123851238612387123881238912390123911239212393123941239512396123971239812399124001240112402124031240412405124061240712408124091241012411124121241312414124151241612417124181241912420124211242212423124241242512426124271242812429124301243112432124331243412435124361243712438124391244012441124421244312444124451244612447124481244912450124511245212453124541245512456124571245812459124601246112462124631246412465124661246712468124691247012471124721247312474124751247612477124781247912480124811248212483124841248512486124871248812489124901249112492124931249412495124961249712498124991250012501125021250312504125051250612507125081250912510125111251212513125141251512516125171251812519125201252112522125231252412525125261252712528125291253012531125321253312534125351253612537125381253912540125411254212543125441254512546125471254812549125501255112552125531255412555125561255712558125591256012561125621256312564125651256612567125681256912570125711257212573125741257512576125771257812579125801258112582125831258412585125861258712588125891259012591125921259312594125951259612597125981259912600126011260212603126041260512606126071260812609126101261112612126131261412615126161261712618126191262012621126221262312624126251262612627126281262912630126311263212633126341263512636126371263812639126401264112642126431264412645126461264712648126491265012651126521265312654126551265612657126581265912660126611266212663126641266512666126671266812669126701267112672126731267412675126761267712678126791268012681126821268312684126851268612687126881268912690126911269212693126941269512696126971269812699127001270112702127031270412705127061270712708127091271012711127121271312714127151271612717127181271912720127211272212723127241272512726127271272812729127301273112732127331273412735127361273712738127391274012741127421274312744127451274612747127481274912750127511275212753127541275512756127571275812759127601276112762127631276412765127661276712768127691277012771127721277312774127751277612777127781277912780127811278212783127841278512786127871278812789127901279112792127931279412795127961279712798127991280012801128021280312804128051280612807128081280912810128111281212813128141281512816128171281812819128201282112822128231282412825128261282712828128291283012831128321283312834128351283612837128381283912840128411284212843128441284512846128471284812849128501285112852128531285412855128561285712858128591286012861128621286312864128651286612867128681286912870128711287212873128741287512876128771287812879128801288112882128831288412885128861288712888128891289012891128921289312894128951289612897128981289912900129011290212903129041290512906129071290812909129101291112912129131291412915129161291712918129191292012921129221292312924129251292612927129281292912930129311293212933129341293512936129371293812939129401294112942129431294412945129461294712948129491295012951129521295312954129551295612957129581295912960129611296212963129641296512966129671296812969129701297112972129731297412975129761297712978129791298012981129821298312984129851298612987129881298912990129911299212993129941299512996129971299812999130001300113002130031300413005130061300713008130091301013011130121301313014130151301613017130181301913020130211302213023130241302513026130271302813029130301303113032130331303413035130361303713038130391304013041130421304313044130451304613047130481304913050130511305213053130541305513056130571305813059130601306113062130631306413065130661306713068130691307013071130721307313074130751307613077130781307913080130811308213083130841308513086130871308813089130901309113092130931309413095130961309713098130991310013101131021310313104131051310613107131081310913110131111311213113131141311513116131171311813119131201312113122131231312413125131261312713128131291313013131131321313313134131351313613137131381313913140131411314213143131441314513146131471314813149131501315113152131531315413155131561315713158131591316013161131621316313164131651316613167131681316913170131711317213173131741317513176131771317813179131801318113182131831318413185131861318713188131891319013191131921319313194131951319613197131981319913200132011320213203132041320513206132071320813209132101321113212132131321413215132161321713218132191322013221132221322313224132251322613227132281322913230132311323213233132341323513236132371323813239132401324113242132431324413245132461324713248132491325013251132521325313254132551325613257132581325913260132611326213263132641326513266132671326813269132701327113272132731327413275132761327713278132791328013281132821328313284132851328613287132881328913290132911329213293132941329513296132971329813299133001330113302133031330413305133061330713308133091331013311133121331313314133151331613317133181331913320133211332213323133241332513326133271332813329133301333113332133331333413335133361333713338133391334013341133421334313344133451334613347133481334913350133511335213353133541335513356133571335813359133601336113362133631336413365133661336713368133691337013371133721337313374133751337613377133781337913380133811338213383133841338513386133871338813389133901339113392133931339413395133961339713398133991340013401134021340313404134051340613407134081340913410134111341213413134141341513416134171341813419134201342113422134231342413425134261342713428134291343013431134321343313434134351343613437134381343913440134411344213443134441344513446134471344813449134501345113452134531345413455134561345713458134591346013461134621346313464134651346613467134681346913470134711347213473134741347513476134771347813479134801348113482134831348413485134861348713488134891349013491134921349313494134951349613497134981349913500135011350213503135041350513506135071350813509135101351113512135131351413515135161351713518135191352013521135221352313524135251352613527135281352913530135311353213533135341353513536135371353813539135401354113542135431354413545135461354713548135491355013551135521355313554135551355613557135581355913560135611356213563135641356513566135671356813569135701357113572135731357413575135761357713578135791358013581135821358313584135851358613587135881358913590135911359213593135941359513596135971359813599136001360113602136031360413605136061360713608136091361013611136121361313614136151361613617136181361913620136211362213623136241362513626136271362813629136301363113632136331363413635136361363713638136391364013641136421364313644136451364613647136481364913650136511365213653136541365513656136571365813659136601366113662136631366413665136661366713668136691367013671136721367313674136751367613677136781367913680136811368213683136841368513686136871368813689136901369113692136931369413695136961369713698136991370013701137021370313704137051370613707137081370913710137111371213713137141371513716137171371813719137201372113722137231372413725137261372713728137291373013731137321373313734137351373613737137381373913740137411374213743137441374513746137471374813749137501375113752137531375413755137561375713758137591376013761137621376313764137651376613767137681376913770137711377213773137741377513776137771377813779137801378113782137831378413785137861378713788137891379013791137921379313794137951379613797137981379913800138011380213803138041380513806138071380813809138101381113812138131381413815138161381713818138191382013821138221382313824138251382613827138281382913830138311383213833138341383513836138371383813839138401384113842138431384413845138461384713848138491385013851138521385313854138551385613857138581385913860138611386213863138641386513866138671386813869138701387113872138731387413875138761387713878138791388013881138821388313884138851388613887138881388913890138911389213893138941389513896138971389813899139001390113902139031390413905139061390713908139091391013911139121391313914139151391613917139181391913920139211392213923139241392513926139271392813929139301393113932139331393413935139361393713938139391394013941139421394313944139451394613947139481394913950139511395213953139541395513956139571395813959139601396113962139631396413965139661396713968139691397013971139721397313974139751397613977139781397913980139811398213983139841398513986139871398813989139901399113992139931399413995139961399713998139991400014001140021400314004140051400614007140081400914010140111401214013140141401514016140171401814019140201402114022140231402414025140261402714028140291403014031140321403314034140351403614037140381403914040140411404214043140441404514046140471404814049140501405114052140531405414055140561405714058140591406014061140621406314064140651406614067140681406914070140711407214073140741407514076140771407814079140801408114082140831408414085140861408714088140891409014091140921409314094140951409614097140981409914100141011410214103141041410514106141071410814109141101411114112141131411414115141161411714118141191412014121141221412314124141251412614127141281412914130141311413214133141341413514136141371413814139141401414114142141431414414145141461414714148141491415014151141521415314154141551415614157141581415914160141611416214163141641416514166141671416814169141701417114172141731417414175141761417714178141791418014181141821418314184141851418614187141881418914190141911419214193141941419514196141971419814199142001420114202142031420414205142061420714208142091421014211142121421314214142151421614217142181421914220142211422214223142241422514226142271422814229142301423114232142331423414235142361423714238142391424014241142421424314244142451424614247142481424914250142511425214253142541425514256142571425814259142601426114262142631426414265142661426714268142691427014271142721427314274142751427614277142781427914280142811428214283142841428514286142871428814289142901429114292142931429414295142961429714298142991430014301143021430314304143051430614307143081430914310143111431214313143141431514316143171431814319143201432114322143231432414325143261432714328143291433014331143321433314334143351433614337143381433914340143411434214343143441434514346143471434814349143501435114352143531435414355143561435714358143591436014361143621436314364143651436614367143681436914370143711437214373143741437514376143771437814379143801438114382143831438414385143861438714388143891439014391143921439314394143951439614397143981439914400144011440214403144041440514406144071440814409144101441114412144131441414415144161441714418144191442014421144221442314424144251442614427144281442914430144311443214433144341443514436144371443814439144401444114442144431444414445144461444714448144491445014451144521445314454144551445614457144581445914460144611446214463144641446514466144671446814469144701447114472144731447414475144761447714478144791448014481144821448314484144851448614487144881448914490144911449214493144941449514496144971449814499145001450114502145031450414505145061450714508145091451014511145121451314514145151451614517145181451914520145211452214523145241452514526145271452814529145301453114532145331453414535145361453714538145391454014541145421454314544145451454614547145481454914550145511455214553145541455514556145571455814559145601456114562145631456414565145661456714568145691457014571145721457314574145751457614577145781457914580145811458214583145841458514586145871458814589145901459114592145931459414595145961459714598145991460014601146021460314604146051460614607146081460914610146111461214613146141461514616146171461814619146201462114622146231462414625146261462714628146291463014631146321463314634146351463614637146381463914640146411464214643146441464514646146471464814649146501465114652146531465414655146561465714658146591466014661146621466314664146651466614667146681466914670146711467214673146741467514676146771467814679146801468114682146831468414685146861468714688146891469014691146921469314694146951469614697146981469914700147011470214703147041470514706147071470814709147101471114712147131471414715147161471714718147191472014721147221472314724147251472614727147281472914730147311473214733147341473514736147371473814739147401474114742147431474414745147461474714748147491475014751147521475314754147551475614757147581475914760147611476214763147641476514766147671476814769147701477114772147731477414775147761477714778147791478014781147821478314784147851478614787147881478914790147911479214793147941479514796147971479814799148001480114802148031480414805148061480714808148091481014811148121481314814148151481614817148181481914820148211482214823148241482514826148271482814829148301483114832148331483414835148361483714838148391484014841148421484314844148451484614847148481484914850148511485214853148541485514856148571485814859148601486114862148631486414865148661486714868148691487014871148721487314874148751487614877148781487914880148811488214883148841488514886148871488814889148901489114892148931489414895148961489714898148991490014901149021490314904149051490614907149081490914910149111491214913149141491514916149171491814919149201492114922149231492414925149261492714928149291493014931149321493314934149351493614937149381493914940149411494214943149441494514946149471494814949149501495114952149531495414955149561495714958149591496014961149621496314964149651496614967149681496914970149711497214973149741497514976149771497814979149801498114982149831498414985149861498714988149891499014991149921499314994149951499614997149981499915000150011500215003150041500515006150071500815009150101501115012150131501415015150161501715018150191502015021150221502315024150251502615027150281502915030150311503215033150341503515036150371503815039150401504115042150431504415045150461504715048150491505015051150521505315054150551505615057150581505915060150611506215063150641506515066150671506815069150701507115072150731507415075150761507715078150791508015081150821508315084150851508615087150881508915090150911509215093150941509515096150971509815099151001510115102151031510415105151061510715108151091511015111151121511315114151151511615117151181511915120151211512215123151241512515126151271512815129151301513115132151331513415135151361513715138151391514015141151421514315144151451514615147151481514915150151511515215153151541515515156151571515815159151601516115162151631516415165151661516715168151691517015171151721517315174151751517615177151781517915180151811518215183151841518515186151871518815189151901519115192151931519415195151961519715198151991520015201152021520315204152051520615207152081520915210152111521215213152141521515216152171521815219152201522115222152231522415225152261522715228152291523015231152321523315234152351523615237152381523915240152411524215243152441524515246152471524815249152501525115252152531525415255152561525715258152591526015261152621526315264152651526615267152681526915270152711527215273152741527515276152771527815279152801528115282152831528415285152861528715288152891529015291152921529315294152951529615297152981529915300153011530215303153041530515306153071530815309153101531115312153131531415315153161531715318153191532015321153221532315324153251532615327153281532915330153311533215333153341533515336153371533815339153401534115342153431534415345153461534715348153491535015351153521535315354153551535615357153581535915360153611536215363153641536515366153671536815369153701537115372153731537415375153761537715378153791538015381153821538315384153851538615387153881538915390153911539215393153941539515396153971539815399154001540115402154031540415405154061540715408154091541015411154121541315414154151541615417154181541915420154211542215423154241542515426154271542815429154301543115432154331543415435154361543715438154391544015441154421544315444154451544615447154481544915450154511545215453154541545515456154571545815459154601546115462154631546415465154661546715468154691547015471154721547315474154751547615477154781547915480154811548215483154841548515486154871548815489154901549115492154931549415495154961549715498154991550015501155021550315504155051550615507155081550915510155111551215513155141551515516155171551815519155201552115522155231552415525155261552715528155291553015531155321553315534155351553615537155381553915540155411554215543155441554515546155471554815549155501555115552155531555415555155561555715558155591556015561155621556315564155651556615567155681556915570155711557215573155741557515576155771557815579155801558115582155831558415585155861558715588155891559015591155921559315594155951559615597155981559915600156011560215603156041560515606156071560815609156101561115612156131561415615156161561715618156191562015621156221562315624156251562615627156281562915630156311563215633156341563515636156371563815639156401564115642156431564415645156461564715648156491565015651156521565315654156551565615657156581565915660156611566215663156641566515666156671566815669156701567115672156731567415675156761567715678156791568015681156821568315684156851568615687156881568915690156911569215693156941569515696156971569815699157001570115702157031570415705157061570715708157091571015711157121571315714157151571615717157181571915720157211572215723157241572515726157271572815729157301573115732157331573415735157361573715738157391574015741157421574315744157451574615747157481574915750157511575215753157541575515756157571575815759157601576115762157631576415765157661576715768157691577015771157721577315774157751577615777157781577915780157811578215783157841578515786157871578815789157901579115792157931579415795157961579715798157991580015801158021580315804158051580615807158081580915810158111581215813158141581515816158171581815819158201582115822158231582415825158261582715828158291583015831158321583315834158351583615837158381583915840158411584215843158441584515846158471584815849158501585115852158531585415855158561585715858158591586015861158621586315864158651586615867158681586915870158711587215873158741587515876158771587815879158801588115882158831588415885158861588715888158891589015891158921589315894158951589615897158981589915900159011590215903159041590515906159071590815909159101591115912159131591415915159161591715918159191592015921159221592315924159251592615927159281592915930159311593215933159341593515936159371593815939159401594115942159431594415945159461594715948159491595015951159521595315954159551595615957159581595915960159611596215963159641596515966159671596815969159701597115972159731597415975159761597715978159791598015981159821598315984159851598615987159881598915990159911599215993159941599515996159971599815999160001600116002160031600416005160061600716008160091601016011160121601316014160151601616017160181601916020160211602216023160241602516026160271602816029160301603116032160331603416035160361603716038160391604016041160421604316044160451604616047160481604916050160511605216053160541605516056160571605816059160601606116062160631606416065160661606716068160691607016071160721607316074160751607616077160781607916080160811608216083160841608516086160871608816089160901609116092160931609416095160961609716098160991610016101161021610316104161051610616107161081610916110161111611216113161141611516116161171611816119161201612116122161231612416125161261612716128161291613016131161321613316134161351613616137161381613916140161411614216143161441614516146161471614816149161501615116152161531615416155161561615716158161591616016161161621616316164161651616616167161681616916170161711617216173161741617516176161771617816179161801618116182161831618416185161861618716188161891619016191161921619316194161951619616197161981619916200162011620216203162041620516206162071620816209162101621116212162131621416215162161621716218162191622016221162221622316224162251622616227162281622916230162311623216233162341623516236162371623816239162401624116242162431624416245162461624716248162491625016251162521625316254162551625616257162581625916260162611626216263162641626516266162671626816269162701627116272162731627416275162761627716278162791628016281162821628316284162851628616287162881628916290162911629216293162941629516296162971629816299163001630116302163031630416305163061630716308163091631016311163121631316314163151631616317163181631916320163211632216323163241632516326163271632816329163301633116332163331633416335163361633716338163391634016341163421634316344163451634616347163481634916350163511635216353163541635516356163571635816359163601636116362163631636416365163661636716368163691637016371163721637316374163751637616377163781637916380163811638216383163841638516386163871638816389163901639116392163931639416395163961639716398163991640016401164021640316404164051640616407164081640916410164111641216413164141641516416164171641816419164201642116422164231642416425164261642716428164291643016431164321643316434164351643616437164381643916440164411644216443164441644516446164471644816449164501645116452164531645416455164561645716458164591646016461164621646316464164651646616467164681646916470164711647216473164741647516476164771647816479164801648116482164831648416485164861648716488164891649016491164921649316494164951649616497164981649916500165011650216503165041650516506165071650816509165101651116512165131651416515165161651716518165191652016521165221652316524165251652616527165281652916530165311653216533165341653516536165371653816539165401654116542165431654416545165461654716548165491655016551165521655316554165551655616557165581655916560165611656216563165641656516566165671656816569165701657116572165731657416575165761657716578165791658016581165821658316584165851658616587165881658916590165911659216593165941659516596165971659816599166001660116602166031660416605166061660716608166091661016611166121661316614166151661616617166181661916620166211662216623166241662516626166271662816629166301663116632166331663416635166361663716638166391664016641166421664316644166451664616647166481664916650166511665216653166541665516656166571665816659166601666116662166631666416665166661666716668166691667016671166721667316674166751667616677166781667916680166811668216683166841668516686166871668816689166901669116692166931669416695166961669716698166991670016701167021670316704167051670616707167081670916710167111671216713167141671516716167171671816719167201672116722167231672416725167261672716728167291673016731167321673316734167351673616737167381673916740167411674216743167441674516746167471674816749167501675116752167531675416755167561675716758167591676016761167621676316764167651676616767167681676916770167711677216773167741677516776167771677816779167801678116782167831678416785167861678716788167891679016791167921679316794167951679616797167981679916800168011680216803168041680516806168071680816809168101681116812168131681416815168161681716818168191682016821168221682316824168251682616827168281682916830168311683216833168341683516836168371683816839168401684116842168431684416845168461684716848168491685016851168521685316854168551685616857168581685916860168611686216863168641686516866168671686816869168701687116872168731687416875168761687716878168791688016881168821688316884168851688616887168881688916890168911689216893168941689516896168971689816899169001690116902169031690416905169061690716908169091691016911169121691316914169151691616917169181691916920169211692216923169241692516926169271692816929169301693116932169331693416935169361693716938169391694016941169421694316944169451694616947169481694916950169511695216953169541695516956169571695816959169601696116962169631696416965169661696716968169691697016971169721697316974169751697616977169781697916980169811698216983169841698516986169871698816989169901699116992169931699416995169961699716998169991700017001170021700317004170051700617007170081700917010170111701217013170141701517016170171701817019170201702117022170231702417025170261702717028170291703017031170321703317034170351703617037170381703917040170411704217043170441704517046170471704817049170501705117052170531705417055170561705717058170591706017061170621706317064170651706617067170681706917070170711707217073170741707517076170771707817079170801708117082170831708417085170861708717088170891709017091170921709317094170951709617097170981709917100171011710217103171041710517106171071710817109171101711117112171131711417115171161711717118171191712017121171221712317124171251712617127171281712917130171311713217133171341713517136171371713817139171401714117142171431714417145171461714717148171491715017151171521715317154171551715617157171581715917160171611716217163171641716517166171671716817169171701717117172171731717417175171761717717178171791718017181171821718317184171851718617187171881718917190171911719217193171941719517196171971719817199172001720117202172031720417205172061720717208172091721017211172121721317214172151721617217172181721917220172211722217223172241722517226172271722817229172301723117232172331723417235172361723717238172391724017241172421724317244172451724617247172481724917250172511725217253172541725517256172571725817259172601726117262172631726417265172661726717268172691727017271172721727317274172751727617277172781727917280172811728217283172841728517286172871728817289172901729117292172931729417295172961729717298172991730017301173021730317304173051730617307173081730917310173111731217313173141731517316173171731817319173201732117322173231732417325173261732717328173291733017331173321733317334173351733617337173381733917340173411734217343173441734517346173471734817349173501735117352173531735417355173561735717358173591736017361173621736317364173651736617367173681736917370173711737217373173741737517376173771737817379173801738117382173831738417385173861738717388173891739017391173921739317394173951739617397173981739917400174011740217403174041740517406174071740817409174101741117412174131741417415174161741717418174191742017421174221742317424174251742617427174281742917430174311743217433174341743517436174371743817439174401744117442174431744417445174461744717448174491745017451174521745317454174551745617457174581745917460174611746217463174641746517466174671746817469174701747117472174731747417475174761747717478174791748017481174821748317484174851748617487174881748917490174911749217493174941749517496174971749817499175001750117502175031750417505175061750717508175091751017511175121751317514175151751617517175181751917520175211752217523175241752517526175271752817529175301753117532175331753417535175361753717538175391754017541175421754317544175451754617547175481754917550175511755217553175541755517556175571755817559175601756117562175631756417565175661756717568175691757017571175721757317574175751757617577175781757917580175811758217583175841758517586175871758817589175901759117592175931759417595175961759717598175991760017601176021760317604176051760617607176081760917610176111761217613176141761517616176171761817619176201762117622176231762417625176261762717628176291763017631176321763317634176351763617637176381763917640176411764217643176441764517646176471764817649176501765117652176531765417655176561765717658176591766017661176621766317664176651766617667176681766917670176711767217673176741767517676176771767817679176801768117682176831768417685176861768717688176891769017691176921769317694176951769617697176981769917700177011770217703177041770517706177071770817709177101771117712177131771417715177161771717718177191772017721177221772317724177251772617727177281772917730177311773217733177341773517736177371773817739177401774117742177431774417745177461774717748177491775017751177521775317754177551775617757177581775917760177611776217763177641776517766177671776817769177701777117772177731777417775177761777717778177791778017781177821778317784177851778617787177881778917790177911779217793177941779517796177971779817799178001780117802178031780417805178061780717808178091781017811178121781317814178151781617817178181781917820178211782217823178241782517826178271782817829178301783117832178331783417835178361783717838178391784017841178421784317844178451784617847178481784917850178511785217853178541785517856178571785817859178601786117862178631786417865178661786717868178691787017871178721787317874178751787617877178781787917880178811788217883178841788517886178871788817889178901789117892178931789417895178961789717898178991790017901179021790317904179051790617907179081790917910179111791217913179141791517916179171791817919179201792117922179231792417925179261792717928179291793017931179321793317934179351793617937179381793917940179411794217943179441794517946179471794817949179501795117952179531795417955179561795717958179591796017961179621796317964179651796617967179681796917970179711797217973179741797517976179771797817979179801798117982179831798417985179861798717988179891799017991179921799317994179951799617997179981799918000180011800218003180041800518006180071800818009180101801118012180131801418015180161801718018180191802018021180221802318024180251802618027180281802918030180311803218033180341803518036180371803818039180401804118042180431804418045180461804718048180491805018051180521805318054180551805618057180581805918060180611806218063180641806518066180671806818069180701807118072180731807418075180761807718078180791808018081180821808318084180851808618087180881808918090180911809218093180941809518096180971809818099181001810118102181031810418105181061810718108181091811018111181121811318114181151811618117181181811918120181211812218123181241812518126181271812818129181301813118132181331813418135181361813718138181391814018141181421814318144181451814618147181481814918150181511815218153181541815518156181571815818159181601816118162181631816418165181661816718168181691817018171181721817318174181751817618177181781817918180181811818218183181841818518186181871818818189181901819118192181931819418195181961819718198181991820018201182021820318204182051820618207182081820918210182111821218213182141821518216182171821818219182201822118222182231822418225182261822718228182291823018231182321823318234182351823618237182381823918240182411824218243182441824518246182471824818249182501825118252182531825418255182561825718258182591826018261182621826318264182651826618267182681826918270182711827218273182741827518276182771827818279182801828118282182831828418285182861828718288182891829018291182921829318294182951829618297182981829918300183011830218303183041830518306183071830818309183101831118312183131831418315183161831718318183191832018321183221832318324183251832618327183281832918330183311833218333183341833518336183371833818339183401834118342183431834418345183461834718348183491835018351183521835318354183551835618357183581835918360183611836218363183641836518366183671836818369183701837118372183731837418375183761837718378183791838018381183821838318384183851838618387183881838918390183911839218393183941839518396183971839818399184001840118402184031840418405184061840718408184091841018411184121841318414184151841618417184181841918420184211842218423184241842518426184271842818429184301843118432184331843418435184361843718438184391844018441184421844318444184451844618447184481844918450184511845218453184541845518456184571845818459184601846118462184631846418465184661846718468184691847018471184721847318474184751847618477184781847918480184811848218483184841848518486184871848818489184901849118492184931849418495184961849718498184991850018501185021850318504185051850618507185081850918510185111851218513185141851518516185171851818519185201852118522185231852418525185261852718528185291853018531185321853318534185351853618537185381853918540185411854218543185441854518546185471854818549185501855118552185531855418555185561855718558185591856018561185621856318564185651856618567185681856918570185711857218573185741857518576185771857818579185801858118582185831858418585185861858718588185891859018591185921859318594185951859618597185981859918600186011860218603186041860518606186071860818609186101861118612186131861418615186161861718618186191862018621186221862318624186251862618627186281862918630186311863218633186341863518636186371863818639186401864118642186431864418645186461864718648186491865018651186521865318654186551865618657186581865918660186611866218663186641866518666186671866818669186701867118672186731867418675186761867718678186791868018681186821868318684186851868618687186881868918690186911869218693186941869518696186971869818699187001870118702187031870418705187061870718708187091871018711187121871318714187151871618717187181871918720187211872218723187241872518726187271872818729187301873118732187331873418735187361873718738187391874018741187421874318744187451874618747187481874918750187511875218753187541875518756187571875818759187601876118762187631876418765187661876718768187691877018771187721877318774187751877618777187781877918780187811878218783187841878518786187871878818789187901879118792187931879418795187961879718798187991880018801188021880318804188051880618807188081880918810188111881218813188141881518816188171881818819188201882118822188231882418825188261882718828188291883018831188321883318834188351883618837188381883918840188411884218843188441884518846188471884818849188501885118852188531885418855188561885718858188591886018861188621886318864188651886618867188681886918870188711887218873188741887518876188771887818879188801888118882188831888418885188861888718888188891889018891188921889318894188951889618897188981889918900189011890218903189041890518906189071890818909189101891118912189131891418915189161891718918189191892018921189221892318924189251892618927189281892918930189311893218933189341893518936189371893818939189401894118942189431894418945189461894718948189491895018951189521895318954189551895618957189581895918960189611896218963189641896518966189671896818969189701897118972189731897418975189761897718978189791898018981189821898318984189851898618987189881898918990189911899218993189941899518996189971899818999190001900119002190031900419005190061900719008190091901019011190121901319014190151901619017190181901919020190211902219023190241902519026190271902819029190301903119032190331903419035190361903719038190391904019041190421904319044190451904619047190481904919050190511905219053190541905519056190571905819059190601906119062190631906419065190661906719068190691907019071190721907319074190751907619077190781907919080190811908219083190841908519086190871908819089190901909119092190931909419095190961909719098190991910019101191021910319104191051910619107191081910919110191111911219113191141911519116191171911819119191201912119122191231912419125191261912719128191291913019131191321913319134191351913619137191381913919140191411914219143191441914519146191471914819149191501915119152191531915419155191561915719158191591916019161191621916319164191651916619167191681916919170191711917219173191741917519176191771917819179191801918119182191831918419185191861918719188191891919019191191921919319194191951919619197191981919919200192011920219203192041920519206192071920819209192101921119212192131921419215192161921719218192191922019221192221922319224192251922619227192281922919230192311923219233192341923519236192371923819239192401924119242192431924419245192461924719248192491925019251192521925319254192551925619257192581925919260192611926219263192641926519266192671926819269192701927119272192731927419275192761927719278192791928019281192821928319284192851928619287192881928919290192911929219293192941929519296192971929819299193001930119302193031930419305193061930719308193091931019311193121931319314193151931619317193181931919320193211932219323193241932519326193271932819329193301933119332193331933419335193361933719338193391934019341193421934319344193451934619347193481934919350193511935219353193541935519356193571935819359193601936119362193631936419365193661936719368193691937019371193721937319374193751937619377193781937919380193811938219383193841938519386193871938819389193901939119392193931939419395193961939719398193991940019401194021940319404194051940619407194081940919410194111941219413194141941519416194171941819419194201942119422194231942419425194261942719428194291943019431194321943319434194351943619437194381943919440194411944219443194441944519446194471944819449194501945119452194531945419455194561945719458194591946019461194621946319464194651946619467194681946919470194711947219473194741947519476194771947819479194801948119482194831948419485194861948719488194891949019491194921949319494194951949619497194981949919500195011950219503195041950519506195071950819509195101951119512195131951419515195161951719518195191952019521195221952319524195251952619527195281952919530195311953219533195341953519536195371953819539195401954119542195431954419545195461954719548195491955019551195521955319554195551955619557195581955919560195611956219563195641956519566195671956819569195701957119572195731957419575195761957719578195791958019581195821958319584195851958619587195881958919590195911959219593195941959519596195971959819599196001960119602196031960419605196061960719608196091961019611196121961319614196151961619617196181961919620196211962219623196241962519626196271962819629196301963119632196331963419635196361963719638196391964019641196421964319644196451964619647196481964919650196511965219653196541965519656196571965819659196601966119662196631966419665196661966719668196691967019671196721967319674196751967619677196781967919680196811968219683196841968519686196871968819689196901969119692196931969419695196961969719698196991970019701197021970319704197051970619707197081970919710197111971219713197141971519716197171971819719197201972119722197231972419725197261972719728197291973019731197321973319734197351973619737197381973919740197411974219743197441974519746197471974819749197501975119752197531975419755197561975719758197591976019761197621976319764197651976619767197681976919770197711977219773197741977519776197771977819779197801978119782197831978419785197861978719788197891979019791197921979319794197951979619797197981979919800198011980219803198041980519806198071980819809198101981119812198131981419815198161981719818198191982019821198221982319824198251982619827198281982919830198311983219833198341983519836198371983819839198401984119842198431984419845198461984719848198491985019851198521985319854198551985619857198581985919860198611986219863198641986519866198671986819869198701987119872198731987419875198761987719878198791988019881198821988319884198851988619887198881988919890198911989219893198941989519896198971989819899199001990119902199031990419905199061990719908199091991019911199121991319914199151991619917199181991919920199211992219923199241992519926199271992819929199301993119932199331993419935199361993719938199391994019941199421994319944199451994619947199481994919950199511995219953199541995519956199571995819959199601996119962199631996419965199661996719968199691997019971199721997319974199751997619977199781997919980199811998219983199841998519986199871998819989199901999119992199931999419995199961999719998199992000020001200022000320004200052000620007200082000920010200112001220013200142001520016200172001820019200202002120022200232002420025200262002720028200292003020031200322003320034200352003620037200382003920040200412004220043200442004520046200472004820049200502005120052200532005420055200562005720058200592006020061200622006320064200652006620067200682006920070200712007220073200742007520076200772007820079200802008120082200832008420085200862008720088200892009020091200922009320094200952009620097200982009920100201012010220103201042010520106201072010820109201102011120112201132011420115201162011720118201192012020121201222012320124201252012620127201282012920130201312013220133201342013520136201372013820139201402014120142201432014420145201462014720148201492015020151201522015320154201552015620157201582015920160201612016220163201642016520166201672016820169201702017120172201732017420175201762017720178201792018020181201822018320184201852018620187201882018920190201912019220193201942019520196201972019820199202002020120202202032020420205202062020720208202092021020211202122021320214202152021620217202182021920220202212022220223202242022520226202272022820229202302023120232202332023420235202362023720238202392024020241202422024320244202452024620247202482024920250202512025220253202542025520256202572025820259202602026120262202632026420265202662026720268202692027020271202722027320274202752027620277202782027920280202812028220283202842028520286202872028820289202902029120292202932029420295202962029720298202992030020301203022030320304203052030620307203082030920310203112031220313203142031520316203172031820319203202032120322203232032420325203262032720328203292033020331203322033320334203352033620337203382033920340203412034220343203442034520346203472034820349203502035120352203532035420355203562035720358203592036020361203622036320364203652036620367203682036920370203712037220373203742037520376203772037820379203802038120382203832038420385203862038720388203892039020391203922039320394203952039620397203982039920400204012040220403204042040520406204072040820409204102041120412204132041420415204162041720418204192042020421204222042320424204252042620427204282042920430204312043220433204342043520436204372043820439204402044120442204432044420445204462044720448204492045020451204522045320454204552045620457204582045920460204612046220463204642046520466204672046820469204702047120472204732047420475204762047720478204792048020481204822048320484204852048620487204882048920490204912049220493204942049520496204972049820499205002050120502205032050420505205062050720508205092051020511205122051320514205152051620517205182051920520205212052220523205242052520526205272052820529205302053120532205332053420535205362053720538205392054020541205422054320544205452054620547205482054920550205512055220553205542055520556205572055820559205602056120562205632056420565205662056720568205692057020571205722057320574205752057620577205782057920580205812058220583205842058520586205872058820589205902059120592205932059420595205962059720598205992060020601206022060320604206052060620607206082060920610206112061220613206142061520616206172061820619206202062120622206232062420625206262062720628206292063020631206322063320634206352063620637206382063920640206412064220643206442064520646206472064820649206502065120652206532065420655206562065720658206592066020661206622066320664206652066620667206682066920670206712067220673206742067520676206772067820679206802068120682206832068420685206862068720688206892069020691206922069320694206952069620697206982069920700207012070220703207042070520706207072070820709207102071120712207132071420715207162071720718207192072020721207222072320724207252072620727207282072920730207312073220733207342073520736207372073820739207402074120742207432074420745207462074720748207492075020751207522075320754207552075620757207582075920760207612076220763207642076520766207672076820769207702077120772207732077420775207762077720778207792078020781207822078320784207852078620787207882078920790207912079220793207942079520796207972079820799208002080120802208032080420805208062080720808208092081020811208122081320814208152081620817208182081920820208212082220823208242082520826208272082820829208302083120832208332083420835208362083720838208392084020841208422084320844208452084620847208482084920850208512085220853208542085520856208572085820859208602086120862208632086420865208662086720868208692087020871208722087320874208752087620877208782087920880208812088220883208842088520886208872088820889208902089120892208932089420895208962089720898208992090020901209022090320904209052090620907209082090920910209112091220913209142091520916209172091820919209202092120922209232092420925209262092720928209292093020931209322093320934209352093620937209382093920940209412094220943209442094520946209472094820949209502095120952209532095420955209562095720958209592096020961209622096320964209652096620967209682096920970209712097220973209742097520976209772097820979209802098120982209832098420985209862098720988209892099020991209922099320994209952099620997209982099921000210012100221003210042100521006210072100821009210102101121012210132101421015210162101721018210192102021021210222102321024210252102621027210282102921030210312103221033210342103521036210372103821039210402104121042210432104421045210462104721048210492105021051210522105321054210552105621057210582105921060210612106221063210642106521066210672106821069210702107121072210732107421075210762107721078210792108021081210822108321084210852108621087210882108921090210912109221093210942109521096210972109821099211002110121102211032110421105211062110721108211092111021111211122111321114211152111621117211182111921120211212112221123211242112521126211272112821129211302113121132211332113421135211362113721138211392114021141211422114321144211452114621147211482114921150211512115221153211542115521156211572115821159211602116121162211632116421165211662116721168211692117021171211722117321174211752117621177211782117921180211812118221183211842118521186211872118821189211902119121192211932119421195211962119721198211992120021201212022120321204212052120621207212082120921210212112121221213212142121521216212172121821219212202122121222212232122421225212262122721228212292123021231212322123321234212352123621237212382123921240212412124221243212442124521246212472124821249212502125121252212532125421255212562125721258212592126021261212622126321264212652126621267212682126921270212712127221273212742127521276212772127821279212802128121282212832128421285212862128721288212892129021291212922129321294212952129621297212982129921300213012130221303213042130521306213072130821309213102131121312213132131421315213162131721318213192132021321213222132321324213252132621327213282132921330213312133221333213342133521336213372133821339213402134121342213432134421345213462134721348213492135021351213522135321354213552135621357213582135921360213612136221363213642136521366213672136821369213702137121372213732137421375213762137721378213792138021381213822138321384213852138621387213882138921390213912139221393213942139521396213972139821399214002140121402214032140421405214062140721408214092141021411214122141321414214152141621417214182141921420214212142221423214242142521426214272142821429214302143121432214332143421435214362143721438214392144021441214422144321444214452144621447214482144921450214512145221453214542145521456214572145821459214602146121462214632146421465214662146721468214692147021471214722147321474214752147621477214782147921480214812148221483214842148521486214872148821489214902149121492214932149421495214962149721498214992150021501215022150321504215052150621507215082150921510215112151221513215142151521516215172151821519215202152121522215232152421525215262152721528215292153021531215322153321534215352153621537215382153921540215412154221543215442154521546215472154821549215502155121552215532155421555215562155721558215592156021561215622156321564215652156621567215682156921570215712157221573215742157521576215772157821579215802158121582215832158421585215862158721588215892159021591215922159321594215952159621597215982159921600216012160221603216042160521606216072160821609216102161121612216132161421615216162161721618216192162021621216222162321624216252162621627216282162921630216312163221633216342163521636216372163821639216402164121642216432164421645216462164721648216492165021651216522165321654216552165621657216582165921660216612166221663216642166521666216672166821669216702167121672216732167421675216762167721678216792168021681216822168321684216852168621687216882168921690216912169221693216942169521696216972169821699217002170121702217032170421705217062170721708217092171021711217122171321714217152171621717217182171921720217212172221723217242172521726217272172821729217302173121732217332173421735217362173721738217392174021741217422174321744217452174621747217482174921750217512175221753217542175521756217572175821759217602176121762217632176421765217662176721768217692177021771217722177321774217752177621777217782177921780217812178221783217842178521786217872178821789217902179121792217932179421795217962179721798217992180021801218022180321804218052180621807218082180921810218112181221813218142181521816218172181821819218202182121822218232182421825218262182721828218292183021831218322183321834218352183621837218382183921840218412184221843218442184521846218472184821849218502185121852218532185421855218562185721858218592186021861218622186321864218652186621867218682186921870218712187221873218742187521876218772187821879218802188121882218832188421885218862188721888218892189021891218922189321894218952189621897218982189921900219012190221903219042190521906219072190821909219102191121912219132191421915219162191721918219192192021921219222192321924219252192621927219282192921930219312193221933219342193521936219372193821939219402194121942219432194421945219462194721948219492195021951219522195321954219552195621957219582195921960219612196221963219642196521966219672196821969219702197121972219732197421975219762197721978219792198021981219822198321984219852198621987219882198921990219912199221993219942199521996219972199821999220002200122002220032200422005220062200722008220092201022011220122201322014220152201622017220182201922020220212202222023220242202522026220272202822029220302203122032220332203422035220362203722038220392204022041220422204322044220452204622047220482204922050220512205222053220542205522056220572205822059220602206122062220632206422065220662206722068220692207022071220722207322074220752207622077220782207922080220812208222083220842208522086220872208822089220902209122092220932209422095220962209722098220992210022101221022210322104221052210622107221082210922110221112211222113221142211522116221172211822119221202212122122221232212422125221262212722128221292213022131221322213322134221352213622137221382213922140221412214222143221442214522146221472214822149221502215122152221532215422155221562215722158221592216022161221622216322164221652216622167221682216922170221712217222173221742217522176221772217822179221802218122182221832218422185221862218722188221892219022191221922219322194221952219622197221982219922200222012220222203222042220522206222072220822209222102221122212222132221422215222162221722218222192222022221222222222322224222252222622227222282222922230222312223222233222342223522236222372223822239222402224122242222432224422245222462224722248222492225022251222522225322254222552225622257222582225922260222612226222263222642226522266222672226822269222702227122272222732227422275222762227722278222792228022281222822228322284222852228622287222882228922290222912229222293222942229522296222972229822299223002230122302223032230422305223062230722308223092231022311223122231322314223152231622317223182231922320223212232222323223242232522326223272232822329223302233122332223332233422335223362233722338223392234022341223422234322344223452234622347223482234922350223512235222353223542235522356223572235822359223602236122362223632236422365223662236722368223692237022371223722237322374223752237622377223782237922380223812238222383223842238522386223872238822389223902239122392223932239422395223962239722398223992240022401224022240322404224052240622407224082240922410224112241222413224142241522416224172241822419224202242122422224232242422425224262242722428224292243022431224322243322434224352243622437224382243922440224412244222443224442244522446224472244822449224502245122452224532245422455224562245722458224592246022461224622246322464224652246622467224682246922470224712247222473224742247522476224772247822479224802248122482224832248422485224862248722488224892249022491224922249322494224952249622497224982249922500225012250222503225042250522506225072250822509225102251122512225132251422515225162251722518225192252022521225222252322524225252252622527225282252922530225312253222533225342253522536225372253822539225402254122542225432254422545225462254722548225492255022551225522255322554225552255622557225582255922560225612256222563225642256522566225672256822569225702257122572225732257422575225762257722578225792258022581225822258322584225852258622587225882258922590225912259222593225942259522596225972259822599226002260122602226032260422605226062260722608226092261022611226122261322614226152261622617226182261922620226212262222623226242262522626226272262822629226302263122632226332263422635226362263722638226392264022641226422264322644226452264622647226482264922650226512265222653226542265522656226572265822659226602266122662226632266422665226662266722668226692267022671226722267322674226752267622677226782267922680226812268222683226842268522686226872268822689226902269122692226932269422695226962269722698226992270022701227022270322704227052270622707227082270922710227112271222713227142271522716227172271822719227202272122722227232272422725227262272722728227292273022731227322273322734227352273622737227382273922740227412274222743227442274522746227472274822749227502275122752227532275422755227562275722758227592276022761227622276322764227652276622767227682276922770227712277222773227742277522776227772277822779227802278122782227832278422785227862278722788227892279022791227922279322794227952279622797227982279922800228012280222803228042280522806228072280822809228102281122812228132281422815228162281722818228192282022821228222282322824228252282622827228282282922830228312283222833228342283522836228372283822839228402284122842228432284422845228462284722848228492285022851228522285322854228552285622857228582285922860228612286222863228642286522866228672286822869228702287122872228732287422875228762287722878228792288022881228822288322884228852288622887228882288922890228912289222893228942289522896228972289822899229002290122902229032290422905229062290722908229092291022911229122291322914229152291622917229182291922920229212292222923229242292522926229272292822929229302293122932229332293422935229362293722938229392294022941229422294322944229452294622947229482294922950229512295222953229542295522956229572295822959229602296122962229632296422965229662296722968229692297022971229722297322974229752297622977229782297922980229812298222983229842298522986229872298822989229902299122992229932299422995229962299722998229992300023001230022300323004230052300623007230082300923010230112301223013230142301523016230172301823019230202302123022230232302423025230262302723028230292303023031230322303323034230352303623037230382303923040230412304223043230442304523046230472304823049230502305123052230532305423055230562305723058230592306023061230622306323064230652306623067230682306923070230712307223073230742307523076230772307823079230802308123082230832308423085230862308723088230892309023091230922309323094230952309623097230982309923100231012310223103231042310523106231072310823109231102311123112231132311423115231162311723118231192312023121231222312323124231252312623127231282312923130231312313223133231342313523136231372313823139231402314123142231432314423145231462314723148231492315023151231522315323154231552315623157231582315923160231612316223163231642316523166231672316823169231702317123172231732317423175231762317723178231792318023181231822318323184231852318623187231882318923190231912319223193231942319523196231972319823199232002320123202232032320423205232062320723208232092321023211232122321323214232152321623217232182321923220232212322223223232242322523226232272322823229232302323123232232332323423235232362323723238232392324023241232422324323244232452324623247232482324923250232512325223253232542325523256232572325823259232602326123262232632326423265232662326723268232692327023271232722327323274232752327623277232782327923280232812328223283232842328523286232872328823289232902329123292232932329423295232962329723298232992330023301233022330323304233052330623307233082330923310233112331223313233142331523316233172331823319233202332123322233232332423325233262332723328233292333023331233322333323334233352333623337233382333923340233412334223343233442334523346233472334823349233502335123352233532335423355233562335723358233592336023361233622336323364233652336623367233682336923370233712337223373233742337523376233772337823379233802338123382233832338423385233862338723388233892339023391233922339323394233952339623397233982339923400234012340223403234042340523406234072340823409234102341123412234132341423415234162341723418234192342023421234222342323424234252342623427234282342923430234312343223433234342343523436234372343823439234402344123442234432344423445234462344723448234492345023451234522345323454234552345623457234582345923460234612346223463234642346523466234672346823469234702347123472234732347423475234762347723478234792348023481234822348323484234852348623487234882348923490234912349223493234942349523496234972349823499235002350123502235032350423505235062350723508235092351023511235122351323514235152351623517235182351923520235212352223523235242352523526235272352823529235302353123532235332353423535235362353723538235392354023541235422354323544235452354623547235482354923550235512355223553235542355523556235572355823559235602356123562235632356423565235662356723568235692357023571235722357323574235752357623577235782357923580235812358223583235842358523586235872358823589235902359123592235932359423595235962359723598235992360023601236022360323604236052360623607236082360923610236112361223613236142361523616236172361823619236202362123622236232362423625236262362723628236292363023631236322363323634236352363623637236382363923640236412364223643236442364523646236472364823649236502365123652236532365423655236562365723658236592366023661236622366323664236652366623667236682366923670236712367223673236742367523676236772367823679236802368123682236832368423685236862368723688236892369023691236922369323694236952369623697236982369923700237012370223703237042370523706237072370823709237102371123712237132371423715237162371723718237192372023721237222372323724237252372623727237282372923730237312373223733237342373523736237372373823739237402374123742237432374423745237462374723748237492375023751237522375323754237552375623757237582375923760237612376223763237642376523766237672376823769237702377123772237732377423775237762377723778237792378023781237822378323784237852378623787237882378923790237912379223793237942379523796237972379823799238002380123802238032380423805238062380723808238092381023811238122381323814238152381623817238182381923820238212382223823238242382523826238272382823829238302383123832238332383423835238362383723838238392384023841238422384323844238452384623847238482384923850238512385223853238542385523856238572385823859238602386123862238632386423865238662386723868238692387023871238722387323874238752387623877238782387923880238812388223883238842388523886238872388823889238902389123892238932389423895238962389723898238992390023901239022390323904239052390623907239082390923910239112391223913239142391523916239172391823919239202392123922239232392423925239262392723928239292393023931239322393323934239352393623937239382393923940239412394223943239442394523946239472394823949239502395123952239532395423955239562395723958239592396023961239622396323964239652396623967239682396923970239712397223973239742397523976239772397823979239802398123982239832398423985239862398723988239892399023991239922399323994239952399623997239982399924000240012400224003240042400524006240072400824009240102401124012240132401424015240162401724018240192402024021240222402324024240252402624027240282402924030240312403224033240342403524036240372403824039240402404124042240432404424045240462404724048240492405024051240522405324054240552405624057240582405924060240612406224063240642406524066240672406824069240702407124072240732407424075240762407724078240792408024081240822408324084240852408624087240882408924090240912409224093240942409524096240972409824099241002410124102241032410424105241062410724108241092411024111241122411324114241152411624117241182411924120241212412224123241242412524126241272412824129241302413124132241332413424135241362413724138241392414024141241422414324144241452414624147241482414924150241512415224153241542415524156241572415824159241602416124162241632416424165241662416724168241692417024171241722417324174241752417624177241782417924180241812418224183241842418524186241872418824189241902419124192241932419424195241962419724198241992420024201242022420324204242052420624207242082420924210242112421224213242142421524216242172421824219242202422124222242232422424225242262422724228242292423024231242322423324234242352423624237242382423924240242412424224243242442424524246242472424824249242502425124252242532425424255242562425724258242592426024261242622426324264242652426624267242682426924270242712427224273242742427524276242772427824279242802428124282242832428424285242862428724288242892429024291242922429324294242952429624297242982429924300243012430224303243042430524306243072430824309243102431124312243132431424315243162431724318243192432024321243222432324324243252432624327243282432924330243312433224333243342433524336243372433824339243402434124342243432434424345243462434724348243492435024351243522435324354243552435624357243582435924360243612436224363243642436524366243672436824369243702437124372243732437424375243762437724378243792438024381243822438324384243852438624387243882438924390243912439224393243942439524396243972439824399244002440124402244032440424405244062440724408244092441024411244122441324414244152441624417244182441924420244212442224423244242442524426244272442824429244302443124432244332443424435244362443724438244392444024441244422444324444244452444624447244482444924450244512445224453244542445524456244572445824459244602446124462244632446424465244662446724468244692447024471244722447324474244752447624477244782447924480244812448224483244842448524486244872448824489244902449124492244932449424495244962449724498244992450024501245022450324504245052450624507245082450924510245112451224513245142451524516245172451824519245202452124522245232452424525245262452724528245292453024531245322453324534245352453624537245382453924540245412454224543245442454524546245472454824549245502455124552245532455424555245562455724558245592456024561245622456324564245652456624567245682456924570245712457224573245742457524576245772457824579245802458124582245832458424585245862458724588245892459024591245922459324594245952459624597245982459924600246012460224603246042460524606246072460824609246102461124612246132461424615246162461724618246192462024621246222462324624246252462624627246282462924630246312463224633246342463524636246372463824639246402464124642246432464424645246462464724648246492465024651246522465324654246552465624657246582465924660246612466224663246642466524666246672466824669246702467124672246732467424675246762467724678246792468024681246822468324684246852468624687246882468924690246912469224693246942469524696246972469824699247002470124702247032470424705247062470724708247092471024711247122471324714247152471624717247182471924720247212472224723247242472524726247272472824729247302473124732247332473424735247362473724738247392474024741247422474324744247452474624747247482474924750247512475224753247542475524756247572475824759247602476124762247632476424765247662476724768247692477024771247722477324774247752477624777247782477924780247812478224783247842478524786247872478824789247902479124792247932479424795247962479724798247992480024801248022480324804248052480624807248082480924810248112481224813248142481524816248172481824819248202482124822248232482424825248262482724828248292483024831248322483324834248352483624837248382483924840248412484224843248442484524846248472484824849248502485124852248532485424855248562485724858248592486024861248622486324864248652486624867248682486924870248712487224873248742487524876248772487824879248802488124882248832488424885248862488724888248892489024891248922489324894248952489624897248982489924900249012490224903249042490524906249072490824909249102491124912249132491424915249162491724918249192492024921249222492324924249252492624927249282492924930249312493224933249342493524936249372493824939249402494124942249432494424945249462494724948249492495024951249522495324954249552495624957249582495924960249612496224963249642496524966249672496824969249702497124972249732497424975249762497724978249792498024981249822498324984249852498624987249882498924990249912499224993249942499524996249972499824999250002500125002250032500425005250062500725008250092501025011250122501325014250152501625017250182501925020250212502225023250242502525026250272502825029250302503125032250332503425035250362503725038250392504025041250422504325044250452504625047250482504925050250512505225053250542505525056250572505825059250602506125062250632506425065250662506725068250692507025071250722507325074250752507625077250782507925080250812508225083250842508525086250872508825089250902509125092250932509425095250962509725098250992510025101251022510325104251052510625107251082510925110251112511225113251142511525116251172511825119251202512125122251232512425125251262512725128251292513025131251322513325134251352513625137251382513925140251412514225143251442514525146251472514825149251502515125152251532515425155251562515725158251592516025161251622516325164251652516625167251682516925170251712517225173251742517525176251772517825179251802518125182251832518425185251862518725188251892519025191251922519325194251952519625197251982519925200252012520225203252042520525206252072520825209252102521125212252132521425215252162521725218252192522025221252222522325224252252522625227252282522925230252312523225233252342523525236252372523825239252402524125242252432524425245252462524725248252492525025251252522525325254252552525625257252582525925260252612526225263252642526525266252672526825269252702527125272252732527425275252762527725278252792528025281252822528325284252852528625287252882528925290252912529225293252942529525296252972529825299253002530125302253032530425305253062530725308253092531025311253122531325314253152531625317253182531925320253212532225323253242532525326253272532825329253302533125332253332533425335253362533725338253392534025341253422534325344253452534625347253482534925350253512535225353253542535525356253572535825359253602536125362253632536425365253662536725368253692537025371253722537325374253752537625377253782537925380253812538225383253842538525386253872538825389253902539125392253932539425395253962539725398253992540025401254022540325404254052540625407254082540925410254112541225413254142541525416254172541825419254202542125422254232542425425254262542725428254292543025431254322543325434254352543625437254382543925440254412544225443254442544525446254472544825449254502545125452254532545425455254562545725458254592546025461254622546325464254652546625467254682546925470254712547225473254742547525476254772547825479254802548125482254832548425485254862548725488254892549025491254922549325494254952549625497254982549925500255012550225503255042550525506255072550825509255102551125512255132551425515255162551725518255192552025521255222552325524255252552625527255282552925530255312553225533255342553525536255372553825539255402554125542255432554425545255462554725548255492555025551255522555325554255552555625557255582555925560255612556225563255642556525566255672556825569255702557125572255732557425575255762557725578255792558025581255822558325584255852558625587255882558925590255912559225593255942559525596255972559825599256002560125602256032560425605256062560725608256092561025611256122561325614256152561625617256182561925620256212562225623256242562525626256272562825629256302563125632256332563425635256362563725638256392564025641256422564325644256452564625647256482564925650256512565225653256542565525656256572565825659256602566125662256632566425665256662566725668256692567025671256722567325674256752567625677256782567925680256812568225683256842568525686256872568825689256902569125692256932569425695256962569725698256992570025701257022570325704257052570625707257082570925710257112571225713257142571525716257172571825719257202572125722257232572425725257262572725728257292573025731257322573325734257352573625737257382573925740257412574225743257442574525746257472574825749257502575125752257532575425755257562575725758257592576025761257622576325764257652576625767257682576925770257712577225773257742577525776257772577825779257802578125782257832578425785257862578725788257892579025791257922579325794257952579625797257982579925800258012580225803258042580525806258072580825809258102581125812258132581425815258162581725818258192582025821258222582325824258252582625827258282582925830258312583225833258342583525836258372583825839258402584125842258432584425845258462584725848258492585025851258522585325854258552585625857258582585925860258612586225863258642586525866258672586825869258702587125872258732587425875258762587725878258792588025881258822588325884258852588625887258882588925890258912589225893258942589525896258972589825899259002590125902259032590425905259062590725908259092591025911259122591325914259152591625917259182591925920259212592225923259242592525926259272592825929259302593125932259332593425935259362593725938259392594025941259422594325944259452594625947259482594925950259512595225953259542595525956259572595825959259602596125962259632596425965259662596725968259692597025971259722597325974259752597625977259782597925980259812598225983259842598525986259872598825989259902599125992259932599425995259962599725998259992600026001260022600326004260052600626007260082600926010260112601226013260142601526016260172601826019260202602126022260232602426025260262602726028260292603026031260322603326034260352603626037260382603926040260412604226043260442604526046260472604826049260502605126052260532605426055260562605726058260592606026061260622606326064260652606626067260682606926070260712607226073260742607526076260772607826079260802608126082260832608426085260862608726088260892609026091260922609326094260952609626097260982609926100261012610226103261042610526106261072610826109261102611126112261132611426115261162611726118261192612026121261222612326124261252612626127261282612926130261312613226133261342613526136261372613826139261402614126142261432614426145261462614726148261492615026151261522615326154261552615626157261582615926160261612616226163261642616526166261672616826169261702617126172261732617426175261762617726178261792618026181261822618326184261852618626187261882618926190261912619226193261942619526196261972619826199262002620126202262032620426205262062620726208262092621026211262122621326214262152621626217262182621926220262212622226223262242622526226262272622826229262302623126232262332623426235262362623726238262392624026241262422624326244262452624626247262482624926250262512625226253262542625526256262572625826259262602626126262262632626426265262662626726268262692627026271262722627326274262752627626277262782627926280262812628226283262842628526286262872628826289262902629126292262932629426295262962629726298262992630026301263022630326304263052630626307263082630926310263112631226313263142631526316263172631826319263202632126322263232632426325263262632726328263292633026331263322633326334263352633626337263382633926340263412634226343263442634526346263472634826349263502635126352263532635426355263562635726358263592636026361263622636326364263652636626367263682636926370263712637226373263742637526376263772637826379263802638126382263832638426385263862638726388263892639026391263922639326394263952639626397263982639926400264012640226403264042640526406264072640826409264102641126412264132641426415264162641726418264192642026421264222642326424264252642626427264282642926430264312643226433264342643526436264372643826439264402644126442264432644426445264462644726448264492645026451264522645326454264552645626457264582645926460264612646226463264642646526466264672646826469264702647126472264732647426475264762647726478264792648026481264822648326484264852648626487264882648926490264912649226493264942649526496264972649826499265002650126502265032650426505265062650726508265092651026511265122651326514265152651626517265182651926520265212652226523265242652526526265272652826529265302653126532265332653426535265362653726538265392654026541265422654326544265452654626547265482654926550265512655226553265542655526556265572655826559265602656126562265632656426565265662656726568265692657026571265722657326574265752657626577265782657926580265812658226583265842658526586265872658826589265902659126592265932659426595265962659726598265992660026601266022660326604266052660626607266082660926610266112661226613266142661526616266172661826619266202662126622266232662426625266262662726628266292663026631266322663326634266352663626637266382663926640266412664226643266442664526646266472664826649266502665126652266532665426655266562665726658266592666026661266622666326664266652666626667266682666926670266712667226673266742667526676266772667826679266802668126682266832668426685266862668726688266892669026691266922669326694266952669626697266982669926700267012670226703267042670526706267072670826709267102671126712267132671426715267162671726718267192672026721267222672326724267252672626727267282672926730267312673226733267342673526736267372673826739267402674126742267432674426745267462674726748267492675026751267522675326754267552675626757267582675926760267612676226763267642676526766267672676826769267702677126772267732677426775267762677726778267792678026781267822678326784267852678626787267882678926790267912679226793267942679526796267972679826799268002680126802268032680426805268062680726808268092681026811268122681326814268152681626817268182681926820268212682226823268242682526826268272682826829268302683126832268332683426835268362683726838268392684026841268422684326844268452684626847268482684926850268512685226853268542685526856268572685826859268602686126862268632686426865268662686726868268692687026871268722687326874268752687626877268782687926880268812688226883268842688526886268872688826889268902689126892268932689426895268962689726898268992690026901269022690326904269052690626907269082690926910269112691226913269142691526916269172691826919269202692126922269232692426925269262692726928269292693026931269322693326934269352693626937269382693926940269412694226943269442694526946269472694826949269502695126952269532695426955269562695726958269592696026961269622696326964269652696626967269682696926970269712697226973269742697526976269772697826979269802698126982269832698426985269862698726988269892699026991269922699326994269952699626997269982699927000270012700227003270042700527006270072700827009270102701127012270132701427015270162701727018270192702027021270222702327024270252702627027270282702927030270312703227033270342703527036270372703827039270402704127042270432704427045270462704727048270492705027051270522705327054270552705627057270582705927060270612706227063270642706527066270672706827069270702707127072270732707427075270762707727078270792708027081270822708327084270852708627087270882708927090270912709227093270942709527096270972709827099271002710127102271032710427105271062710727108271092711027111271122711327114271152711627117271182711927120271212712227123271242712527126271272712827129271302713127132271332713427135271362713727138271392714027141271422714327144271452714627147271482714927150271512715227153271542715527156271572715827159271602716127162271632716427165271662716727168271692717027171271722717327174271752717627177271782717927180271812718227183271842718527186271872718827189271902719127192271932719427195271962719727198271992720027201272022720327204272052720627207272082720927210272112721227213272142721527216272172721827219272202722127222272232722427225272262722727228272292723027231272322723327234272352723627237272382723927240272412724227243272442724527246272472724827249272502725127252272532725427255272562725727258272592726027261272622726327264272652726627267272682726927270272712727227273272742727527276272772727827279272802728127282272832728427285272862728727288272892729027291272922729327294272952729627297272982729927300273012730227303273042730527306273072730827309273102731127312273132731427315273162731727318273192732027321273222732327324273252732627327273282732927330273312733227333273342733527336273372733827339273402734127342273432734427345273462734727348273492735027351273522735327354273552735627357273582735927360273612736227363273642736527366273672736827369273702737127372273732737427375273762737727378273792738027381273822738327384273852738627387273882738927390273912739227393273942739527396273972739827399274002740127402274032740427405274062740727408274092741027411274122741327414274152741627417274182741927420274212742227423274242742527426274272742827429274302743127432274332743427435274362743727438274392744027441274422744327444274452744627447274482744927450274512745227453274542745527456274572745827459274602746127462274632746427465274662746727468274692747027471274722747327474274752747627477274782747927480274812748227483274842748527486274872748827489274902749127492274932749427495274962749727498274992750027501275022750327504275052750627507275082750927510275112751227513275142751527516275172751827519275202752127522275232752427525275262752727528275292753027531275322753327534275352753627537275382753927540275412754227543275442754527546275472754827549275502755127552275532755427555275562755727558275592756027561275622756327564275652756627567275682756927570275712757227573275742757527576275772757827579275802758127582275832758427585275862758727588275892759027591275922759327594275952759627597275982759927600276012760227603276042760527606276072760827609276102761127612276132761427615276162761727618276192762027621276222762327624276252762627627276282762927630276312763227633276342763527636276372763827639276402764127642276432764427645276462764727648276492765027651276522765327654276552765627657276582765927660276612766227663276642766527666276672766827669276702767127672276732767427675276762767727678276792768027681276822768327684276852768627687276882768927690276912769227693276942769527696276972769827699277002770127702277032770427705277062770727708277092771027711277122771327714277152771627717277182771927720277212772227723277242772527726277272772827729277302773127732277332773427735277362773727738277392774027741277422774327744277452774627747277482774927750277512775227753277542775527756277572775827759277602776127762277632776427765277662776727768277692777027771277722777327774277752777627777277782777927780277812778227783277842778527786277872778827789277902779127792277932779427795277962779727798277992780027801278022780327804278052780627807278082780927810278112781227813278142781527816278172781827819278202782127822278232782427825278262782727828278292783027831278322783327834278352783627837278382783927840278412784227843278442784527846278472784827849278502785127852278532785427855278562785727858278592786027861278622786327864278652786627867278682786927870278712787227873278742787527876278772787827879278802788127882278832788427885278862788727888278892789027891278922789327894278952789627897278982789927900279012790227903279042790527906279072790827909279102791127912279132791427915279162791727918279192792027921279222792327924279252792627927279282792927930279312793227933279342793527936279372793827939279402794127942279432794427945279462794727948279492795027951279522795327954279552795627957279582795927960279612796227963279642796527966279672796827969279702797127972279732797427975279762797727978279792798027981279822798327984279852798627987279882798927990279912799227993279942799527996279972799827999280002800128002280032800428005280062800728008280092801028011280122801328014280152801628017280182801928020280212802228023280242802528026280272802828029280302803128032280332803428035280362803728038280392804028041280422804328044280452804628047280482804928050280512805228053280542805528056280572805828059280602806128062280632806428065280662806728068280692807028071280722807328074280752807628077280782807928080280812808228083280842808528086280872808828089280902809128092280932809428095280962809728098280992810028101281022810328104281052810628107281082810928110281112811228113281142811528116281172811828119281202812128122281232812428125281262812728128281292813028131281322813328134281352813628137281382813928140281412814228143281442814528146281472814828149281502815128152281532815428155281562815728158281592816028161281622816328164281652816628167281682816928170281712817228173281742817528176281772817828179281802818128182281832818428185281862818728188281892819028191281922819328194281952819628197281982819928200282012820228203282042820528206282072820828209282102821128212282132821428215282162821728218282192822028221282222822328224282252822628227282282822928230282312823228233282342823528236282372823828239282402824128242282432824428245282462824728248282492825028251282522825328254282552825628257282582825928260282612826228263282642826528266282672826828269282702827128272282732827428275282762827728278282792828028281282822828328284282852828628287282882828928290282912829228293282942829528296282972829828299283002830128302283032830428305283062830728308283092831028311283122831328314283152831628317283182831928320283212832228323283242832528326283272832828329283302833128332283332833428335283362833728338283392834028341283422834328344283452834628347283482834928350283512835228353283542835528356283572835828359283602836128362283632836428365283662836728368283692837028371283722837328374283752837628377283782837928380283812838228383283842838528386283872838828389283902839128392283932839428395283962839728398283992840028401284022840328404284052840628407284082840928410284112841228413284142841528416284172841828419284202842128422284232842428425284262842728428284292843028431284322843328434284352843628437284382843928440284412844228443284442844528446284472844828449284502845128452284532845428455284562845728458284592846028461284622846328464284652846628467284682846928470284712847228473284742847528476284772847828479284802848128482284832848428485284862848728488284892849028491284922849328494284952849628497284982849928500285012850228503285042850528506285072850828509285102851128512285132851428515285162851728518285192852028521285222852328524285252852628527285282852928530285312853228533285342853528536285372853828539285402854128542285432854428545285462854728548285492855028551285522855328554285552855628557285582855928560285612856228563285642856528566285672856828569285702857128572285732857428575285762857728578285792858028581285822858328584285852858628587285882858928590285912859228593285942859528596285972859828599286002860128602286032860428605286062860728608286092861028611286122861328614286152861628617286182861928620286212862228623286242862528626286272862828629286302863128632286332863428635286362863728638286392864028641286422864328644286452864628647286482864928650286512865228653286542865528656286572865828659286602866128662286632866428665286662866728668286692867028671286722867328674286752867628677286782867928680286812868228683286842868528686286872868828689286902869128692286932869428695286962869728698286992870028701287022870328704287052870628707287082870928710287112871228713287142871528716287172871828719287202872128722287232872428725287262872728728287292873028731287322873328734287352873628737287382873928740287412874228743287442874528746287472874828749287502875128752287532875428755287562875728758287592876028761287622876328764287652876628767287682876928770287712877228773287742877528776287772877828779287802878128782287832878428785287862878728788287892879028791287922879328794287952879628797287982879928800288012880228803288042880528806288072880828809288102881128812288132881428815288162881728818288192882028821288222882328824288252882628827288282882928830288312883228833288342883528836288372883828839288402884128842288432884428845288462884728848288492885028851288522885328854288552885628857288582885928860288612886228863288642886528866288672886828869288702887128872288732887428875288762887728878288792888028881288822888328884288852888628887288882888928890288912889228893288942889528896288972889828899289002890128902289032890428905289062890728908289092891028911289122891328914289152891628917289182891928920289212892228923289242892528926289272892828929289302893128932289332893428935289362893728938289392894028941289422894328944289452894628947289482894928950289512895228953289542895528956289572895828959289602896128962289632896428965289662896728968289692897028971289722897328974289752897628977289782897928980289812898228983289842898528986289872898828989289902899128992289932899428995289962899728998289992900029001290022900329004290052900629007290082900929010290112901229013290142901529016290172901829019290202902129022290232902429025290262902729028290292903029031290322903329034290352903629037290382903929040290412904229043290442904529046290472904829049290502905129052290532905429055290562905729058290592906029061290622906329064290652906629067290682906929070290712907229073290742907529076290772907829079290802908129082290832908429085290862908729088290892909029091290922909329094290952909629097290982909929100291012910229103291042910529106291072910829109291102911129112291132911429115291162911729118291192912029121291222912329124291252912629127291282912929130291312913229133291342913529136291372913829139291402914129142291432914429145291462914729148291492915029151291522915329154291552915629157291582915929160291612916229163291642916529166291672916829169291702917129172291732917429175291762917729178291792918029181291822918329184291852918629187291882918929190291912919229193291942919529196291972919829199292002920129202292032920429205292062920729208292092921029211292122921329214292152921629217292182921929220292212922229223292242922529226292272922829229292302923129232292332923429235292362923729238292392924029241292422924329244292452924629247292482924929250292512925229253292542925529256292572925829259292602926129262292632926429265292662926729268292692927029271292722927329274292752927629277292782927929280292812928229283292842928529286292872928829289292902929129292292932929429295292962929729298292992930029301293022930329304293052930629307293082930929310293112931229313293142931529316293172931829319293202932129322293232932429325293262932729328293292933029331293322933329334293352933629337293382933929340293412934229343293442934529346293472934829349293502935129352293532935429355293562935729358293592936029361293622936329364293652936629367293682936929370293712937229373293742937529376293772937829379293802938129382293832938429385293862938729388293892939029391293922939329394293952939629397293982939929400294012940229403294042940529406294072940829409294102941129412294132941429415294162941729418294192942029421294222942329424294252942629427294282942929430294312943229433294342943529436294372943829439294402944129442294432944429445294462944729448294492945029451294522945329454294552945629457294582945929460294612946229463294642946529466294672946829469294702947129472294732947429475294762947729478294792948029481294822948329484294852948629487294882948929490294912949229493294942949529496294972949829499295002950129502295032950429505295062950729508295092951029511295122951329514295152951629517295182951929520295212952229523295242952529526295272952829529295302953129532295332953429535295362953729538295392954029541295422954329544295452954629547295482954929550295512955229553295542955529556295572955829559295602956129562295632956429565295662956729568295692957029571295722957329574295752957629577295782957929580295812958229583295842958529586295872958829589295902959129592295932959429595295962959729598295992960029601296022960329604296052960629607296082960929610296112961229613296142961529616296172961829619296202962129622296232962429625296262962729628296292963029631296322963329634296352963629637296382963929640296412964229643296442964529646296472964829649296502965129652296532965429655296562965729658296592966029661296622966329664296652966629667296682966929670296712967229673296742967529676296772967829679296802968129682296832968429685296862968729688296892969029691296922969329694296952969629697296982969929700297012970229703297042970529706297072970829709297102971129712297132971429715297162971729718297192972029721297222972329724297252972629727297282972929730297312973229733297342973529736297372973829739297402974129742297432974429745297462974729748297492975029751297522975329754297552975629757297582975929760297612976229763297642976529766297672976829769297702977129772297732977429775297762977729778297792978029781297822978329784297852978629787297882978929790297912979229793297942979529796297972979829799298002980129802298032980429805298062980729808298092981029811298122981329814298152981629817298182981929820298212982229823298242982529826298272982829829298302983129832298332983429835298362983729838298392984029841298422984329844298452984629847298482984929850298512985229853298542985529856298572985829859298602986129862298632986429865298662986729868298692987029871298722987329874298752987629877298782987929880298812988229883298842988529886298872988829889298902989129892298932989429895298962989729898298992990029901299022990329904299052990629907299082990929910299112991229913299142991529916299172991829919299202992129922299232992429925299262992729928299292993029931299322993329934299352993629937299382993929940299412994229943299442994529946299472994829949299502995129952299532995429955299562995729958299592996029961299622996329964299652996629967299682996929970299712997229973299742997529976299772997829979299802998129982299832998429985299862998729988299892999029991299922999329994299952999629997299982999930000300013000230003300043000530006300073000830009300103001130012300133001430015300163001730018300193002030021300223002330024300253002630027300283002930030300313003230033300343003530036300373003830039300403004130042300433004430045300463004730048300493005030051300523005330054300553005630057300583005930060300613006230063300643006530066300673006830069300703007130072300733007430075300763007730078300793008030081300823008330084300853008630087300883008930090300913009230093300943009530096300973009830099301003010130102301033010430105301063010730108301093011030111301123011330114301153011630117301183011930120301213012230123301243012530126301273012830129301303013130132301333013430135301363013730138301393014030141301423014330144301453014630147301483014930150301513015230153301543015530156301573015830159301603016130162301633016430165301663016730168301693017030171301723017330174301753017630177301783017930180301813018230183301843018530186301873018830189301903019130192301933019430195301963019730198301993020030201302023020330204302053020630207302083020930210302113021230213302143021530216302173021830219302203022130222302233022430225302263022730228302293023030231302323023330234302353023630237302383023930240302413024230243302443024530246302473024830249302503025130252302533025430255302563025730258302593026030261302623026330264302653026630267302683026930270302713027230273302743027530276302773027830279302803028130282302833028430285302863028730288302893029030291302923029330294302953029630297302983029930300303013030230303303043030530306303073030830309303103031130312303133031430315303163031730318303193032030321303223032330324303253032630327303283032930330303313033230333303343033530336303373033830339303403034130342303433034430345303463034730348303493035030351303523035330354303553035630357303583035930360303613036230363303643036530366303673036830369303703037130372303733037430375303763037730378303793038030381303823038330384303853038630387303883038930390303913039230393303943039530396303973039830399304003040130402304033040430405304063040730408304093041030411304123041330414304153041630417304183041930420304213042230423304243042530426304273042830429304303043130432304333043430435304363043730438304393044030441304423044330444304453044630447304483044930450304513045230453304543045530456304573045830459304603046130462304633046430465304663046730468304693047030471304723047330474304753047630477304783047930480304813048230483304843048530486304873048830489304903049130492304933049430495304963049730498304993050030501305023050330504305053050630507305083050930510305113051230513305143051530516305173051830519305203052130522305233052430525305263052730528305293053030531305323053330534305353053630537305383053930540305413054230543305443054530546305473054830549305503055130552305533055430555305563055730558305593056030561305623056330564305653056630567305683056930570305713057230573305743057530576305773057830579305803058130582305833058430585305863058730588305893059030591305923059330594305953059630597305983059930600306013060230603306043060530606306073060830609306103061130612306133061430615306163061730618306193062030621306223062330624306253062630627306283062930630306313063230633306343063530636306373063830639306403064130642306433064430645306463064730648306493065030651306523065330654306553065630657306583065930660306613066230663306643066530666306673066830669306703067130672306733067430675306763067730678306793068030681306823068330684306853068630687306883068930690306913069230693306943069530696306973069830699307003070130702307033070430705307063070730708307093071030711307123071330714307153071630717307183071930720307213072230723307243072530726307273072830729307303073130732307333073430735307363073730738307393074030741307423074330744307453074630747307483074930750307513075230753307543075530756307573075830759307603076130762307633076430765307663076730768307693077030771307723077330774307753077630777307783077930780307813078230783307843078530786307873078830789307903079130792307933079430795307963079730798307993080030801308023080330804308053080630807308083080930810308113081230813308143081530816308173081830819308203082130822308233082430825308263082730828308293083030831308323083330834308353083630837308383083930840308413084230843308443084530846308473084830849308503085130852308533085430855308563085730858308593086030861308623086330864308653086630867308683086930870308713087230873308743087530876308773087830879308803088130882308833088430885308863088730888308893089030891308923089330894308953089630897308983089930900309013090230903309043090530906309073090830909309103091130912309133091430915309163091730918309193092030921309223092330924309253092630927309283092930930309313093230933309343093530936309373093830939309403094130942309433094430945309463094730948309493095030951309523095330954309553095630957309583095930960309613096230963309643096530966309673096830969309703097130972309733097430975309763097730978309793098030981309823098330984309853098630987309883098930990309913099230993309943099530996309973099830999310003100131002310033100431005310063100731008310093101031011310123101331014310153101631017310183101931020310213102231023310243102531026310273102831029310303103131032310333103431035310363103731038310393104031041310423104331044310453104631047310483104931050310513105231053310543105531056310573105831059310603106131062310633106431065310663106731068310693107031071310723107331074310753107631077310783107931080310813108231083310843108531086310873108831089310903109131092310933109431095310963109731098310993110031101311023110331104311053110631107311083110931110311113111231113311143111531116311173111831119311203112131122311233112431125311263112731128311293113031131311323113331134311353113631137311383113931140311413114231143311443114531146311473114831149311503115131152311533115431155311563115731158311593116031161311623116331164311653116631167311683116931170311713117231173311743117531176311773117831179311803118131182311833118431185311863118731188311893119031191311923119331194311953119631197311983119931200312013120231203312043120531206312073120831209312103121131212312133121431215312163121731218312193122031221312223122331224312253122631227312283122931230312313123231233312343123531236312373123831239312403124131242312433124431245312463124731248312493125031251312523125331254312553125631257312583125931260312613126231263312643126531266312673126831269312703127131272312733127431275312763127731278312793128031281312823128331284312853128631287312883128931290312913129231293312943129531296312973129831299313003130131302313033130431305313063130731308313093131031311313123131331314313153131631317313183131931320313213132231323313243132531326313273132831329313303133131332313333133431335313363133731338313393134031341313423134331344313453134631347313483134931350313513135231353313543135531356313573135831359313603136131362313633136431365313663136731368313693137031371313723137331374313753137631377313783137931380313813138231383313843138531386313873138831389313903139131392313933139431395313963139731398313993140031401314023140331404314053140631407314083140931410314113141231413314143141531416314173141831419314203142131422314233142431425314263142731428314293143031431314323143331434314353143631437314383143931440314413144231443314443144531446314473144831449314503145131452314533145431455314563145731458314593146031461314623146331464314653146631467314683146931470314713147231473314743147531476314773147831479314803148131482314833148431485314863148731488314893149031491314923149331494314953149631497314983149931500315013150231503315043150531506315073150831509315103151131512315133151431515315163151731518315193152031521315223152331524315253152631527315283152931530315313153231533315343153531536315373153831539315403154131542315433154431545315463154731548315493155031551315523155331554315553155631557315583155931560315613156231563315643156531566315673156831569315703157131572315733157431575315763157731578315793158031581315823158331584315853158631587315883158931590315913159231593315943159531596315973159831599316003160131602316033160431605316063160731608316093161031611316123161331614316153161631617316183161931620316213162231623316243162531626316273162831629316303163131632316333163431635316363163731638316393164031641316423164331644316453164631647316483164931650316513165231653316543165531656316573165831659316603166131662316633166431665316663166731668316693167031671316723167331674316753167631677316783167931680316813168231683316843168531686316873168831689316903169131692316933169431695316963169731698316993170031701317023170331704317053170631707317083170931710317113171231713317143171531716317173171831719317203172131722317233172431725317263172731728317293173031731317323173331734317353173631737317383173931740317413174231743317443174531746317473174831749317503175131752317533175431755317563175731758317593176031761317623176331764317653176631767317683176931770317713177231773317743177531776317773177831779317803178131782317833178431785317863178731788317893179031791317923179331794317953179631797317983179931800318013180231803318043180531806318073180831809318103181131812318133181431815318163181731818318193182031821318223182331824318253182631827318283182931830318313183231833318343183531836318373183831839318403184131842318433184431845318463184731848318493185031851318523185331854318553185631857318583185931860318613186231863318643186531866318673186831869318703187131872318733187431875318763187731878318793188031881318823188331884318853188631887318883188931890318913189231893318943189531896318973189831899319003190131902319033190431905319063190731908319093191031911319123191331914319153191631917319183191931920319213192231923319243192531926319273192831929319303193131932319333193431935319363193731938319393194031941319423194331944319453194631947319483194931950319513195231953319543195531956319573195831959319603196131962319633196431965319663196731968319693197031971319723197331974319753197631977319783197931980319813198231983319843198531986319873198831989319903199131992319933199431995319963199731998319993200032001320023200332004320053200632007320083200932010320113201232013320143201532016320173201832019320203202132022320233202432025320263202732028320293203032031320323203332034320353203632037320383203932040320413204232043320443204532046320473204832049320503205132052320533205432055320563205732058320593206032061320623206332064320653206632067320683206932070320713207232073320743207532076320773207832079320803208132082320833208432085320863208732088320893209032091320923209332094320953209632097320983209932100321013210232103321043210532106321073210832109321103211132112321133211432115321163211732118321193212032121321223212332124321253212632127321283212932130321313213232133321343213532136321373213832139321403214132142321433214432145321463214732148321493215032151321523215332154321553215632157321583215932160321613216232163321643216532166321673216832169321703217132172321733217432175321763217732178321793218032181321823218332184321853218632187321883218932190321913219232193321943219532196321973219832199322003220132202322033220432205322063220732208322093221032211322123221332214322153221632217322183221932220322213222232223322243222532226322273222832229322303223132232322333223432235322363223732238322393224032241322423224332244322453224632247322483224932250322513225232253322543225532256322573225832259322603226132262322633226432265322663226732268322693227032271322723227332274322753227632277322783227932280322813228232283322843228532286322873228832289322903229132292322933229432295322963229732298322993230032301323023230332304323053230632307323083230932310323113231232313323143231532316323173231832319323203232132322323233232432325323263232732328323293233032331323323233332334323353233632337323383233932340323413234232343323443234532346323473234832349323503235132352323533235432355323563235732358323593236032361323623236332364323653236632367323683236932370323713237232373323743237532376323773237832379323803238132382323833238432385323863238732388323893239032391323923239332394323953239632397323983239932400324013240232403324043240532406324073240832409324103241132412324133241432415324163241732418324193242032421324223242332424324253242632427324283242932430324313243232433324343243532436324373243832439324403244132442324433244432445324463244732448324493245032451324523245332454324553245632457324583245932460324613246232463324643246532466324673246832469324703247132472324733247432475324763247732478324793248032481324823248332484324853248632487324883248932490324913249232493324943249532496324973249832499325003250132502325033250432505325063250732508325093251032511325123251332514325153251632517325183251932520325213252232523325243252532526325273252832529325303253132532325333253432535325363253732538325393254032541325423254332544325453254632547325483254932550325513255232553325543255532556325573255832559325603256132562325633256432565325663256732568325693257032571325723257332574325753257632577325783257932580325813258232583325843258532586325873258832589325903259132592325933259432595325963259732598325993260032601326023260332604326053260632607326083260932610326113261232613326143261532616326173261832619326203262132622326233262432625326263262732628326293263032631326323263332634326353263632637326383263932640326413264232643326443264532646326473264832649326503265132652326533265432655326563265732658326593266032661326623266332664326653266632667326683266932670326713267232673326743267532676326773267832679326803268132682326833268432685326863268732688326893269032691326923269332694326953269632697326983269932700327013270232703327043270532706327073270832709327103271132712327133271432715327163271732718327193272032721327223272332724327253272632727327283272932730327313273232733327343273532736327373273832739327403274132742327433274432745327463274732748327493275032751327523275332754327553275632757327583275932760327613276232763327643276532766327673276832769327703277132772327733277432775327763277732778327793278032781327823278332784327853278632787327883278932790327913279232793327943279532796327973279832799328003280132802328033280432805328063280732808328093281032811328123281332814328153281632817328183281932820328213282232823328243282532826328273282832829328303283132832328333283432835328363283732838328393284032841328423284332844328453284632847328483284932850328513285232853328543285532856328573285832859328603286132862328633286432865328663286732868328693287032871328723287332874328753287632877328783287932880328813288232883328843288532886328873288832889328903289132892328933289432895328963289732898328993290032901329023290332904329053290632907329083290932910329113291232913329143291532916329173291832919329203292132922329233292432925329263292732928329293293032931329323293332934329353293632937329383293932940329413294232943329443294532946329473294832949329503295132952329533295432955329563295732958329593296032961329623296332964329653296632967329683296932970329713297232973329743297532976329773297832979329803298132982329833298432985329863298732988329893299032991329923299332994329953299632997329983299933000330013300233003330043300533006330073300833009330103301133012330133301433015330163301733018330193302033021330223302333024330253302633027330283302933030330313303233033330343303533036330373303833039330403304133042330433304433045330463304733048330493305033051330523305333054330553305633057330583305933060330613306233063330643306533066330673306833069330703307133072330733307433075330763307733078330793308033081330823308333084330853308633087330883308933090330913309233093330943309533096330973309833099331003310133102331033310433105331063310733108331093311033111331123311333114331153311633117331183311933120331213312233123331243312533126331273312833129331303313133132331333313433135331363313733138331393314033141331423314333144331453314633147331483314933150331513315233153331543315533156331573315833159331603316133162331633316433165331663316733168331693317033171331723317333174331753317633177331783317933180331813318233183331843318533186331873318833189331903319133192331933319433195331963319733198331993320033201332023320333204332053320633207332083320933210332113321233213332143321533216332173321833219332203322133222332233322433225332263322733228332293323033231332323323333234332353323633237332383323933240332413324233243332443324533246332473324833249332503325133252332533325433255332563325733258332593326033261332623326333264332653326633267332683326933270332713327233273332743327533276332773327833279332803328133282332833328433285332863328733288332893329033291332923329333294332953329633297332983329933300333013330233303333043330533306333073330833309333103331133312333133331433315333163331733318333193332033321333223332333324333253332633327333283332933330333313333233333333343333533336333373333833339333403334133342333433334433345333463334733348333493335033351333523335333354333553335633357333583335933360333613336233363333643336533366333673336833369333703337133372333733337433375333763337733378333793338033381333823338333384333853338633387333883338933390333913339233393333943339533396333973339833399334003340133402334033340433405334063340733408334093341033411334123341333414334153341633417334183341933420334213342233423334243342533426334273342833429334303343133432334333343433435334363343733438334393344033441334423344333444334453344633447334483344933450334513345233453334543345533456334573345833459334603346133462334633346433465334663346733468334693347033471334723347333474334753347633477334783347933480334813348233483334843348533486334873348833489334903349133492334933349433495334963349733498334993350033501335023350333504335053350633507335083350933510335113351233513335143351533516335173351833519335203352133522335233352433525335263352733528335293353033531335323353333534335353353633537335383353933540335413354233543335443354533546335473354833549335503355133552335533355433555335563355733558335593356033561335623356333564335653356633567335683356933570335713357233573335743357533576335773357833579335803358133582335833358433585335863358733588335893359033591335923359333594335953359633597335983359933600336013360233603336043360533606336073360833609336103361133612336133361433615336163361733618336193362033621336223362333624336253362633627336283362933630336313363233633336343363533636336373363833639336403364133642336433364433645336463364733648336493365033651336523365333654336553365633657336583365933660336613366233663336643366533666336673366833669336703367133672336733367433675336763367733678336793368033681336823368333684336853368633687336883368933690336913369233693336943369533696336973369833699337003370133702337033370433705337063370733708337093371033711337123371333714337153371633717337183371933720337213372233723337243372533726337273372833729337303373133732337333373433735337363373733738337393374033741337423374333744337453374633747337483374933750337513375233753337543375533756337573375833759337603376133762337633376433765337663376733768337693377033771337723377333774337753377633777337783377933780337813378233783337843378533786337873378833789337903379133792337933379433795337963379733798337993380033801338023380333804338053380633807338083380933810338113381233813338143381533816338173381833819338203382133822338233382433825338263382733828338293383033831338323383333834338353383633837338383383933840338413384233843338443384533846338473384833849338503385133852338533385433855338563385733858338593386033861338623386333864338653386633867338683386933870338713387233873338743387533876338773387833879338803388133882338833388433885338863388733888338893389033891338923389333894338953389633897338983389933900339013390233903339043390533906339073390833909339103391133912339133391433915339163391733918339193392033921339223392333924339253392633927339283392933930339313393233933339343393533936339373393833939339403394133942339433394433945339463394733948339493395033951339523395333954339553395633957339583395933960339613396233963339643396533966339673396833969339703397133972339733397433975339763397733978339793398033981339823398333984339853398633987339883398933990339913399233993339943399533996339973399833999340003400134002340033400434005340063400734008340093401034011340123401334014340153401634017340183401934020340213402234023340243402534026340273402834029340303403134032340333403434035340363403734038340393404034041340423404334044340453404634047340483404934050340513405234053340543405534056340573405834059340603406134062340633406434065340663406734068340693407034071340723407334074340753407634077340783407934080340813408234083340843408534086340873408834089340903409134092340933409434095340963409734098340993410034101341023410334104341053410634107341083410934110341113411234113341143411534116341173411834119341203412134122341233412434125341263412734128341293413034131341323413334134341353413634137341383413934140341413414234143341443414534146341473414834149341503415134152341533415434155341563415734158341593416034161341623416334164341653416634167341683416934170341713417234173341743417534176341773417834179341803418134182341833418434185341863418734188341893419034191341923419334194341953419634197341983419934200342013420234203342043420534206342073420834209342103421134212342133421434215342163421734218342193422034221342223422334224342253422634227342283422934230342313423234233342343423534236342373423834239342403424134242342433424434245342463424734248342493425034251342523425334254342553425634257342583425934260342613426234263342643426534266342673426834269342703427134272342733427434275342763427734278342793428034281342823428334284342853428634287342883428934290342913429234293342943429534296342973429834299343003430134302343033430434305343063430734308343093431034311343123431334314343153431634317343183431934320343213432234323343243432534326343273432834329343303433134332343333433434335343363433734338343393434034341343423434334344343453434634347343483434934350343513435234353343543435534356343573435834359343603436134362343633436434365343663436734368343693437034371343723437334374343753437634377343783437934380343813438234383343843438534386343873438834389343903439134392343933439434395343963439734398343993440034401344023440334404344053440634407344083440934410344113441234413344143441534416344173441834419344203442134422344233442434425344263442734428344293443034431344323443334434344353443634437344383443934440344413444234443344443444534446344473444834449344503445134452344533445434455344563445734458344593446034461344623446334464344653446634467344683446934470344713447234473344743447534476344773447834479344803448134482344833448434485344863448734488344893449034491344923449334494344953449634497344983449934500345013450234503345043450534506345073450834509345103451134512345133451434515345163451734518345193452034521345223452334524345253452634527345283452934530345313453234533345343453534536345373453834539345403454134542345433454434545345463454734548345493455034551345523455334554345553455634557345583455934560345613456234563345643456534566345673456834569345703457134572345733457434575345763457734578345793458034581345823458334584345853458634587345883458934590345913459234593345943459534596345973459834599346003460134602346033460434605346063460734608346093461034611346123461334614346153461634617346183461934620346213462234623346243462534626346273462834629346303463134632346333463434635346363463734638346393464034641346423464334644346453464634647346483464934650346513465234653346543465534656346573465834659346603466134662346633466434665346663466734668346693467034671346723467334674346753467634677346783467934680346813468234683346843468534686346873468834689346903469134692346933469434695346963469734698346993470034701347023470334704347053470634707347083470934710347113471234713347143471534716347173471834719347203472134722347233472434725347263472734728347293473034731347323473334734347353473634737347383473934740347413474234743347443474534746347473474834749347503475134752347533475434755347563475734758347593476034761347623476334764347653476634767347683476934770347713477234773347743477534776347773477834779347803478134782347833478434785347863478734788347893479034791347923479334794347953479634797347983479934800348013480234803348043480534806348073480834809348103481134812348133481434815348163481734818348193482034821348223482334824348253482634827348283482934830348313483234833348343483534836348373483834839348403484134842348433484434845348463484734848348493485034851348523485334854348553485634857348583485934860348613486234863348643486534866348673486834869348703487134872348733487434875348763487734878348793488034881348823488334884348853488634887348883488934890348913489234893348943489534896348973489834899349003490134902349033490434905349063490734908349093491034911349123491334914349153491634917349183491934920349213492234923349243492534926349273492834929349303493134932349333493434935349363493734938349393494034941349423494334944349453494634947349483494934950349513495234953349543495534956349573495834959349603496134962349633496434965349663496734968349693497034971349723497334974349753497634977349783497934980349813498234983349843498534986349873498834989349903499134992349933499434995349963499734998349993500035001350023500335004350053500635007350083500935010350113501235013350143501535016350173501835019350203502135022350233502435025350263502735028350293503035031350323503335034350353503635037350383503935040350413504235043350443504535046350473504835049350503505135052350533505435055350563505735058350593506035061350623506335064350653506635067350683506935070350713507235073350743507535076350773507835079350803508135082350833508435085350863508735088350893509035091350923509335094350953509635097350983509935100351013510235103351043510535106351073510835109351103511135112351133511435115351163511735118351193512035121351223512335124351253512635127351283512935130351313513235133351343513535136351373513835139351403514135142351433514435145351463514735148351493515035151351523515335154351553515635157351583515935160351613516235163351643516535166351673516835169351703517135172351733517435175351763517735178351793518035181351823518335184351853518635187351883518935190351913519235193351943519535196351973519835199352003520135202352033520435205352063520735208352093521035211352123521335214352153521635217352183521935220352213522235223352243522535226352273522835229352303523135232352333523435235352363523735238352393524035241352423524335244352453524635247352483524935250352513525235253352543525535256352573525835259352603526135262352633526435265352663526735268352693527035271352723527335274352753527635277352783527935280352813528235283352843528535286352873528835289352903529135292352933529435295352963529735298352993530035301353023530335304353053530635307353083530935310353113531235313353143531535316353173531835319353203532135322353233532435325353263532735328353293533035331353323533335334353353533635337353383533935340353413534235343353443534535346353473534835349353503535135352353533535435355353563535735358353593536035361353623536335364353653536635367353683536935370353713537235373353743537535376353773537835379353803538135382353833538435385353863538735388353893539035391353923539335394353953539635397353983539935400354013540235403354043540535406354073540835409354103541135412354133541435415354163541735418354193542035421354223542335424354253542635427354283542935430354313543235433354343543535436354373543835439354403544135442354433544435445354463544735448354493545035451354523545335454354553545635457354583545935460354613546235463354643546535466354673546835469354703547135472354733547435475354763547735478354793548035481354823548335484354853548635487354883548935490354913549235493354943549535496354973549835499355003550135502355033550435505355063550735508355093551035511355123551335514355153551635517355183551935520355213552235523355243552535526355273552835529355303553135532355333553435535355363553735538355393554035541355423554335544355453554635547355483554935550355513555235553355543555535556355573555835559355603556135562355633556435565355663556735568355693557035571355723557335574355753557635577355783557935580355813558235583355843558535586355873558835589355903559135592355933559435595355963559735598355993560035601356023560335604356053560635607356083560935610356113561235613356143561535616356173561835619356203562135622356233562435625356263562735628356293563035631356323563335634356353563635637356383563935640356413564235643356443564535646356473564835649356503565135652356533565435655356563565735658356593566035661356623566335664356653566635667356683566935670356713567235673356743567535676356773567835679356803568135682356833568435685356863568735688356893569035691356923569335694356953569635697356983569935700357013570235703357043570535706357073570835709357103571135712357133571435715357163571735718357193572035721357223572335724357253572635727357283572935730357313573235733357343573535736357373573835739357403574135742357433574435745357463574735748357493575035751357523575335754357553575635757357583575935760357613576235763357643576535766357673576835769357703577135772357733577435775357763577735778357793578035781357823578335784357853578635787357883578935790357913579235793357943579535796357973579835799358003580135802358033580435805358063580735808358093581035811358123581335814358153581635817358183581935820358213582235823358243582535826358273582835829358303583135832358333583435835358363583735838358393584035841358423584335844358453584635847358483584935850358513585235853358543585535856358573585835859358603586135862358633586435865358663586735868358693587035871358723587335874358753587635877358783587935880358813588235883358843588535886358873588835889358903589135892358933589435895358963589735898358993590035901359023590335904359053590635907359083590935910359113591235913359143591535916359173591835919359203592135922359233592435925359263592735928359293593035931359323593335934359353593635937359383593935940359413594235943359443594535946359473594835949359503595135952359533595435955359563595735958359593596035961359623596335964359653596635967359683596935970359713597235973359743597535976359773597835979359803598135982359833598435985359863598735988359893599035991359923599335994359953599635997359983599936000360013600236003360043600536006360073600836009360103601136012360133601436015360163601736018360193602036021360223602336024360253602636027360283602936030360313603236033360343603536036360373603836039360403604136042360433604436045360463604736048360493605036051360523605336054360553605636057360583605936060360613606236063360643606536066360673606836069360703607136072360733607436075360763607736078360793608036081360823608336084360853608636087360883608936090360913609236093360943609536096360973609836099361003610136102361033610436105361063610736108361093611036111361123611336114361153611636117361183611936120361213612236123361243612536126361273612836129361303613136132361333613436135361363613736138361393614036141361423614336144361453614636147361483614936150361513615236153361543615536156361573615836159361603616136162361633616436165361663616736168361693617036171361723617336174361753617636177361783617936180361813618236183361843618536186361873618836189361903619136192361933619436195361963619736198361993620036201362023620336204362053620636207362083620936210362113621236213362143621536216362173621836219362203622136222362233622436225362263622736228362293623036231362323623336234362353623636237362383623936240362413624236243362443624536246362473624836249362503625136252362533625436255362563625736258362593626036261362623626336264362653626636267362683626936270362713627236273362743627536276362773627836279362803628136282362833628436285362863628736288362893629036291362923629336294362953629636297362983629936300363013630236303363043630536306363073630836309363103631136312363133631436315363163631736318363193632036321363223632336324363253632636327363283632936330363313633236333363343633536336363373633836339363403634136342363433634436345363463634736348363493635036351363523635336354363553635636357363583635936360363613636236363363643636536366363673636836369363703637136372363733637436375363763637736378363793638036381363823638336384363853638636387363883638936390363913639236393363943639536396363973639836399364003640136402364033640436405364063640736408364093641036411364123641336414364153641636417364183641936420364213642236423364243642536426364273642836429364303643136432364333643436435364363643736438364393644036441364423644336444364453644636447364483644936450364513645236453364543645536456364573645836459364603646136462364633646436465364663646736468364693647036471364723647336474364753647636477364783647936480364813648236483364843648536486364873648836489364903649136492364933649436495364963649736498364993650036501365023650336504365053650636507365083650936510365113651236513365143651536516365173651836519365203652136522365233652436525365263652736528365293653036531365323653336534365353653636537365383653936540365413654236543365443654536546365473654836549365503655136552365533655436555365563655736558365593656036561365623656336564365653656636567365683656936570365713657236573365743657536576365773657836579365803658136582365833658436585365863658736588365893659036591365923659336594365953659636597365983659936600366013660236603366043660536606366073660836609366103661136612366133661436615366163661736618366193662036621366223662336624366253662636627366283662936630366313663236633366343663536636366373663836639366403664136642366433664436645366463664736648366493665036651366523665336654366553665636657366583665936660366613666236663366643666536666366673666836669366703667136672366733667436675366763667736678366793668036681366823668336684366853668636687366883668936690366913669236693366943669536696366973669836699367003670136702367033670436705367063670736708367093671036711367123671336714367153671636717367183671936720367213672236723367243672536726367273672836729367303673136732367333673436735367363673736738367393674036741367423674336744367453674636747367483674936750367513675236753367543675536756367573675836759367603676136762367633676436765367663676736768367693677036771367723677336774367753677636777367783677936780367813678236783367843678536786367873678836789367903679136792367933679436795367963679736798367993680036801368023680336804368053680636807368083680936810368113681236813368143681536816368173681836819368203682136822368233682436825368263682736828368293683036831368323683336834368353683636837368383683936840368413684236843368443684536846368473684836849368503685136852368533685436855368563685736858368593686036861368623686336864368653686636867368683686936870368713687236873368743687536876368773687836879368803688136882368833688436885368863688736888368893689036891368923689336894368953689636897368983689936900369013690236903369043690536906369073690836909369103691136912369133691436915369163691736918369193692036921369223692336924369253692636927369283692936930369313693236933369343693536936369373693836939369403694136942369433694436945369463694736948369493695036951369523695336954369553695636957369583695936960369613696236963369643696536966369673696836969369703697136972369733697436975369763697736978369793698036981369823698336984369853698636987369883698936990369913699236993369943699536996369973699836999370003700137002370033700437005370063700737008370093701037011370123701337014370153701637017370183701937020370213702237023370243702537026370273702837029370303703137032370333703437035370363703737038370393704037041370423704337044370453704637047370483704937050370513705237053370543705537056370573705837059370603706137062370633706437065370663706737068370693707037071370723707337074370753707637077370783707937080370813708237083370843708537086370873708837089370903709137092370933709437095370963709737098370993710037101371023710337104371053710637107371083710937110371113711237113371143711537116371173711837119371203712137122371233712437125371263712737128371293713037131371323713337134371353713637137371383713937140371413714237143371443714537146371473714837149371503715137152371533715437155371563715737158371593716037161371623716337164371653716637167371683716937170371713717237173371743717537176371773717837179371803718137182371833718437185371863718737188371893719037191371923719337194371953719637197371983719937200372013720237203372043720537206372073720837209372103721137212372133721437215372163721737218372193722037221372223722337224372253722637227372283722937230372313723237233372343723537236372373723837239372403724137242372433724437245372463724737248372493725037251372523725337254372553725637257372583725937260372613726237263372643726537266372673726837269372703727137272372733727437275372763727737278372793728037281372823728337284372853728637287372883728937290372913729237293372943729537296372973729837299373003730137302373033730437305373063730737308373093731037311373123731337314373153731637317373183731937320373213732237323373243732537326373273732837329373303733137332373333733437335373363733737338373393734037341373423734337344373453734637347373483734937350373513735237353373543735537356373573735837359373603736137362373633736437365373663736737368373693737037371373723737337374373753737637377373783737937380373813738237383373843738537386373873738837389373903739137392373933739437395373963739737398373993740037401374023740337404374053740637407374083740937410374113741237413374143741537416374173741837419374203742137422374233742437425374263742737428374293743037431374323743337434374353743637437374383743937440374413744237443374443744537446374473744837449374503745137452374533745437455374563745737458374593746037461374623746337464374653746637467374683746937470374713747237473374743747537476374773747837479374803748137482374833748437485374863748737488374893749037491374923749337494374953749637497374983749937500375013750237503375043750537506375073750837509375103751137512375133751437515375163751737518375193752037521375223752337524375253752637527375283752937530375313753237533375343753537536375373753837539375403754137542375433754437545375463754737548375493755037551375523755337554375553755637557375583755937560375613756237563375643756537566375673756837569375703757137572375733757437575375763757737578375793758037581375823758337584375853758637587375883758937590375913759237593375943759537596375973759837599376003760137602376033760437605376063760737608376093761037611376123761337614376153761637617376183761937620376213762237623376243762537626376273762837629376303763137632376333763437635376363763737638376393764037641376423764337644376453764637647376483764937650376513765237653376543765537656376573765837659376603766137662376633766437665376663766737668376693767037671376723767337674376753767637677376783767937680376813768237683376843768537686376873768837689376903769137692376933769437695376963769737698376993770037701377023770337704377053770637707377083770937710377113771237713377143771537716377173771837719377203772137722377233772437725377263772737728377293773037731377323773337734377353773637737377383773937740377413774237743377443774537746377473774837749377503775137752377533775437755377563775737758377593776037761377623776337764377653776637767377683776937770377713777237773377743777537776377773777837779377803778137782377833778437785377863778737788377893779037791377923779337794377953779637797377983779937800378013780237803378043780537806378073780837809378103781137812378133781437815378163781737818378193782037821378223782337824378253782637827378283782937830378313783237833378343783537836378373783837839378403784137842378433784437845378463784737848378493785037851378523785337854378553785637857378583785937860378613786237863378643786537866378673786837869378703787137872378733787437875378763787737878378793788037881378823788337884378853788637887378883788937890378913789237893378943789537896378973789837899379003790137902379033790437905379063790737908379093791037911379123791337914379153791637917379183791937920379213792237923379243792537926379273792837929379303793137932379333793437935379363793737938379393794037941379423794337944379453794637947379483794937950379513795237953379543795537956379573795837959379603796137962379633796437965379663796737968379693797037971379723797337974379753797637977379783797937980379813798237983379843798537986379873798837989379903799137992379933799437995379963799737998379993800038001380023800338004380053800638007380083800938010380113801238013380143801538016380173801838019380203802138022380233802438025380263802738028380293803038031380323803338034380353803638037380383803938040380413804238043380443804538046380473804838049380503805138052380533805438055380563805738058380593806038061380623806338064380653806638067380683806938070380713807238073380743807538076380773807838079380803808138082380833808438085380863808738088380893809038091380923809338094380953809638097380983809938100381013810238103381043810538106381073810838109381103811138112381133811438115381163811738118381193812038121381223812338124381253812638127381283812938130381313813238133381343813538136381373813838139381403814138142381433814438145381463814738148381493815038151381523815338154381553815638157381583815938160381613816238163381643816538166381673816838169381703817138172381733817438175381763817738178381793818038181381823818338184381853818638187381883818938190381913819238193381943819538196381973819838199382003820138202382033820438205382063820738208382093821038211382123821338214382153821638217382183821938220382213822238223382243822538226382273822838229382303823138232382333823438235382363823738238382393824038241382423824338244382453824638247382483824938250382513825238253382543825538256382573825838259382603826138262382633826438265382663826738268382693827038271382723827338274382753827638277382783827938280382813828238283382843828538286382873828838289382903829138292382933829438295382963829738298382993830038301383023830338304383053830638307383083830938310383113831238313383143831538316383173831838319383203832138322383233832438325383263832738328383293833038331383323833338334383353833638337383383833938340383413834238343383443834538346383473834838349383503835138352383533835438355383563835738358383593836038361383623836338364383653836638367383683836938370383713837238373383743837538376383773837838379383803838138382383833838438385383863838738388383893839038391383923839338394383953839638397383983839938400384013840238403384043840538406384073840838409384103841138412384133841438415384163841738418384193842038421384223842338424384253842638427384283842938430384313843238433384343843538436384373843838439384403844138442384433844438445384463844738448384493845038451384523845338454384553845638457384583845938460384613846238463384643846538466384673846838469384703847138472384733847438475384763847738478384793848038481384823848338484384853848638487384883848938490384913849238493384943849538496384973849838499385003850138502385033850438505385063850738508385093851038511385123851338514385153851638517385183851938520385213852238523385243852538526385273852838529385303853138532385333853438535385363853738538385393854038541385423854338544385453854638547385483854938550385513855238553385543855538556385573855838559385603856138562385633856438565385663856738568385693857038571385723857338574385753857638577385783857938580385813858238583385843858538586385873858838589385903859138592385933859438595385963859738598385993860038601386023860338604386053860638607386083860938610386113861238613386143861538616386173861838619386203862138622386233862438625386263862738628386293863038631386323863338634386353863638637386383863938640386413864238643386443864538646386473864838649386503865138652386533865438655386563865738658386593866038661386623866338664386653866638667386683866938670386713867238673386743867538676386773867838679386803868138682386833868438685386863868738688386893869038691386923869338694386953869638697386983869938700387013870238703387043870538706387073870838709387103871138712387133871438715387163871738718387193872038721387223872338724387253872638727387283872938730387313873238733387343873538736387373873838739387403874138742387433874438745387463874738748387493875038751387523875338754387553875638757387583875938760387613876238763387643876538766387673876838769387703877138772387733877438775387763877738778387793878038781387823878338784387853878638787387883878938790387913879238793387943879538796387973879838799388003880138802388033880438805388063880738808388093881038811388123881338814388153881638817388183881938820388213882238823388243882538826388273882838829388303883138832388333883438835388363883738838388393884038841388423884338844388453884638847388483884938850388513885238853388543885538856388573885838859388603886138862388633886438865388663886738868388693887038871388723887338874388753887638877388783887938880388813888238883388843888538886388873888838889388903889138892388933889438895388963889738898388993890038901389023890338904389053890638907389083890938910389113891238913389143891538916389173891838919389203892138922389233892438925389263892738928389293893038931389323893338934389353893638937389383893938940389413894238943389443894538946389473894838949389503895138952389533895438955389563895738958389593896038961389623896338964389653896638967389683896938970389713897238973389743897538976389773897838979389803898138982389833898438985389863898738988389893899038991389923899338994389953899638997389983899939000390013900239003390043900539006390073900839009390103901139012390133901439015390163901739018390193902039021390223902339024390253902639027390283902939030390313903239033390343903539036390373903839039390403904139042390433904439045390463904739048390493905039051390523905339054390553905639057390583905939060390613906239063390643906539066390673906839069390703907139072390733907439075390763907739078390793908039081390823908339084390853908639087390883908939090390913909239093390943909539096390973909839099391003910139102391033910439105391063910739108391093911039111391123911339114391153911639117391183911939120391213912239123391243912539126391273912839129391303913139132391333913439135391363913739138391393914039141391423914339144391453914639147391483914939150391513915239153391543915539156391573915839159391603916139162391633916439165391663916739168391693917039171391723917339174391753917639177391783917939180391813918239183391843918539186391873918839189391903919139192391933919439195391963919739198391993920039201392023920339204392053920639207392083920939210392113921239213392143921539216392173921839219392203922139222392233922439225392263922739228392293923039231392323923339234392353923639237392383923939240392413924239243392443924539246392473924839249392503925139252392533925439255392563925739258392593926039261392623926339264392653926639267392683926939270392713927239273392743927539276392773927839279392803928139282392833928439285392863928739288392893929039291392923929339294392953929639297392983929939300393013930239303393043930539306393073930839309393103931139312393133931439315393163931739318393193932039321393223932339324393253932639327393283932939330393313933239333393343933539336393373933839339393403934139342393433934439345393463934739348393493935039351393523935339354393553935639357393583935939360393613936239363393643936539366393673936839369393703937139372393733937439375393763937739378393793938039381393823938339384393853938639387393883938939390393913939239393393943939539396393973939839399394003940139402394033940439405394063940739408394093941039411394123941339414394153941639417394183941939420394213942239423394243942539426394273942839429394303943139432394333943439435394363943739438394393944039441394423944339444394453944639447394483944939450394513945239453394543945539456394573945839459394603946139462394633946439465394663946739468394693947039471394723947339474394753947639477394783947939480394813948239483394843948539486394873948839489394903949139492394933949439495394963949739498394993950039501395023950339504395053950639507395083950939510395113951239513395143951539516395173951839519395203952139522395233952439525395263952739528395293953039531395323953339534395353953639537395383953939540395413954239543395443954539546395473954839549395503955139552395533955439555395563955739558395593956039561395623956339564395653956639567395683956939570395713957239573395743957539576395773957839579395803958139582395833958439585395863958739588395893959039591395923959339594395953959639597395983959939600396013960239603396043960539606396073960839609396103961139612396133961439615396163961739618396193962039621396223962339624396253962639627396283962939630396313963239633396343963539636396373963839639396403964139642396433964439645396463964739648396493965039651396523965339654396553965639657396583965939660396613966239663396643966539666396673966839669396703967139672396733967439675396763967739678396793968039681396823968339684396853968639687396883968939690396913969239693396943969539696396973969839699397003970139702397033970439705397063970739708397093971039711397123971339714397153971639717397183971939720397213972239723397243972539726397273972839729397303973139732397333973439735397363973739738397393974039741397423974339744397453974639747397483974939750397513975239753397543975539756397573975839759397603976139762397633976439765397663976739768397693977039771397723977339774397753977639777397783977939780397813978239783397843978539786397873978839789397903979139792397933979439795397963979739798397993980039801398023980339804398053980639807398083980939810398113981239813398143981539816398173981839819398203982139822398233982439825398263982739828398293983039831398323983339834398353983639837398383983939840398413984239843398443984539846398473984839849398503985139852398533985439855398563985739858398593986039861398623986339864398653986639867398683986939870398713987239873398743987539876398773987839879398803988139882398833988439885398863988739888398893989039891398923989339894398953989639897398983989939900399013990239903399043990539906399073990839909399103991139912399133991439915399163991739918399193992039921399223992339924399253992639927399283992939930399313993239933399343993539936399373993839939399403994139942399433994439945399463994739948399493995039951399523995339954399553995639957399583995939960399613996239963399643996539966399673996839969399703997139972399733997439975399763997739978399793998039981399823998339984399853998639987399883998939990399913999239993399943999539996399973999839999400004000140002400034000440005400064000740008400094001040011400124001340014400154001640017400184001940020400214002240023400244002540026400274002840029400304003140032400334003440035400364003740038400394004040041400424004340044400454004640047400484004940050400514005240053400544005540056400574005840059400604006140062400634006440065400664006740068400694007040071400724007340074400754007640077400784007940080400814008240083400844008540086400874008840089400904009140092400934009440095400964009740098400994010040101401024010340104401054010640107401084010940110401114011240113401144011540116401174011840119401204012140122401234012440125401264012740128401294013040131401324013340134401354013640137401384013940140401414014240143401444014540146401474014840149401504015140152401534015440155401564015740158401594016040161401624016340164401654016640167401684016940170401714017240173401744017540176401774017840179401804018140182401834018440185401864018740188401894019040191401924019340194401954019640197401984019940200402014020240203402044020540206402074020840209402104021140212402134021440215402164021740218402194022040221402224022340224402254022640227402284022940230402314023240233402344023540236402374023840239402404024140242402434024440245402464024740248402494025040251402524025340254402554025640257402584025940260402614026240263402644026540266402674026840269402704027140272402734027440275402764027740278402794028040281402824028340284402854028640287402884028940290402914029240293402944029540296402974029840299403004030140302403034030440305403064030740308403094031040311403124031340314403154031640317403184031940320403214032240323403244032540326403274032840329403304033140332403334033440335403364033740338403394034040341403424034340344403454034640347403484034940350403514035240353403544035540356403574035840359403604036140362403634036440365403664036740368403694037040371403724037340374403754037640377403784037940380403814038240383403844038540386403874038840389403904039140392403934039440395403964039740398403994040040401404024040340404404054040640407404084040940410404114041240413404144041540416404174041840419404204042140422404234042440425404264042740428404294043040431404324043340434404354043640437404384043940440404414044240443404444044540446404474044840449404504045140452404534045440455404564045740458404594046040461404624046340464404654046640467404684046940470404714047240473404744047540476404774047840479404804048140482404834048440485404864048740488404894049040491404924049340494404954049640497404984049940500405014050240503405044050540506405074050840509405104051140512405134051440515405164051740518405194052040521405224052340524405254052640527405284052940530405314053240533405344053540536405374053840539405404054140542405434054440545405464054740548405494055040551405524055340554405554055640557405584055940560405614056240563405644056540566405674056840569405704057140572405734057440575405764057740578405794058040581405824058340584405854058640587405884058940590405914059240593405944059540596405974059840599406004060140602406034060440605406064060740608406094061040611406124061340614406154061640617406184061940620406214062240623406244062540626406274062840629406304063140632406334063440635406364063740638406394064040641406424064340644406454064640647406484064940650406514065240653406544065540656406574065840659406604066140662406634066440665406664066740668406694067040671406724067340674406754067640677406784067940680406814068240683406844068540686406874068840689406904069140692406934069440695406964069740698406994070040701407024070340704407054070640707407084070940710407114071240713407144071540716407174071840719407204072140722407234072440725407264072740728407294073040731407324073340734407354073640737407384073940740407414074240743407444074540746407474074840749407504075140752407534075440755407564075740758407594076040761407624076340764407654076640767407684076940770407714077240773407744077540776407774077840779407804078140782407834078440785407864078740788407894079040791407924079340794407954079640797407984079940800408014080240803408044080540806408074080840809408104081140812408134081440815408164081740818408194082040821408224082340824408254082640827408284082940830408314083240833408344083540836408374083840839408404084140842408434084440845408464084740848408494085040851408524085340854408554085640857408584085940860408614086240863408644086540866408674086840869408704087140872408734087440875408764087740878408794088040881408824088340884408854088640887408884088940890408914089240893408944089540896408974089840899409004090140902409034090440905409064090740908409094091040911409124091340914409154091640917409184091940920409214092240923409244092540926409274092840929409304093140932409334093440935409364093740938409394094040941409424094340944409454094640947409484094940950409514095240953409544095540956409574095840959409604096140962409634096440965409664096740968409694097040971409724097340974409754097640977409784097940980409814098240983409844098540986409874098840989409904099140992409934099440995409964099740998409994100041001410024100341004410054100641007410084100941010410114101241013410144101541016410174101841019410204102141022410234102441025410264102741028410294103041031410324103341034410354103641037410384103941040410414104241043410444104541046410474104841049410504105141052410534105441055410564105741058410594106041061410624106341064410654106641067410684106941070410714107241073410744107541076410774107841079410804108141082410834108441085410864108741088410894109041091410924109341094410954109641097410984109941100411014110241103411044110541106411074110841109411104111141112411134111441115411164111741118411194112041121411224112341124411254112641127411284112941130411314113241133411344113541136411374113841139411404114141142411434114441145411464114741148411494115041151411524115341154411554115641157411584115941160411614116241163411644116541166411674116841169411704117141172411734117441175411764117741178411794118041181411824118341184411854118641187411884118941190411914119241193411944119541196411974119841199412004120141202412034120441205412064120741208412094121041211412124121341214412154121641217412184121941220412214122241223412244122541226412274122841229412304123141232412334123441235412364123741238412394124041241412424124341244412454124641247412484124941250412514125241253412544125541256412574125841259412604126141262412634126441265412664126741268412694127041271412724127341274412754127641277412784127941280412814128241283412844128541286412874128841289412904129141292412934129441295412964129741298412994130041301413024130341304413054130641307413084130941310413114131241313413144131541316413174131841319413204132141322413234132441325413264132741328413294133041331413324133341334413354133641337413384133941340413414134241343413444134541346413474134841349413504135141352413534135441355413564135741358413594136041361413624136341364413654136641367413684136941370413714137241373413744137541376413774137841379413804138141382413834138441385413864138741388413894139041391413924139341394413954139641397413984139941400414014140241403414044140541406414074140841409414104141141412414134141441415414164141741418414194142041421414224142341424414254142641427414284142941430414314143241433414344143541436414374143841439414404144141442414434144441445414464144741448414494145041451414524145341454414554145641457414584145941460414614146241463414644146541466414674146841469414704147141472414734147441475414764147741478414794148041481414824148341484414854148641487414884148941490414914149241493414944149541496414974149841499415004150141502415034150441505415064150741508415094151041511415124151341514415154151641517415184151941520415214152241523415244152541526415274152841529415304153141532415334153441535415364153741538415394154041541415424154341544415454154641547415484154941550415514155241553415544155541556415574155841559415604156141562415634156441565415664156741568415694157041571415724157341574415754157641577415784157941580415814158241583415844158541586415874158841589415904159141592415934159441595415964159741598415994160041601416024160341604416054160641607416084160941610416114161241613416144161541616416174161841619416204162141622416234162441625416264162741628416294163041631416324163341634416354163641637416384163941640416414164241643416444164541646416474164841649416504165141652416534165441655416564165741658416594166041661416624166341664416654166641667416684166941670416714167241673416744167541676416774167841679416804168141682416834168441685416864168741688416894169041691416924169341694416954169641697416984169941700417014170241703417044170541706417074170841709417104171141712417134171441715417164171741718417194172041721417224172341724417254172641727417284172941730417314173241733417344173541736417374173841739417404174141742417434174441745417464174741748417494175041751417524175341754417554175641757417584175941760417614176241763417644176541766417674176841769417704177141772417734177441775417764177741778417794178041781417824178341784417854178641787417884178941790417914179241793417944179541796417974179841799418004180141802418034180441805418064180741808418094181041811418124181341814418154181641817418184181941820418214182241823418244182541826418274182841829418304183141832418334183441835418364183741838418394184041841418424184341844418454184641847418484184941850418514185241853418544185541856418574185841859418604186141862418634186441865418664186741868418694187041871418724187341874418754187641877418784187941880418814188241883418844188541886418874188841889418904189141892418934189441895418964189741898418994190041901419024190341904419054190641907419084190941910419114191241913419144191541916419174191841919419204192141922419234192441925419264192741928419294193041931419324193341934419354193641937419384193941940419414194241943419444194541946419474194841949419504195141952419534195441955419564195741958419594196041961419624196341964419654196641967419684196941970419714197241973419744197541976419774197841979419804198141982419834198441985419864198741988419894199041991419924199341994419954199641997419984199942000420014200242003420044200542006420074200842009420104201142012420134201442015420164201742018420194202042021420224202342024420254202642027420284202942030420314203242033420344203542036420374203842039420404204142042420434204442045420464204742048420494205042051420524205342054420554205642057420584205942060420614206242063420644206542066420674206842069420704207142072420734207442075420764207742078420794208042081420824208342084420854208642087420884208942090420914209242093420944209542096420974209842099421004210142102421034210442105421064210742108421094211042111421124211342114421154211642117421184211942120421214212242123421244212542126421274212842129421304213142132421334213442135421364213742138421394214042141421424214342144421454214642147421484214942150421514215242153421544215542156421574215842159421604216142162421634216442165421664216742168421694217042171421724217342174421754217642177421784217942180421814218242183421844218542186421874218842189421904219142192421934219442195421964219742198421994220042201422024220342204422054220642207422084220942210422114221242213422144221542216422174221842219422204222142222422234222442225422264222742228422294223042231422324223342234422354223642237422384223942240422414224242243422444224542246422474224842249422504225142252422534225442255422564225742258422594226042261422624226342264422654226642267422684226942270422714227242273422744227542276422774227842279422804228142282422834228442285422864228742288422894229042291422924229342294422954229642297422984229942300423014230242303423044230542306423074230842309423104231142312423134231442315423164231742318423194232042321423224232342324423254232642327423284232942330423314233242333423344233542336423374233842339423404234142342423434234442345423464234742348423494235042351423524235342354423554235642357423584235942360423614236242363423644236542366423674236842369423704237142372423734237442375423764237742378423794238042381423824238342384423854238642387423884238942390423914239242393423944239542396423974239842399424004240142402424034240442405424064240742408424094241042411424124241342414424154241642417424184241942420424214242242423424244242542426424274242842429424304243142432424334243442435424364243742438424394244042441424424244342444424454244642447424484244942450424514245242453424544245542456424574245842459424604246142462424634246442465424664246742468424694247042471424724247342474424754247642477424784247942480424814248242483424844248542486424874248842489424904249142492424934249442495424964249742498424994250042501425024250342504425054250642507425084250942510425114251242513425144251542516425174251842519425204252142522425234252442525425264252742528425294253042531425324253342534425354253642537425384253942540425414254242543425444254542546425474254842549425504255142552425534255442555425564255742558425594256042561425624256342564425654256642567425684256942570425714257242573425744257542576425774257842579425804258142582425834258442585425864258742588425894259042591425924259342594425954259642597425984259942600426014260242603426044260542606426074260842609426104261142612426134261442615426164261742618426194262042621426224262342624426254262642627426284262942630426314263242633426344263542636426374263842639426404264142642426434264442645426464264742648426494265042651426524265342654426554265642657426584265942660426614266242663426644266542666426674266842669426704267142672426734267442675426764267742678426794268042681426824268342684426854268642687426884268942690426914269242693426944269542696426974269842699427004270142702427034270442705427064270742708427094271042711427124271342714427154271642717427184271942720427214272242723427244272542726427274272842729427304273142732427334273442735427364273742738427394274042741427424274342744427454274642747427484274942750427514275242753427544275542756427574275842759427604276142762427634276442765427664276742768427694277042771427724277342774427754277642777427784277942780427814278242783427844278542786427874278842789427904279142792427934279442795427964279742798427994280042801428024280342804428054280642807428084280942810428114281242813428144281542816428174281842819428204282142822428234282442825428264282742828428294283042831428324283342834428354283642837428384283942840428414284242843428444284542846428474284842849428504285142852428534285442855428564285742858428594286042861428624286342864428654286642867428684286942870428714287242873428744287542876428774287842879428804288142882428834288442885428864288742888428894289042891428924289342894428954289642897428984289942900429014290242903429044290542906429074290842909429104291142912429134291442915429164291742918429194292042921429224292342924429254292642927429284292942930429314293242933429344293542936429374293842939429404294142942429434294442945429464294742948429494295042951429524295342954429554295642957429584295942960429614296242963429644296542966429674296842969429704297142972429734297442975429764297742978429794298042981429824298342984429854298642987429884298942990429914299242993429944299542996429974299842999430004300143002430034300443005430064300743008430094301043011430124301343014430154301643017430184301943020430214302243023430244302543026430274302843029430304303143032430334303443035430364303743038430394304043041430424304343044430454304643047430484304943050430514305243053430544305543056430574305843059430604306143062430634306443065430664306743068430694307043071430724307343074430754307643077430784307943080430814308243083430844308543086430874308843089430904309143092430934309443095430964309743098430994310043101431024310343104431054310643107431084310943110431114311243113431144311543116431174311843119431204312143122431234312443125431264312743128431294313043131431324313343134431354313643137431384313943140431414314243143431444314543146431474314843149431504315143152431534315443155431564315743158431594316043161431624316343164431654316643167431684316943170431714317243173431744317543176431774317843179431804318143182431834318443185431864318743188431894319043191431924319343194431954319643197431984319943200432014320243203432044320543206432074320843209432104321143212432134321443215432164321743218432194322043221432224322343224432254322643227432284322943230432314323243233432344323543236432374323843239432404324143242432434324443245432464324743248432494325043251432524325343254432554325643257432584325943260432614326243263432644326543266432674326843269432704327143272432734327443275432764327743278432794328043281432824328343284432854328643287432884328943290432914329243293432944329543296432974329843299433004330143302433034330443305433064330743308433094331043311433124331343314433154331643317433184331943320433214332243323433244332543326433274332843329433304333143332433334333443335433364333743338433394334043341433424334343344433454334643347433484334943350433514335243353433544335543356433574335843359433604336143362433634336443365433664336743368433694337043371433724337343374433754337643377433784337943380433814338243383433844338543386433874338843389433904339143392433934339443395433964339743398433994340043401434024340343404434054340643407434084340943410434114341243413434144341543416434174341843419434204342143422434234342443425434264342743428434294343043431434324343343434434354343643437434384343943440434414344243443434444344543446434474344843449434504345143452434534345443455434564345743458434594346043461434624346343464434654346643467434684346943470434714347243473434744347543476434774347843479434804348143482434834348443485434864348743488434894349043491434924349343494434954349643497434984349943500435014350243503435044350543506435074350843509435104351143512435134351443515435164351743518435194352043521435224352343524435254352643527435284352943530435314353243533435344353543536435374353843539435404354143542435434354443545435464354743548435494355043551435524355343554435554355643557435584355943560435614356243563435644356543566435674356843569435704357143572435734357443575435764357743578435794358043581435824358343584435854358643587435884358943590435914359243593435944359543596435974359843599436004360143602436034360443605436064360743608436094361043611436124361343614436154361643617436184361943620436214362243623436244362543626436274362843629436304363143632436334363443635436364363743638436394364043641436424364343644436454364643647436484364943650436514365243653436544365543656436574365843659436604366143662436634366443665436664366743668436694367043671436724367343674436754367643677436784367943680436814368243683436844368543686436874368843689436904369143692436934369443695436964369743698436994370043701437024370343704437054370643707437084370943710437114371243713437144371543716437174371843719437204372143722437234372443725437264372743728437294373043731437324373343734437354373643737437384373943740437414374243743437444374543746437474374843749437504375143752437534375443755437564375743758437594376043761437624376343764437654376643767437684376943770437714377243773437744377543776437774377843779437804378143782437834378443785437864378743788437894379043791437924379343794437954379643797437984379943800438014380243803438044380543806438074380843809438104381143812438134381443815438164381743818438194382043821438224382343824438254382643827438284382943830438314383243833438344383543836438374383843839438404384143842438434384443845438464384743848438494385043851438524385343854438554385643857438584385943860438614386243863438644386543866438674386843869438704387143872438734387443875438764387743878438794388043881438824388343884438854388643887438884388943890438914389243893438944389543896438974389843899439004390143902439034390443905439064390743908439094391043911439124391343914439154391643917439184391943920439214392243923439244392543926439274392843929439304393143932439334393443935439364393743938439394394043941439424394343944439454394643947439484394943950439514395243953439544395543956439574395843959439604396143962439634396443965439664396743968439694397043971439724397343974439754397643977439784397943980439814398243983439844398543986439874398843989439904399143992439934399443995439964399743998439994400044001440024400344004440054400644007440084400944010440114401244013440144401544016440174401844019440204402144022440234402444025440264402744028440294403044031440324403344034440354403644037440384403944040440414404244043440444404544046440474404844049440504405144052440534405444055440564405744058440594406044061440624406344064440654406644067440684406944070440714407244073440744407544076440774407844079440804408144082440834408444085440864408744088440894409044091440924409344094440954409644097440984409944100441014410244103441044410544106441074410844109441104411144112441134411444115441164411744118441194412044121441224412344124441254412644127441284412944130441314413244133441344413544136441374413844139441404414144142441434414444145441464414744148441494415044151441524415344154441554415644157441584415944160441614416244163441644416544166441674416844169441704417144172441734417444175441764417744178441794418044181441824418344184441854418644187441884418944190441914419244193441944419544196441974419844199442004420144202442034420444205442064420744208442094421044211442124421344214442154421644217442184421944220442214422244223442244422544226442274422844229442304423144232442334423444235442364423744238442394424044241442424424344244442454424644247442484424944250442514425244253442544425544256442574425844259442604426144262442634426444265442664426744268442694427044271442724427344274442754427644277442784427944280442814428244283442844428544286442874428844289442904429144292442934429444295442964429744298442994430044301443024430344304443054430644307443084430944310443114431244313443144431544316443174431844319443204432144322443234432444325443264432744328443294433044331443324433344334443354433644337443384433944340443414434244343443444434544346443474434844349443504435144352443534435444355443564435744358443594436044361443624436344364443654436644367443684436944370443714437244373443744437544376443774437844379443804438144382443834438444385443864438744388443894439044391443924439344394443954439644397443984439944400444014440244403444044440544406444074440844409444104441144412444134441444415444164441744418444194442044421444224442344424444254442644427444284442944430444314443244433444344443544436444374443844439444404444144442444434444444445444464444744448444494445044451444524445344454444554445644457444584445944460444614446244463444644446544466444674446844469444704447144472444734447444475444764447744478444794448044481444824448344484444854448644487444884448944490444914449244493444944449544496444974449844499445004450144502445034450444505445064450744508445094451044511445124451344514445154451644517445184451944520445214452244523445244452544526445274452844529445304453144532445334453444535445364453744538445394454044541445424454344544445454454644547445484454944550445514455244553445544455544556445574455844559445604456144562445634456444565445664456744568445694457044571445724457344574445754457644577445784457944580445814458244583445844458544586445874458844589445904459144592445934459444595445964459744598445994460044601446024460344604446054460644607446084460944610446114461244613446144461544616446174461844619446204462144622446234462444625446264462744628446294463044631446324463344634446354463644637446384463944640446414464244643446444464544646446474464844649446504465144652446534465444655446564465744658446594466044661446624466344664446654466644667446684466944670446714467244673446744467544676446774467844679446804468144682446834468444685446864468744688446894469044691446924469344694446954469644697446984469944700447014470244703447044470544706447074470844709447104471144712447134471444715447164471744718447194472044721447224472344724447254472644727447284472944730447314473244733447344473544736447374473844739447404474144742447434474444745447464474744748447494475044751447524475344754447554475644757447584475944760447614476244763447644476544766447674476844769447704477144772447734477444775447764477744778447794478044781447824478344784447854478644787447884478944790447914479244793447944479544796447974479844799448004480144802448034480444805448064480744808448094481044811448124481344814448154481644817448184481944820448214482244823448244482544826448274482844829448304483144832448334483444835448364483744838448394484044841448424484344844448454484644847448484484944850448514485244853448544485544856448574485844859448604486144862448634486444865448664486744868448694487044871448724487344874448754487644877448784487944880448814488244883448844488544886448874488844889448904489144892448934489444895448964489744898448994490044901449024490344904449054490644907449084490944910449114491244913449144491544916449174491844919449204492144922449234492444925449264492744928449294493044931449324493344934449354493644937449384493944940449414494244943449444494544946449474494844949449504495144952449534495444955449564495744958449594496044961449624496344964449654496644967449684496944970449714497244973449744497544976449774497844979449804498144982449834498444985449864498744988449894499044991449924499344994449954499644997449984499945000450014500245003450044500545006450074500845009450104501145012450134501445015450164501745018450194502045021450224502345024450254502645027450284502945030450314503245033450344503545036450374503845039450404504145042450434504445045450464504745048450494505045051450524505345054450554505645057450584505945060450614506245063450644506545066450674506845069450704507145072450734507445075450764507745078450794508045081450824508345084450854508645087450884508945090450914509245093450944509545096450974509845099451004510145102451034510445105451064510745108451094511045111451124511345114451154511645117451184511945120451214512245123451244512545126451274512845129451304513145132451334513445135451364513745138451394514045141451424514345144451454514645147451484514945150451514515245153451544515545156451574515845159451604516145162451634516445165451664516745168451694517045171451724517345174451754517645177451784517945180451814518245183451844518545186451874518845189451904519145192451934519445195451964519745198451994520045201452024520345204452054520645207452084520945210452114521245213452144521545216452174521845219452204522145222452234522445225452264522745228452294523045231452324523345234452354523645237452384523945240452414524245243452444524545246452474524845249452504525145252452534525445255452564525745258452594526045261452624526345264452654526645267452684526945270452714527245273452744527545276452774527845279452804528145282452834528445285452864528745288452894529045291452924529345294452954529645297452984529945300453014530245303453044530545306453074530845309453104531145312453134531445315453164531745318453194532045321453224532345324453254532645327453284532945330453314533245333453344533545336453374533845339453404534145342453434534445345453464534745348453494535045351453524535345354453554535645357453584535945360453614536245363453644536545366453674536845369453704537145372453734537445375453764537745378453794538045381453824538345384453854538645387453884538945390453914539245393453944539545396453974539845399454004540145402454034540445405454064540745408454094541045411454124541345414454154541645417454184541945420454214542245423454244542545426454274542845429454304543145432454334543445435454364543745438454394544045441454424544345444454454544645447454484544945450454514545245453454544545545456454574545845459454604546145462454634546445465454664546745468454694547045471454724547345474454754547645477454784547945480454814548245483454844548545486454874548845489454904549145492454934549445495454964549745498454994550045501455024550345504455054550645507455084550945510455114551245513455144551545516455174551845519455204552145522455234552445525455264552745528455294553045531455324553345534455354553645537455384553945540455414554245543455444554545546455474554845549455504555145552455534555445555455564555745558455594556045561455624556345564455654556645567455684556945570455714557245573455744557545576455774557845579455804558145582455834558445585455864558745588455894559045591455924559345594455954559645597455984559945600456014560245603456044560545606456074560845609456104561145612456134561445615456164561745618456194562045621456224562345624456254562645627456284562945630456314563245633456344563545636456374563845639456404564145642456434564445645456464564745648456494565045651456524565345654456554565645657456584565945660456614566245663456644566545666456674566845669456704567145672456734567445675456764567745678456794568045681456824568345684456854568645687456884568945690456914569245693456944569545696456974569845699457004570145702457034570445705457064570745708457094571045711457124571345714457154571645717457184571945720457214572245723457244572545726457274572845729457304573145732457334573445735457364573745738457394574045741457424574345744457454574645747457484574945750457514575245753457544575545756457574575845759457604576145762457634576445765457664576745768457694577045771457724577345774457754577645777457784577945780457814578245783457844578545786457874578845789457904579145792457934579445795457964579745798457994580045801458024580345804458054580645807458084580945810458114581245813458144581545816458174581845819458204582145822458234582445825458264582745828458294583045831458324583345834458354583645837458384583945840458414584245843458444584545846458474584845849458504585145852458534585445855458564585745858458594586045861458624586345864458654586645867458684586945870458714587245873458744587545876458774587845879458804588145882458834588445885458864588745888458894589045891458924589345894458954589645897458984589945900459014590245903459044590545906459074590845909459104591145912459134591445915459164591745918459194592045921459224592345924459254592645927459284592945930459314593245933459344593545936459374593845939459404594145942459434594445945459464594745948459494595045951459524595345954459554595645957459584595945960459614596245963459644596545966459674596845969459704597145972459734597445975459764597745978459794598045981459824598345984459854598645987459884598945990459914599245993459944599545996459974599845999460004600146002460034600446005460064600746008460094601046011460124601346014460154601646017460184601946020460214602246023460244602546026460274602846029460304603146032460334603446035460364603746038460394604046041460424604346044460454604646047460484604946050460514605246053460544605546056460574605846059460604606146062460634606446065460664606746068460694607046071460724607346074460754607646077460784607946080460814608246083460844608546086460874608846089460904609146092460934609446095460964609746098460994610046101461024610346104461054610646107461084610946110461114611246113461144611546116461174611846119461204612146122461234612446125461264612746128461294613046131461324613346134461354613646137461384613946140461414614246143461444614546146461474614846149461504615146152461534615446155461564615746158461594616046161461624616346164461654616646167461684616946170461714617246173461744617546176461774617846179461804618146182461834618446185461864618746188461894619046191461924619346194461954619646197461984619946200462014620246203462044620546206462074620846209462104621146212462134621446215462164621746218462194622046221462224622346224462254622646227462284622946230462314623246233462344623546236462374623846239462404624146242462434624446245462464624746248462494625046251462524625346254462554625646257462584625946260462614626246263462644626546266462674626846269462704627146272462734627446275462764627746278462794628046281462824628346284462854628646287462884628946290462914629246293462944629546296462974629846299463004630146302463034630446305463064630746308463094631046311463124631346314463154631646317463184631946320463214632246323463244632546326463274632846329463304633146332463334633446335463364633746338463394634046341463424634346344463454634646347463484634946350463514635246353463544635546356463574635846359463604636146362463634636446365463664636746368463694637046371463724637346374463754637646377463784637946380463814638246383463844638546386463874638846389463904639146392463934639446395463964639746398463994640046401464024640346404464054640646407464084640946410464114641246413464144641546416464174641846419464204642146422464234642446425464264642746428464294643046431464324643346434464354643646437464384643946440464414644246443464444644546446464474644846449464504645146452464534645446455464564645746458464594646046461464624646346464464654646646467464684646946470464714647246473464744647546476464774647846479464804648146482464834648446485464864648746488464894649046491464924649346494464954649646497464984649946500465014650246503465044650546506465074650846509465104651146512465134651446515465164651746518465194652046521465224652346524465254652646527465284652946530465314653246533465344653546536465374653846539465404654146542465434654446545465464654746548465494655046551465524655346554465554655646557465584655946560465614656246563465644656546566465674656846569465704657146572465734657446575465764657746578465794658046581465824658346584465854658646587465884658946590465914659246593465944659546596465974659846599466004660146602466034660446605466064660746608466094661046611466124661346614466154661646617466184661946620466214662246623466244662546626466274662846629466304663146632466334663446635466364663746638466394664046641466424664346644466454664646647466484664946650466514665246653466544665546656466574665846659466604666146662466634666446665466664666746668466694667046671466724667346674466754667646677466784667946680466814668246683466844668546686466874668846689466904669146692466934669446695466964669746698466994670046701467024670346704467054670646707467084670946710467114671246713467144671546716467174671846719467204672146722467234672446725467264672746728467294673046731467324673346734467354673646737467384673946740467414674246743467444674546746467474674846749467504675146752467534675446755467564675746758467594676046761467624676346764467654676646767467684676946770467714677246773467744677546776467774677846779467804678146782467834678446785467864678746788467894679046791467924679346794467954679646797467984679946800468014680246803468044680546806468074680846809468104681146812468134681446815468164681746818468194682046821468224682346824468254682646827468284682946830468314683246833468344683546836468374683846839468404684146842468434684446845468464684746848468494685046851468524685346854468554685646857468584685946860468614686246863468644686546866468674686846869468704687146872468734687446875468764687746878468794688046881468824688346884468854688646887468884688946890468914689246893468944689546896468974689846899469004690146902469034690446905469064690746908469094691046911469124691346914469154691646917469184691946920469214692246923469244692546926469274692846929469304693146932469334693446935469364693746938469394694046941469424694346944469454694646947469484694946950469514695246953469544695546956469574695846959469604696146962469634696446965469664696746968469694697046971469724697346974469754697646977469784697946980469814698246983469844698546986469874698846989469904699146992469934699446995469964699746998469994700047001470024700347004470054700647007470084700947010470114701247013470144701547016470174701847019470204702147022470234702447025470264702747028470294703047031470324703347034470354703647037470384703947040470414704247043470444704547046470474704847049470504705147052470534705447055470564705747058470594706047061470624706347064470654706647067470684706947070470714707247073470744707547076470774707847079470804708147082470834708447085470864708747088470894709047091470924709347094470954709647097470984709947100471014710247103471044710547106471074710847109471104711147112471134711447115471164711747118471194712047121471224712347124471254712647127471284712947130471314713247133471344713547136471374713847139471404714147142471434714447145471464714747148471494715047151471524715347154471554715647157471584715947160471614716247163471644716547166471674716847169471704717147172471734717447175471764717747178471794718047181471824718347184471854718647187471884718947190471914719247193471944719547196471974719847199472004720147202472034720447205472064720747208472094721047211472124721347214472154721647217472184721947220472214722247223472244722547226472274722847229472304723147232472334723447235472364723747238472394724047241472424724347244472454724647247472484724947250472514725247253472544725547256472574725847259472604726147262472634726447265472664726747268472694727047271472724727347274472754727647277472784727947280472814728247283472844728547286472874728847289472904729147292472934729447295472964729747298472994730047301473024730347304473054730647307473084730947310473114731247313473144731547316473174731847319473204732147322473234732447325473264732747328473294733047331473324733347334473354733647337473384733947340473414734247343473444734547346473474734847349473504735147352473534735447355473564735747358473594736047361473624736347364473654736647367473684736947370473714737247373473744737547376473774737847379473804738147382473834738447385473864738747388473894739047391473924739347394473954739647397473984739947400474014740247403474044740547406474074740847409474104741147412474134741447415474164741747418474194742047421474224742347424474254742647427474284742947430474314743247433474344743547436474374743847439474404744147442474434744447445474464744747448474494745047451474524745347454474554745647457474584745947460474614746247463474644746547466474674746847469474704747147472474734747447475474764747747478474794748047481474824748347484474854748647487474884748947490474914749247493474944749547496474974749847499475004750147502475034750447505475064750747508475094751047511475124751347514475154751647517475184751947520475214752247523475244752547526475274752847529475304753147532475334753447535475364753747538475394754047541475424754347544475454754647547475484754947550475514755247553475544755547556475574755847559475604756147562475634756447565475664756747568475694757047571475724757347574475754757647577475784757947580475814758247583475844758547586475874758847589475904759147592475934759447595475964759747598475994760047601476024760347604476054760647607476084760947610476114761247613476144761547616476174761847619476204762147622476234762447625476264762747628476294763047631476324763347634476354763647637476384763947640476414764247643476444764547646476474764847649476504765147652476534765447655476564765747658476594766047661476624766347664476654766647667476684766947670476714767247673476744767547676476774767847679476804768147682476834768447685476864768747688476894769047691476924769347694476954769647697476984769947700477014770247703477044770547706477074770847709477104771147712477134771447715477164771747718477194772047721477224772347724477254772647727477284772947730477314773247733477344773547736477374773847739477404774147742477434774447745477464774747748477494775047751477524775347754477554775647757477584775947760477614776247763477644776547766477674776847769477704777147772477734777447775477764777747778477794778047781477824778347784477854778647787477884778947790477914779247793477944779547796477974779847799478004780147802478034780447805478064780747808478094781047811478124781347814478154781647817478184781947820478214782247823478244782547826478274782847829478304783147832478334783447835478364783747838478394784047841478424784347844478454784647847478484784947850478514785247853478544785547856478574785847859478604786147862478634786447865478664786747868478694787047871478724787347874478754787647877478784787947880478814788247883478844788547886478874788847889478904789147892478934789447895478964789747898478994790047901479024790347904479054790647907479084790947910479114791247913479144791547916479174791847919479204792147922479234792447925479264792747928479294793047931479324793347934479354793647937479384793947940479414794247943479444794547946479474794847949479504795147952479534795447955479564795747958479594796047961479624796347964479654796647967479684796947970479714797247973479744797547976479774797847979479804798147982479834798447985479864798747988479894799047991479924799347994479954799647997479984799948000480014800248003480044800548006480074800848009480104801148012480134801448015480164801748018480194802048021480224802348024480254802648027480284802948030480314803248033480344803548036480374803848039480404804148042480434804448045480464804748048480494805048051480524805348054480554805648057480584805948060480614806248063480644806548066480674806848069480704807148072480734807448075480764807748078480794808048081480824808348084480854808648087480884808948090480914809248093480944809548096480974809848099481004810148102481034810448105481064810748108481094811048111481124811348114481154811648117481184811948120481214812248123481244812548126481274812848129481304813148132481334813448135481364813748138481394814048141481424814348144481454814648147481484814948150481514815248153481544815548156481574815848159481604816148162481634816448165481664816748168481694817048171481724817348174481754817648177481784817948180481814818248183481844818548186481874818848189481904819148192481934819448195481964819748198481994820048201482024820348204482054820648207482084820948210482114821248213482144821548216482174821848219482204822148222482234822448225482264822748228482294823048231482324823348234482354823648237482384823948240482414824248243482444824548246482474824848249482504825148252482534825448255482564825748258482594826048261482624826348264482654826648267482684826948270482714827248273482744827548276482774827848279482804828148282482834828448285482864828748288482894829048291482924829348294482954829648297482984829948300483014830248303483044830548306483074830848309483104831148312483134831448315483164831748318483194832048321483224832348324483254832648327483284832948330483314833248333483344833548336483374833848339483404834148342483434834448345483464834748348483494835048351483524835348354483554835648357483584835948360483614836248363483644836548366483674836848369483704837148372483734837448375483764837748378483794838048381483824838348384483854838648387483884838948390483914839248393483944839548396483974839848399484004840148402484034840448405484064840748408484094841048411484124841348414484154841648417484184841948420484214842248423484244842548426484274842848429484304843148432484334843448435484364843748438484394844048441484424844348444484454844648447484484844948450484514845248453484544845548456484574845848459484604846148462484634846448465484664846748468484694847048471484724847348474484754847648477484784847948480484814848248483484844848548486484874848848489484904849148492484934849448495484964849748498484994850048501485024850348504485054850648507485084850948510485114851248513485144851548516485174851848519485204852148522485234852448525485264852748528485294853048531485324853348534485354853648537485384853948540485414854248543485444854548546485474854848549485504855148552485534855448555485564855748558485594856048561485624856348564485654856648567485684856948570485714857248573485744857548576485774857848579485804858148582485834858448585485864858748588485894859048591485924859348594485954859648597485984859948600486014860248603486044860548606486074860848609486104861148612486134861448615486164861748618486194862048621486224862348624486254862648627486284862948630486314863248633486344863548636486374863848639486404864148642486434864448645486464864748648486494865048651486524865348654486554865648657486584865948660486614866248663486644866548666486674866848669486704867148672486734867448675486764867748678486794868048681486824868348684486854868648687486884868948690486914869248693486944869548696486974869848699487004870148702487034870448705487064870748708487094871048711487124871348714487154871648717487184871948720487214872248723487244872548726487274872848729487304873148732487334873448735487364873748738487394874048741487424874348744487454874648747487484874948750487514875248753487544875548756487574875848759487604876148762487634876448765487664876748768487694877048771487724877348774487754877648777487784877948780487814878248783487844878548786487874878848789487904879148792487934879448795487964879748798487994880048801488024880348804488054880648807488084880948810488114881248813488144881548816488174881848819488204882148822488234882448825488264882748828488294883048831488324883348834488354883648837488384883948840488414884248843488444884548846488474884848849488504885148852488534885448855488564885748858488594886048861488624886348864488654886648867488684886948870488714887248873488744887548876488774887848879488804888148882488834888448885488864888748888488894889048891488924889348894488954889648897488984889948900489014890248903489044890548906489074890848909489104891148912489134891448915489164891748918489194892048921489224892348924489254892648927489284892948930489314893248933489344893548936489374893848939489404894148942489434894448945489464894748948489494895048951489524895348954489554895648957489584895948960489614896248963489644896548966489674896848969489704897148972489734897448975489764897748978489794898048981489824898348984489854898648987489884898948990489914899248993489944899548996489974899848999490004900149002490034900449005490064900749008490094901049011490124901349014490154901649017490184901949020490214902249023490244902549026490274902849029490304903149032490334903449035490364903749038490394904049041490424904349044490454904649047490484904949050490514905249053490544905549056490574905849059490604906149062490634906449065490664906749068490694907049071490724907349074490754907649077490784907949080490814908249083490844908549086490874908849089490904909149092490934909449095490964909749098490994910049101491024910349104491054910649107491084910949110491114911249113491144911549116491174911849119491204912149122491234912449125491264912749128491294913049131491324913349134491354913649137491384913949140491414914249143491444914549146491474914849149491504915149152491534915449155491564915749158491594916049161491624916349164491654916649167491684916949170491714917249173491744917549176491774917849179491804918149182491834918449185491864918749188491894919049191491924919349194491954919649197491984919949200492014920249203492044920549206492074920849209492104921149212492134921449215492164921749218492194922049221492224922349224492254922649227492284922949230492314923249233492344923549236492374923849239492404924149242492434924449245492464924749248492494925049251492524925349254492554925649257492584925949260492614926249263492644926549266492674926849269492704927149272492734927449275492764927749278492794928049281492824928349284492854928649287492884928949290492914929249293492944929549296492974929849299493004930149302493034930449305493064930749308493094931049311493124931349314493154931649317493184931949320493214932249323493244932549326493274932849329493304933149332493334933449335493364933749338493394934049341493424934349344493454934649347493484934949350493514935249353493544935549356493574935849359493604936149362493634936449365493664936749368493694937049371493724937349374493754937649377493784937949380493814938249383493844938549386493874938849389493904939149392493934939449395493964939749398493994940049401494024940349404494054940649407494084940949410494114941249413494144941549416494174941849419494204942149422494234942449425494264942749428494294943049431494324943349434494354943649437494384943949440494414944249443494444944549446494474944849449494504945149452494534945449455494564945749458494594946049461494624946349464494654946649467494684946949470494714947249473494744947549476494774947849479494804948149482494834948449485494864948749488494894949049491494924949349494494954949649497494984949949500495014950249503495044950549506495074950849509495104951149512495134951449515495164951749518495194952049521495224952349524495254952649527495284952949530495314953249533495344953549536495374953849539495404954149542495434954449545495464954749548495494955049551495524955349554495554955649557495584955949560495614956249563495644956549566495674956849569495704957149572495734957449575495764957749578495794958049581495824958349584495854958649587495884958949590495914959249593495944959549596495974959849599496004960149602496034960449605496064960749608496094961049611496124961349614496154961649617496184961949620496214962249623496244962549626496274962849629496304963149632496334963449635496364963749638496394964049641496424964349644496454964649647496484964949650496514965249653496544965549656496574965849659496604966149662496634966449665496664966749668496694967049671496724967349674496754967649677496784967949680496814968249683496844968549686496874968849689496904969149692496934969449695496964969749698496994970049701497024970349704497054970649707497084970949710497114971249713497144971549716497174971849719497204972149722497234972449725497264972749728497294973049731497324973349734497354973649737497384973949740497414974249743497444974549746497474974849749497504975149752497534975449755497564975749758497594976049761497624976349764497654976649767497684976949770497714977249773497744977549776497774977849779497804978149782497834978449785497864978749788497894979049791497924979349794497954979649797497984979949800498014980249803498044980549806498074980849809498104981149812498134981449815498164981749818498194982049821498224982349824498254982649827498284982949830498314983249833498344983549836498374983849839498404984149842498434984449845498464984749848498494985049851498524985349854498554985649857498584985949860498614986249863498644986549866498674986849869498704987149872498734987449875498764987749878498794988049881498824988349884498854988649887498884988949890498914989249893498944989549896498974989849899499004990149902499034990449905499064990749908499094991049911499124991349914499154991649917499184991949920499214992249923499244992549926499274992849929499304993149932499334993449935499364993749938499394994049941499424994349944499454994649947499484994949950499514995249953499544995549956499574995849959499604996149962499634996449965499664996749968499694997049971499724997349974499754997649977499784997949980499814998249983499844998549986499874998849989499904999149992499934999449995499964999749998499995000050001500025000350004500055000650007500085000950010500115001250013500145001550016500175001850019500205002150022500235002450025500265002750028500295003050031500325003350034500355003650037500385003950040500415004250043500445004550046500475004850049500505005150052500535005450055500565005750058500595006050061500625006350064500655006650067500685006950070500715007250073500745007550076500775007850079500805008150082500835008450085500865008750088500895009050091500925009350094500955009650097500985009950100501015010250103501045010550106501075010850109501105011150112501135011450115501165011750118501195012050121501225012350124501255012650127501285012950130501315013250133501345013550136501375013850139501405014150142501435014450145501465014750148501495015050151501525015350154501555015650157501585015950160501615016250163501645016550166501675016850169501705017150172501735017450175501765017750178501795018050181501825018350184501855018650187501885018950190501915019250193501945019550196501975019850199502005020150202502035020450205502065020750208502095021050211502125021350214502155021650217502185021950220502215022250223502245022550226502275022850229502305023150232502335023450235502365023750238502395024050241502425024350244502455024650247502485024950250502515025250253502545025550256502575025850259502605026150262502635026450265502665026750268502695027050271502725027350274502755027650277502785027950280502815028250283502845028550286502875028850289502905029150292502935029450295502965029750298502995030050301503025030350304503055030650307503085030950310503115031250313503145031550316503175031850319503205032150322503235032450325503265032750328503295033050331503325033350334503355033650337503385033950340503415034250343503445034550346503475034850349503505035150352503535035450355503565035750358503595036050361503625036350364503655036650367503685036950370503715037250373503745037550376503775037850379503805038150382503835038450385503865038750388503895039050391503925039350394503955039650397503985039950400504015040250403504045040550406504075040850409504105041150412504135041450415504165041750418504195042050421504225042350424504255042650427504285042950430504315043250433504345043550436504375043850439504405044150442504435044450445504465044750448504495045050451504525045350454504555045650457504585045950460504615046250463504645046550466504675046850469504705047150472504735047450475504765047750478504795048050481504825048350484504855048650487504885048950490504915049250493504945049550496504975049850499505005050150502505035050450505505065050750508505095051050511505125051350514505155051650517505185051950520505215052250523505245052550526505275052850529505305053150532505335053450535505365053750538505395054050541505425054350544505455054650547505485054950550505515055250553505545055550556505575055850559505605056150562505635056450565505665056750568505695057050571505725057350574505755057650577505785057950580505815058250583505845058550586505875058850589505905059150592505935059450595505965059750598505995060050601506025060350604506055060650607506085060950610506115061250613506145061550616506175061850619506205062150622506235062450625506265062750628506295063050631506325063350634506355063650637506385063950640506415064250643506445064550646506475064850649506505065150652506535065450655506565065750658506595066050661506625066350664506655066650667506685066950670506715067250673506745067550676506775067850679506805068150682506835068450685506865068750688506895069050691506925069350694506955069650697506985069950700507015070250703507045070550706507075070850709507105071150712507135071450715507165071750718507195072050721507225072350724507255072650727507285072950730507315073250733507345073550736507375073850739507405074150742507435074450745507465074750748507495075050751507525075350754507555075650757507585075950760507615076250763507645076550766507675076850769507705077150772507735077450775507765077750778507795078050781507825078350784507855078650787507885078950790507915079250793507945079550796507975079850799508005080150802508035080450805508065080750808508095081050811508125081350814508155081650817508185081950820508215082250823508245082550826508275082850829508305083150832508335083450835508365083750838508395084050841508425084350844508455084650847508485084950850508515085250853508545085550856508575085850859508605086150862508635086450865508665086750868508695087050871508725087350874508755087650877508785087950880508815088250883508845088550886508875088850889508905089150892508935089450895508965089750898508995090050901509025090350904509055090650907509085090950910509115091250913509145091550916509175091850919509205092150922509235092450925509265092750928509295093050931509325093350934509355093650937509385093950940509415094250943509445094550946509475094850949509505095150952509535095450955509565095750958509595096050961509625096350964509655096650967509685096950970509715097250973509745097550976509775097850979509805098150982509835098450985509865098750988509895099050991509925099350994509955099650997509985099951000510015100251003510045100551006510075100851009510105101151012510135101451015510165101751018510195102051021510225102351024510255102651027510285102951030510315103251033510345103551036510375103851039510405104151042510435104451045510465104751048510495105051051510525105351054510555105651057510585105951060510615106251063510645106551066510675106851069510705107151072510735107451075510765107751078510795108051081510825108351084510855108651087510885108951090510915109251093510945109551096510975109851099511005110151102511035110451105511065110751108511095111051111511125111351114511155111651117511185111951120511215112251123511245112551126511275112851129511305113151132511335113451135511365113751138511395114051141511425114351144511455114651147511485114951150511515115251153511545115551156511575115851159511605116151162511635116451165511665116751168511695117051171511725117351174511755117651177511785117951180511815118251183511845118551186511875118851189511905119151192511935119451195511965119751198511995120051201512025120351204512055120651207512085120951210512115121251213512145121551216512175121851219512205122151222512235122451225512265122751228512295123051231512325123351234512355123651237512385123951240512415124251243512445124551246512475124851249512505125151252512535125451255512565125751258512595126051261512625126351264512655126651267512685126951270512715127251273512745127551276512775127851279512805128151282512835128451285512865128751288512895129051291512925129351294512955129651297512985129951300513015130251303513045130551306513075130851309513105131151312513135131451315513165131751318513195132051321513225132351324513255132651327513285132951330513315133251333513345133551336513375133851339513405134151342513435134451345513465134751348513495135051351513525135351354513555135651357513585135951360513615136251363513645136551366513675136851369513705137151372513735137451375513765137751378513795138051381513825138351384513855138651387513885138951390513915139251393513945139551396513975139851399514005140151402514035140451405514065140751408514095141051411514125141351414514155141651417514185141951420514215142251423514245142551426514275142851429514305143151432514335143451435514365143751438514395144051441514425144351444514455144651447514485144951450514515145251453514545145551456514575145851459514605146151462514635146451465514665146751468514695147051471514725147351474514755147651477514785147951480514815148251483514845148551486514875148851489514905149151492514935149451495514965149751498514995150051501515025150351504515055150651507515085150951510515115151251513515145151551516515175151851519515205152151522515235152451525515265152751528515295153051531515325153351534515355153651537515385153951540515415154251543515445154551546515475154851549515505155151552515535155451555515565155751558515595156051561515625156351564515655156651567515685156951570515715157251573515745157551576515775157851579515805158151582515835158451585515865158751588515895159051591515925159351594515955159651597515985159951600516015160251603516045160551606516075160851609516105161151612516135161451615516165161751618516195162051621516225162351624516255162651627516285162951630516315163251633516345163551636516375163851639516405164151642516435164451645516465164751648516495165051651516525165351654516555165651657516585165951660516615166251663516645166551666516675166851669516705167151672516735167451675516765167751678516795168051681516825168351684516855168651687516885168951690516915169251693516945169551696516975169851699517005170151702517035170451705517065170751708517095171051711517125171351714517155171651717517185171951720517215172251723517245172551726517275172851729517305173151732517335173451735517365173751738517395174051741517425174351744517455174651747517485174951750517515175251753517545175551756517575175851759517605176151762517635176451765517665176751768517695177051771517725177351774517755177651777517785177951780517815178251783517845178551786517875178851789517905179151792517935179451795517965179751798517995180051801518025180351804518055180651807518085180951810518115181251813518145181551816518175181851819518205182151822518235182451825518265182751828518295183051831518325183351834518355183651837518385183951840518415184251843518445184551846518475184851849518505185151852518535185451855518565185751858518595186051861518625186351864518655186651867518685186951870518715187251873518745187551876518775187851879518805188151882518835188451885518865188751888518895189051891518925189351894518955189651897518985189951900519015190251903519045190551906519075190851909519105191151912519135191451915519165191751918519195192051921519225192351924519255192651927519285192951930519315193251933519345193551936519375193851939519405194151942519435194451945519465194751948519495195051951519525195351954519555195651957519585195951960519615196251963519645196551966519675196851969519705197151972519735197451975519765197751978519795198051981519825198351984519855198651987519885198951990519915199251993519945199551996519975199851999520005200152002520035200452005520065200752008520095201052011520125201352014520155201652017520185201952020520215202252023520245202552026520275202852029520305203152032520335203452035520365203752038520395204052041520425204352044520455204652047520485204952050520515205252053520545205552056520575205852059520605206152062520635206452065520665206752068520695207052071520725207352074520755207652077520785207952080520815208252083520845208552086520875208852089520905209152092520935209452095520965209752098520995210052101521025210352104521055210652107521085210952110521115211252113521145211552116521175211852119521205212152122521235212452125521265212752128521295213052131521325213352134521355213652137521385213952140521415214252143521445214552146521475214852149521505215152152521535215452155521565215752158521595216052161521625216352164521655216652167521685216952170521715217252173521745217552176521775217852179521805218152182521835218452185521865218752188521895219052191521925219352194521955219652197521985219952200522015220252203522045220552206522075220852209522105221152212522135221452215522165221752218522195222052221522225222352224522255222652227522285222952230522315223252233522345223552236522375223852239522405224152242522435224452245522465224752248522495225052251522525225352254522555225652257522585225952260522615226252263522645226552266522675226852269522705227152272522735227452275522765227752278522795228052281522825228352284522855228652287522885228952290522915229252293522945229552296522975229852299523005230152302523035230452305523065230752308523095231052311523125231352314523155231652317523185231952320523215232252323523245232552326523275232852329523305233152332523335233452335523365233752338523395234052341523425234352344523455234652347523485234952350523515235252353523545235552356523575235852359523605236152362523635236452365523665236752368523695237052371523725237352374523755237652377523785237952380523815238252383523845238552386523875238852389523905239152392523935239452395523965239752398523995240052401524025240352404524055240652407524085240952410524115241252413524145241552416524175241852419524205242152422524235242452425524265242752428524295243052431524325243352434524355243652437524385243952440524415244252443524445244552446524475244852449524505245152452524535245452455524565245752458524595246052461524625246352464524655246652467524685246952470524715247252473524745247552476524775247852479524805248152482524835248452485524865248752488524895249052491524925249352494524955249652497524985249952500525015250252503525045250552506525075250852509525105251152512525135251452515525165251752518525195252052521525225252352524525255252652527525285252952530525315253252533525345253552536525375253852539525405254152542525435254452545525465254752548525495255052551525525255352554525555255652557525585255952560525615256252563525645256552566525675256852569525705257152572525735257452575525765257752578525795258052581525825258352584525855258652587525885258952590525915259252593525945259552596525975259852599526005260152602526035260452605526065260752608526095261052611526125261352614526155261652617526185261952620526215262252623526245262552626526275262852629526305263152632526335263452635526365263752638526395264052641526425264352644526455264652647526485264952650526515265252653526545265552656526575265852659526605266152662526635266452665526665266752668526695267052671526725267352674526755267652677526785267952680526815268252683526845268552686526875268852689526905269152692526935269452695526965269752698526995270052701527025270352704527055270652707527085270952710527115271252713527145271552716527175271852719527205272152722527235272452725527265272752728527295273052731527325273352734527355273652737527385273952740527415274252743527445274552746527475274852749527505275152752527535275452755527565275752758527595276052761527625276352764527655276652767527685276952770527715277252773527745277552776527775277852779527805278152782527835278452785527865278752788527895279052791527925279352794527955279652797527985279952800528015280252803528045280552806528075280852809528105281152812528135281452815528165281752818528195282052821528225282352824528255282652827528285282952830528315283252833528345283552836528375283852839528405284152842528435284452845528465284752848528495285052851528525285352854528555285652857528585285952860528615286252863528645286552866528675286852869528705287152872528735287452875528765287752878528795288052881528825288352884528855288652887528885288952890528915289252893528945289552896528975289852899529005290152902529035290452905529065290752908529095291052911529125291352914529155291652917529185291952920529215292252923529245292552926529275292852929529305293152932529335293452935529365293752938529395294052941529425294352944529455294652947529485294952950529515295252953529545295552956529575295852959529605296152962529635296452965529665296752968529695297052971529725297352974529755297652977529785297952980529815298252983529845298552986529875298852989529905299152992529935299452995529965299752998529995300053001530025300353004530055300653007530085300953010530115301253013530145301553016530175301853019530205302153022530235302453025530265302753028530295303053031530325303353034530355303653037530385303953040530415304253043530445304553046530475304853049530505305153052530535305453055530565305753058530595306053061530625306353064530655306653067530685306953070530715307253073530745307553076530775307853079530805308153082530835308453085530865308753088530895309053091530925309353094530955309653097530985309953100531015310253103531045310553106531075310853109531105311153112531135311453115531165311753118531195312053121531225312353124531255312653127531285312953130531315313253133531345313553136531375313853139531405314153142531435314453145531465314753148531495315053151531525315353154531555315653157531585315953160531615316253163531645316553166531675316853169531705317153172531735317453175531765317753178531795318053181531825318353184531855318653187531885318953190531915319253193531945319553196531975319853199532005320153202532035320453205532065320753208532095321053211532125321353214532155321653217532185321953220532215322253223532245322553226532275322853229532305323153232532335323453235532365323753238532395324053241532425324353244532455324653247532485324953250532515325253253532545325553256532575325853259532605326153262532635326453265532665326753268532695327053271532725327353274532755327653277532785327953280532815328253283532845328553286532875328853289532905329153292532935329453295532965329753298532995330053301533025330353304533055330653307533085330953310533115331253313533145331553316533175331853319533205332153322533235332453325533265332753328533295333053331533325333353334533355333653337533385333953340533415334253343533445334553346533475334853349533505335153352533535335453355533565335753358533595336053361533625336353364533655336653367533685336953370533715337253373533745337553376533775337853379533805338153382533835338453385533865338753388533895339053391533925339353394533955339653397533985339953400534015340253403534045340553406534075340853409534105341153412534135341453415534165341753418534195342053421534225342353424534255342653427534285342953430534315343253433534345343553436534375343853439534405344153442534435344453445534465344753448534495345053451534525345353454534555345653457534585345953460534615346253463534645346553466534675346853469534705347153472534735347453475534765347753478534795348053481534825348353484534855348653487534885348953490534915349253493534945349553496534975349853499535005350153502535035350453505535065350753508535095351053511535125351353514535155351653517535185351953520535215352253523535245352553526535275352853529535305353153532535335353453535535365353753538535395354053541535425354353544535455354653547535485354953550535515355253553535545355553556535575355853559535605356153562535635356453565535665356753568535695357053571535725357353574535755357653577535785357953580535815358253583535845358553586535875358853589535905359153592535935359453595535965359753598535995360053601536025360353604536055360653607536085360953610536115361253613536145361553616536175361853619536205362153622536235362453625536265362753628536295363053631536325363353634536355363653637536385363953640536415364253643536445364553646536475364853649536505365153652536535365453655536565365753658536595366053661536625366353664536655366653667536685366953670536715367253673536745367553676536775367853679536805368153682536835368453685536865368753688536895369053691536925369353694536955369653697536985369953700537015370253703537045370553706537075370853709537105371153712537135371453715537165371753718537195372053721537225372353724537255372653727537285372953730537315373253733537345373553736537375373853739537405374153742537435374453745537465374753748537495375053751537525375353754537555375653757537585375953760537615376253763537645376553766537675376853769537705377153772537735377453775537765377753778537795378053781537825378353784537855378653787537885378953790537915379253793537945379553796537975379853799538005380153802538035380453805538065380753808538095381053811538125381353814538155381653817538185381953820538215382253823538245382553826538275382853829538305383153832538335383453835538365383753838538395384053841538425384353844538455384653847538485384953850538515385253853538545385553856538575385853859538605386153862538635386453865538665386753868538695387053871538725387353874538755387653877538785387953880538815388253883538845388553886538875388853889538905389153892538935389453895538965389753898538995390053901539025390353904539055390653907539085390953910539115391253913539145391553916539175391853919539205392153922539235392453925539265392753928539295393053931539325393353934539355393653937539385393953940539415394253943539445394553946539475394853949539505395153952539535395453955539565395753958539595396053961539625396353964539655396653967539685396953970539715397253973539745397553976539775397853979539805398153982539835398453985539865398753988539895399053991539925399353994539955399653997539985399954000540015400254003540045400554006540075400854009540105401154012540135401454015540165401754018540195402054021540225402354024540255402654027540285402954030540315403254033540345403554036540375403854039540405404154042540435404454045540465404754048540495405054051540525405354054540555405654057540585405954060540615406254063540645406554066540675406854069540705407154072540735407454075540765407754078540795408054081540825408354084540855408654087540885408954090540915409254093540945409554096540975409854099541005410154102541035410454105541065410754108541095411054111541125411354114541155411654117541185411954120541215412254123541245412554126541275412854129541305413154132541335413454135541365413754138541395414054141541425414354144541455414654147541485414954150541515415254153541545415554156541575415854159541605416154162541635416454165541665416754168541695417054171541725417354174541755417654177541785417954180541815418254183541845418554186541875418854189541905419154192541935419454195541965419754198541995420054201542025420354204542055420654207542085420954210542115421254213542145421554216542175421854219542205422154222542235422454225542265422754228542295423054231542325423354234542355423654237542385423954240542415424254243542445424554246542475424854249542505425154252542535425454255542565425754258542595426054261542625426354264542655426654267542685426954270542715427254273542745427554276542775427854279542805428154282542835428454285542865428754288542895429054291542925429354294542955429654297542985429954300543015430254303543045430554306543075430854309543105431154312543135431454315543165431754318543195432054321543225432354324543255432654327543285432954330543315433254333543345433554336543375433854339543405434154342543435434454345543465434754348543495435054351543525435354354543555435654357543585435954360543615436254363543645436554366543675436854369543705437154372543735437454375543765437754378543795438054381543825438354384543855438654387543885438954390543915439254393543945439554396543975439854399544005440154402544035440454405544065440754408544095441054411544125441354414544155441654417544185441954420544215442254423544245442554426544275442854429544305443154432544335443454435544365443754438544395444054441544425444354444544455444654447544485444954450544515445254453544545445554456544575445854459544605446154462544635446454465544665446754468544695447054471544725447354474544755447654477544785447954480544815448254483544845448554486544875448854489544905449154492544935449454495544965449754498544995450054501545025450354504545055450654507545085450954510545115451254513545145451554516545175451854519545205452154522545235452454525545265452754528545295453054531545325453354534545355453654537545385453954540545415454254543545445454554546545475454854549545505455154552545535455454555545565455754558545595456054561545625456354564545655456654567545685456954570545715457254573545745457554576545775457854579545805458154582545835458454585545865458754588545895459054591545925459354594545955459654597545985459954600546015460254603546045460554606546075460854609546105461154612546135461454615546165461754618546195462054621546225462354624546255462654627546285462954630546315463254633546345463554636546375463854639546405464154642546435464454645546465464754648546495465054651546525465354654546555465654657546585465954660546615466254663546645466554666546675466854669546705467154672546735467454675546765467754678546795468054681546825468354684546855468654687546885468954690546915469254693546945469554696546975469854699547005470154702547035470454705547065470754708547095471054711547125471354714547155471654717547185471954720547215472254723547245472554726547275472854729547305473154732547335473454735547365473754738547395474054741547425474354744547455474654747547485474954750547515475254753547545475554756547575475854759547605476154762547635476454765547665476754768547695477054771547725477354774547755477654777547785477954780547815478254783547845478554786547875478854789547905479154792547935479454795547965479754798547995480054801548025480354804548055480654807548085480954810548115481254813548145481554816548175481854819548205482154822548235482454825548265482754828548295483054831548325483354834548355483654837548385483954840548415484254843548445484554846548475484854849548505485154852548535485454855548565485754858548595486054861548625486354864548655486654867548685486954870548715487254873548745487554876548775487854879548805488154882548835488454885548865488754888548895489054891548925489354894548955489654897548985489954900549015490254903549045490554906549075490854909549105491154912549135491454915549165491754918549195492054921549225492354924549255492654927549285492954930549315493254933549345493554936549375493854939549405494154942549435494454945549465494754948549495495054951549525495354954549555495654957549585495954960549615496254963549645496554966549675496854969549705497154972549735497454975549765497754978549795498054981549825498354984549855498654987549885498954990549915499254993549945499554996549975499854999550005500155002550035500455005550065500755008550095501055011550125501355014550155501655017550185501955020550215502255023550245502555026550275502855029550305503155032550335503455035550365503755038550395504055041550425504355044550455504655047550485504955050550515505255053550545505555056550575505855059550605506155062550635506455065550665506755068550695507055071550725507355074550755507655077550785507955080550815508255083550845508555086550875508855089550905509155092550935509455095550965509755098550995510055101551025510355104551055510655107551085510955110551115511255113551145511555116551175511855119551205512155122551235512455125551265512755128551295513055131551325513355134551355513655137551385513955140551415514255143551445514555146551475514855149551505515155152551535515455155551565515755158551595516055161551625516355164551655516655167551685516955170551715517255173551745517555176551775517855179551805518155182551835518455185551865518755188551895519055191551925519355194551955519655197551985519955200552015520255203552045520555206552075520855209552105521155212552135521455215552165521755218552195522055221552225522355224552255522655227552285522955230552315523255233552345523555236552375523855239552405524155242552435524455245552465524755248552495525055251552525525355254552555525655257552585525955260552615526255263552645526555266552675526855269552705527155272552735527455275552765527755278552795528055281552825528355284552855528655287552885528955290552915529255293552945529555296552975529855299553005530155302553035530455305553065530755308553095531055311553125531355314553155531655317553185531955320553215532255323553245532555326553275532855329553305533155332553335533455335553365533755338553395534055341553425534355344553455534655347553485534955350553515535255353553545535555356553575535855359553605536155362553635536455365553665536755368553695537055371553725537355374553755537655377553785537955380553815538255383553845538555386553875538855389553905539155392553935539455395553965539755398553995540055401554025540355404554055540655407554085540955410554115541255413554145541555416554175541855419554205542155422554235542455425554265542755428554295543055431554325543355434554355543655437554385543955440554415544255443554445544555446554475544855449554505545155452554535545455455554565545755458554595546055461554625546355464554655546655467554685546955470554715547255473554745547555476554775547855479554805548155482554835548455485554865548755488554895549055491554925549355494554955549655497554985549955500555015550255503555045550555506555075550855509555105551155512555135551455515555165551755518555195552055521555225552355524555255552655527555285552955530555315553255533555345553555536555375553855539555405554155542555435554455545555465554755548555495555055551555525555355554555555555655557555585555955560555615556255563555645556555566555675556855569555705557155572555735557455575555765557755578555795558055581555825558355584555855558655587555885558955590555915559255593555945559555596555975559855599556005560155602556035560455605556065560755608556095561055611556125561355614556155561655617556185561955620556215562255623556245562555626556275562855629556305563155632556335563455635556365563755638556395564055641556425564355644556455564655647556485564955650556515565255653556545565555656556575565855659556605566155662556635566455665556665566755668556695567055671556725567355674556755567655677556785567955680556815568255683556845568555686556875568855689556905569155692556935569455695556965569755698556995570055701557025570355704557055570655707557085570955710557115571255713557145571555716557175571855719557205572155722557235572455725557265572755728557295573055731557325573355734557355573655737557385573955740557415574255743557445574555746557475574855749557505575155752557535575455755557565575755758557595576055761557625576355764557655576655767557685576955770557715577255773557745577555776557775577855779557805578155782557835578455785557865578755788557895579055791557925579355794557955579655797557985579955800558015580255803558045580555806558075580855809558105581155812558135581455815558165581755818558195582055821558225582355824558255582655827558285582955830558315583255833558345583555836558375583855839558405584155842558435584455845558465584755848558495585055851558525585355854558555585655857558585585955860558615586255863558645586555866558675586855869558705587155872558735587455875558765587755878558795588055881558825588355884558855588655887558885588955890558915589255893558945589555896558975589855899559005590155902559035590455905559065590755908559095591055911559125591355914559155591655917559185591955920559215592255923559245592555926559275592855929559305593155932559335593455935559365593755938559395594055941559425594355944559455594655947559485594955950559515595255953559545595555956559575595855959559605596155962559635596455965559665596755968559695597055971559725597355974559755597655977559785597955980559815598255983559845598555986559875598855989559905599155992559935599455995559965599755998559995600056001560025600356004560055600656007560085600956010560115601256013560145601556016560175601856019560205602156022560235602456025560265602756028560295603056031560325603356034560355603656037560385603956040560415604256043560445604556046560475604856049560505605156052560535605456055560565605756058560595606056061560625606356064560655606656067560685606956070560715607256073560745607556076560775607856079560805608156082560835608456085560865608756088560895609056091560925609356094560955609656097560985609956100561015610256103561045610556106561075610856109561105611156112561135611456115561165611756118561195612056121561225612356124561255612656127561285612956130561315613256133561345613556136561375613856139561405614156142561435614456145561465614756148561495615056151561525615356154561555615656157561585615956160561615616256163561645616556166561675616856169561705617156172561735617456175561765617756178561795618056181561825618356184561855618656187561885618956190561915619256193561945619556196561975619856199562005620156202562035620456205562065620756208562095621056211562125621356214562155621656217562185621956220562215622256223562245622556226562275622856229562305623156232562335623456235562365623756238562395624056241562425624356244562455624656247562485624956250562515625256253562545625556256562575625856259562605626156262562635626456265562665626756268562695627056271562725627356274562755627656277562785627956280562815628256283562845628556286562875628856289562905629156292562935629456295562965629756298562995630056301563025630356304563055630656307563085630956310563115631256313563145631556316563175631856319563205632156322563235632456325563265632756328563295633056331563325633356334563355633656337563385633956340563415634256343563445634556346563475634856349563505635156352563535635456355563565635756358563595636056361563625636356364563655636656367563685636956370563715637256373563745637556376563775637856379563805638156382563835638456385563865638756388563895639056391563925639356394563955639656397563985639956400564015640256403564045640556406564075640856409564105641156412564135641456415564165641756418564195642056421564225642356424564255642656427564285642956430564315643256433564345643556436564375643856439564405644156442564435644456445564465644756448564495645056451564525645356454564555645656457564585645956460564615646256463564645646556466564675646856469564705647156472564735647456475564765647756478564795648056481564825648356484564855648656487564885648956490564915649256493564945649556496564975649856499565005650156502565035650456505565065650756508565095651056511565125651356514565155651656517565185651956520565215652256523565245652556526565275652856529565305653156532565335653456535565365653756538565395654056541565425654356544565455654656547565485654956550565515655256553565545655556556565575655856559565605656156562565635656456565565665656756568565695657056571565725657356574565755657656577565785657956580565815658256583565845658556586565875658856589565905659156592565935659456595565965659756598565995660056601566025660356604566055660656607566085660956610566115661256613566145661556616566175661856619566205662156622566235662456625566265662756628566295663056631566325663356634566355663656637566385663956640566415664256643566445664556646566475664856649566505665156652566535665456655566565665756658566595666056661566625666356664566655666656667566685666956670566715667256673566745667556676566775667856679566805668156682566835668456685566865668756688566895669056691566925669356694566955669656697566985669956700567015670256703567045670556706567075670856709567105671156712567135671456715567165671756718567195672056721567225672356724567255672656727567285672956730567315673256733567345673556736567375673856739567405674156742567435674456745567465674756748567495675056751567525675356754567555675656757567585675956760567615676256763567645676556766567675676856769567705677156772567735677456775567765677756778567795678056781567825678356784567855678656787567885678956790567915679256793567945679556796567975679856799568005680156802568035680456805568065680756808568095681056811568125681356814568155681656817568185681956820568215682256823568245682556826568275682856829568305683156832568335683456835568365683756838568395684056841568425684356844568455684656847568485684956850568515685256853568545685556856568575685856859568605686156862568635686456865568665686756868568695687056871568725687356874568755687656877568785687956880568815688256883568845688556886568875688856889568905689156892568935689456895568965689756898568995690056901569025690356904569055690656907569085690956910569115691256913569145691556916569175691856919569205692156922569235692456925569265692756928569295693056931569325693356934569355693656937569385693956940569415694256943569445694556946569475694856949569505695156952569535695456955569565695756958569595696056961569625696356964569655696656967569685696956970569715697256973569745697556976569775697856979569805698156982569835698456985569865698756988569895699056991569925699356994569955699656997569985699957000570015700257003570045700557006570075700857009570105701157012570135701457015570165701757018570195702057021570225702357024570255702657027570285702957030570315703257033570345703557036570375703857039570405704157042570435704457045570465704757048570495705057051570525705357054570555705657057570585705957060570615706257063570645706557066570675706857069570705707157072570735707457075570765707757078570795708057081570825708357084570855708657087570885708957090570915709257093570945709557096570975709857099571005710157102571035710457105571065710757108571095711057111571125711357114571155711657117571185711957120571215712257123571245712557126571275712857129571305713157132571335713457135571365713757138571395714057141571425714357144571455714657147571485714957150571515715257153571545715557156571575715857159571605716157162571635716457165571665716757168571695717057171571725717357174571755717657177571785717957180571815718257183571845718557186571875718857189571905719157192571935719457195571965719757198571995720057201572025720357204572055720657207572085720957210572115721257213572145721557216572175721857219572205722157222572235722457225572265722757228572295723057231572325723357234572355723657237572385723957240572415724257243572445724557246572475724857249572505725157252572535725457255572565725757258572595726057261572625726357264572655726657267572685726957270572715727257273572745727557276572775727857279572805728157282572835728457285572865728757288572895729057291572925729357294572955729657297572985729957300573015730257303573045730557306573075730857309573105731157312573135731457315573165731757318573195732057321573225732357324573255732657327573285732957330573315733257333573345733557336573375733857339573405734157342573435734457345573465734757348573495735057351573525735357354573555735657357573585735957360573615736257363573645736557366573675736857369573705737157372573735737457375573765737757378573795738057381573825738357384573855738657387573885738957390573915739257393573945739557396573975739857399574005740157402574035740457405574065740757408574095741057411574125741357414574155741657417574185741957420574215742257423574245742557426574275742857429574305743157432574335743457435574365743757438574395744057441574425744357444574455744657447574485744957450574515745257453574545745557456574575745857459574605746157462574635746457465574665746757468574695747057471574725747357474574755747657477574785747957480574815748257483574845748557486574875748857489574905749157492574935749457495574965749757498574995750057501575025750357504575055750657507575085750957510575115751257513575145751557516575175751857519575205752157522575235752457525575265752757528575295753057531575325753357534575355753657537575385753957540575415754257543575445754557546575475754857549575505755157552575535755457555575565755757558575595756057561575625756357564575655756657567575685756957570575715757257573575745757557576575775757857579575805758157582575835758457585575865758757588575895759057591575925759357594575955759657597575985759957600576015760257603576045760557606576075760857609576105761157612576135761457615576165761757618576195762057621576225762357624576255762657627576285762957630576315763257633576345763557636576375763857639576405764157642576435764457645576465764757648576495765057651576525765357654576555765657657576585765957660576615766257663576645766557666576675766857669576705767157672576735767457675576765767757678576795768057681576825768357684576855768657687576885768957690576915769257693576945769557696576975769857699577005770157702577035770457705577065770757708577095771057711577125771357714577155771657717577185771957720577215772257723577245772557726577275772857729577305773157732577335773457735577365773757738577395774057741577425774357744577455774657747577485774957750577515775257753577545775557756577575775857759577605776157762577635776457765577665776757768577695777057771577725777357774577755777657777577785777957780577815778257783577845778557786577875778857789577905779157792577935779457795577965779757798577995780057801578025780357804578055780657807578085780957810578115781257813578145781557816578175781857819578205782157822578235782457825578265782757828578295783057831578325783357834578355783657837578385783957840578415784257843578445784557846578475784857849578505785157852578535785457855578565785757858578595786057861578625786357864578655786657867578685786957870578715787257873578745787557876578775787857879578805788157882578835788457885578865788757888578895789057891578925789357894578955789657897578985789957900579015790257903579045790557906579075790857909579105791157912579135791457915579165791757918579195792057921579225792357924579255792657927579285792957930579315793257933579345793557936579375793857939579405794157942579435794457945579465794757948579495795057951579525795357954579555795657957579585795957960579615796257963579645796557966579675796857969579705797157972579735797457975579765797757978579795798057981579825798357984579855798657987579885798957990579915799257993579945799557996579975799857999580005800158002580035800458005580065800758008580095801058011580125801358014580155801658017580185801958020580215802258023580245802558026580275802858029580305803158032580335803458035580365803758038580395804058041580425804358044580455804658047580485804958050580515805258053580545805558056580575805858059580605806158062580635806458065580665806758068580695807058071580725807358074580755807658077580785807958080580815808258083580845808558086580875808858089580905809158092580935809458095580965809758098580995810058101581025810358104581055810658107581085810958110581115811258113581145811558116581175811858119581205812158122581235812458125581265812758128581295813058131581325813358134581355813658137581385813958140581415814258143581445814558146581475814858149581505815158152581535815458155581565815758158581595816058161581625816358164581655816658167581685816958170581715817258173581745817558176581775817858179581805818158182581835818458185581865818758188581895819058191581925819358194581955819658197581985819958200582015820258203582045820558206582075820858209582105821158212582135821458215582165821758218582195822058221582225822358224582255822658227582285822958230582315823258233582345823558236582375823858239582405824158242582435824458245582465824758248582495825058251582525825358254582555825658257582585825958260582615826258263582645826558266582675826858269582705827158272582735827458275582765827758278582795828058281582825828358284582855828658287582885828958290582915829258293582945829558296582975829858299583005830158302583035830458305583065830758308583095831058311583125831358314583155831658317583185831958320583215832258323583245832558326583275832858329583305833158332583335833458335583365833758338583395834058341583425834358344583455834658347583485834958350583515835258353583545835558356583575835858359583605836158362583635836458365583665836758368583695837058371583725837358374583755837658377583785837958380583815838258383583845838558386583875838858389583905839158392583935839458395583965839758398583995840058401584025840358404584055840658407584085840958410584115841258413584145841558416584175841858419584205842158422584235842458425584265842758428584295843058431584325843358434584355843658437584385843958440584415844258443584445844558446584475844858449584505845158452584535845458455584565845758458584595846058461584625846358464584655846658467584685846958470584715847258473584745847558476584775847858479584805848158482584835848458485584865848758488584895849058491584925849358494584955849658497584985849958500585015850258503585045850558506585075850858509585105851158512585135851458515585165851758518585195852058521585225852358524585255852658527585285852958530585315853258533585345853558536585375853858539585405854158542585435854458545585465854758548585495855058551585525855358554585555855658557585585855958560585615856258563585645856558566585675856858569585705857158572585735857458575585765857758578585795858058581585825858358584585855858658587585885858958590585915859258593585945859558596585975859858599586005860158602586035860458605586065860758608586095861058611586125861358614586155861658617586185861958620586215862258623586245862558626586275862858629586305863158632586335863458635586365863758638586395864058641586425864358644586455864658647586485864958650586515865258653586545865558656586575865858659586605866158662586635866458665586665866758668586695867058671586725867358674586755867658677586785867958680586815868258683586845868558686586875868858689586905869158692586935869458695586965869758698586995870058701587025870358704587055870658707587085870958710587115871258713587145871558716587175871858719587205872158722587235872458725587265872758728587295873058731587325873358734587355873658737587385873958740587415874258743587445874558746587475874858749587505875158752587535875458755587565875758758587595876058761587625876358764587655876658767587685876958770587715877258773587745877558776587775877858779587805878158782587835878458785587865878758788587895879058791587925879358794587955879658797587985879958800588015880258803588045880558806588075880858809588105881158812588135881458815588165881758818588195882058821588225882358824588255882658827588285882958830588315883258833588345883558836588375883858839588405884158842588435884458845588465884758848588495885058851588525885358854588555885658857588585885958860588615886258863588645886558866588675886858869588705887158872588735887458875588765887758878588795888058881588825888358884588855888658887588885888958890588915889258893588945889558896588975889858899589005890158902589035890458905589065890758908589095891058911589125891358914589155891658917589185891958920589215892258923589245892558926589275892858929589305893158932589335893458935589365893758938589395894058941589425894358944589455894658947589485894958950589515895258953589545895558956589575895858959589605896158962589635896458965589665896758968589695897058971589725897358974589755897658977589785897958980589815898258983589845898558986589875898858989589905899158992589935899458995589965899758998589995900059001590025900359004590055900659007590085900959010590115901259013590145901559016590175901859019590205902159022590235902459025590265902759028590295903059031590325903359034590355903659037590385903959040590415904259043590445904559046590475904859049590505905159052590535905459055590565905759058590595906059061590625906359064590655906659067590685906959070590715907259073590745907559076590775907859079590805908159082590835908459085590865908759088590895909059091590925909359094590955909659097590985909959100591015910259103591045910559106591075910859109591105911159112591135911459115591165911759118591195912059121591225912359124591255912659127591285912959130591315913259133591345913559136591375913859139591405914159142591435914459145591465914759148591495915059151591525915359154591555915659157591585915959160591615916259163591645916559166591675916859169591705917159172591735917459175591765917759178591795918059181591825918359184591855918659187591885918959190591915919259193591945919559196591975919859199592005920159202592035920459205592065920759208592095921059211592125921359214592155921659217592185921959220592215922259223592245922559226592275922859229592305923159232592335923459235592365923759238592395924059241592425924359244592455924659247592485924959250592515925259253592545925559256592575925859259592605926159262592635926459265592665926759268592695927059271592725927359274592755927659277592785927959280592815928259283592845928559286592875928859289592905929159292592935929459295592965929759298592995930059301593025930359304593055930659307593085930959310593115931259313593145931559316593175931859319593205932159322593235932459325593265932759328593295933059331593325933359334593355933659337593385933959340593415934259343593445934559346593475934859349593505935159352593535935459355593565935759358593595936059361593625936359364593655936659367593685936959370593715937259373593745937559376593775937859379593805938159382593835938459385593865938759388593895939059391593925939359394593955939659397593985939959400594015940259403594045940559406594075940859409594105941159412594135941459415594165941759418594195942059421594225942359424594255942659427594285942959430594315943259433594345943559436594375943859439594405944159442594435944459445594465944759448594495945059451594525945359454594555945659457594585945959460594615946259463594645946559466594675946859469594705947159472594735947459475594765947759478594795948059481594825948359484594855948659487594885948959490594915949259493594945949559496594975949859499595005950159502595035950459505595065950759508595095951059511595125951359514595155951659517595185951959520595215952259523595245952559526595275952859529595305953159532595335953459535595365953759538595395954059541595425954359544595455954659547595485954959550595515955259553595545955559556595575955859559595605956159562595635956459565595665956759568595695957059571595725957359574595755957659577595785957959580595815958259583595845958559586595875958859589595905959159592595935959459595595965959759598595995960059601596025960359604596055960659607596085960959610596115961259613596145961559616596175961859619596205962159622596235962459625596265962759628596295963059631596325963359634596355963659637596385963959640596415964259643596445964559646596475964859649596505965159652596535965459655596565965759658596595966059661596625966359664596655966659667596685966959670596715967259673596745967559676596775967859679596805968159682596835968459685596865968759688596895969059691596925969359694596955969659697596985969959700597015970259703597045970559706597075970859709597105971159712597135971459715597165971759718597195972059721597225972359724597255972659727597285972959730597315973259733597345973559736597375973859739597405974159742597435974459745597465974759748597495975059751597525975359754597555975659757597585975959760597615976259763597645976559766597675976859769597705977159772597735977459775597765977759778597795978059781597825978359784597855978659787597885978959790597915979259793597945979559796597975979859799598005980159802598035980459805598065980759808598095981059811598125981359814598155981659817598185981959820598215982259823598245982559826598275982859829598305983159832598335983459835598365983759838598395984059841598425984359844598455984659847598485984959850598515985259853598545985559856598575985859859598605986159862598635986459865598665986759868598695987059871598725987359874598755987659877598785987959880598815988259883598845988559886598875988859889598905989159892598935989459895598965989759898598995990059901599025990359904599055990659907599085990959910599115991259913599145991559916599175991859919599205992159922599235992459925599265992759928599295993059931599325993359934599355993659937599385993959940599415994259943599445994559946599475994859949599505995159952599535995459955599565995759958599595996059961599625996359964599655996659967599685996959970599715997259973599745997559976599775997859979599805998159982599835998459985599865998759988599895999059991599925999359994599955999659997599985999960000600016000260003600046000560006600076000860009600106001160012600136001460015600166001760018600196002060021600226002360024600256002660027600286002960030600316003260033600346003560036600376003860039600406004160042600436004460045600466004760048600496005060051600526005360054600556005660057600586005960060600616006260063600646006560066600676006860069600706007160072600736007460075600766007760078600796008060081600826008360084600856008660087600886008960090600916009260093600946009560096600976009860099601006010160102601036010460105601066010760108601096011060111601126011360114601156011660117601186011960120601216012260123601246012560126601276012860129601306013160132601336013460135601366013760138601396014060141601426014360144601456014660147601486014960150601516015260153601546015560156601576015860159601606016160162601636016460165601666016760168601696017060171601726017360174601756017660177601786017960180601816018260183601846018560186601876018860189601906019160192601936019460195601966019760198601996020060201602026020360204602056020660207602086020960210602116021260213602146021560216602176021860219602206022160222602236022460225602266022760228602296023060231602326023360234602356023660237602386023960240602416024260243602446024560246602476024860249602506025160252602536025460255602566025760258602596026060261602626026360264602656026660267602686026960270602716027260273602746027560276602776027860279602806028160282602836028460285602866028760288602896029060291602926029360294602956029660297602986029960300603016030260303603046030560306603076030860309603106031160312603136031460315603166031760318603196032060321603226032360324603256032660327603286032960330603316033260333603346033560336603376033860339603406034160342603436034460345603466034760348603496035060351603526035360354603556035660357603586035960360603616036260363603646036560366603676036860369603706037160372603736037460375603766037760378603796038060381603826038360384603856038660387603886038960390603916039260393603946039560396603976039860399604006040160402604036040460405604066040760408604096041060411604126041360414604156041660417604186041960420604216042260423604246042560426604276042860429604306043160432604336043460435604366043760438604396044060441604426044360444604456044660447604486044960450604516045260453604546045560456604576045860459604606046160462604636046460465604666046760468604696047060471604726047360474604756047660477604786047960480604816048260483604846048560486604876048860489604906049160492604936049460495604966049760498604996050060501605026050360504605056050660507605086050960510605116051260513605146051560516605176051860519605206052160522605236052460525605266052760528605296053060531605326053360534605356053660537605386053960540605416054260543605446054560546605476054860549605506055160552605536055460555605566055760558605596056060561605626056360564605656056660567605686056960570605716057260573605746057560576605776057860579605806058160582605836058460585605866058760588605896059060591605926059360594605956059660597605986059960600606016060260603606046060560606606076060860609606106061160612606136061460615606166061760618606196062060621606226062360624606256062660627606286062960630606316063260633606346063560636606376063860639606406064160642606436064460645606466064760648606496065060651606526065360654606556065660657606586065960660606616066260663606646066560666606676066860669606706067160672606736067460675606766067760678606796068060681606826068360684606856068660687606886068960690606916069260693606946069560696606976069860699607006070160702607036070460705607066070760708607096071060711607126071360714607156071660717607186071960720607216072260723607246072560726607276072860729607306073160732607336073460735607366073760738607396074060741607426074360744607456074660747607486074960750607516075260753607546075560756607576075860759607606076160762607636076460765607666076760768607696077060771607726077360774607756077660777607786077960780607816078260783607846078560786607876078860789607906079160792607936079460795607966079760798607996080060801608026080360804608056080660807608086080960810608116081260813608146081560816608176081860819608206082160822608236082460825608266082760828608296083060831608326083360834608356083660837608386083960840608416084260843608446084560846608476084860849608506085160852608536085460855608566085760858608596086060861608626086360864608656086660867608686086960870608716087260873608746087560876608776087860879608806088160882608836088460885608866088760888608896089060891608926089360894608956089660897608986089960900609016090260903609046090560906609076090860909609106091160912609136091460915609166091760918609196092060921609226092360924609256092660927609286092960930609316093260933609346093560936609376093860939609406094160942609436094460945609466094760948609496095060951609526095360954609556095660957609586095960960609616096260963609646096560966609676096860969609706097160972609736097460975609766097760978609796098060981609826098360984609856098660987609886098960990609916099260993609946099560996609976099860999610006100161002610036100461005610066100761008610096101061011610126101361014610156101661017610186101961020610216102261023610246102561026610276102861029610306103161032610336103461035610366103761038610396104061041610426104361044610456104661047610486104961050610516105261053610546105561056610576105861059610606106161062610636106461065610666106761068610696107061071610726107361074610756107661077610786107961080610816108261083610846108561086610876108861089610906109161092610936109461095610966109761098610996110061101611026110361104611056110661107611086110961110611116111261113611146111561116611176111861119611206112161122611236112461125611266112761128611296113061131611326113361134611356113661137611386113961140611416114261143611446114561146611476114861149611506115161152611536115461155611566115761158611596116061161611626116361164611656116661167611686116961170611716117261173611746117561176611776117861179611806118161182611836118461185611866118761188611896119061191611926119361194611956119661197611986119961200612016120261203612046120561206612076120861209612106121161212612136121461215612166121761218612196122061221612226122361224612256122661227612286122961230612316123261233612346123561236612376123861239612406124161242612436124461245612466124761248612496125061251612526125361254612556125661257612586125961260612616126261263612646126561266612676126861269612706127161272612736127461275612766127761278612796128061281612826128361284612856128661287612886128961290612916129261293612946129561296612976129861299613006130161302613036130461305613066130761308613096131061311613126131361314613156131661317613186131961320613216132261323613246132561326613276132861329613306133161332613336133461335613366133761338613396134061341613426134361344613456134661347613486134961350613516135261353613546135561356613576135861359613606136161362613636136461365613666136761368613696137061371613726137361374613756137661377613786137961380613816138261383613846138561386613876138861389613906139161392613936139461395613966139761398613996140061401614026140361404614056140661407614086140961410614116141261413614146141561416614176141861419614206142161422614236142461425614266142761428614296143061431614326143361434614356143661437614386143961440614416144261443614446144561446614476144861449614506145161452614536145461455614566145761458614596146061461614626146361464614656146661467614686146961470614716147261473614746147561476614776147861479614806148161482614836148461485614866148761488614896149061491614926149361494614956149661497614986149961500615016150261503615046150561506615076150861509615106151161512615136151461515615166151761518615196152061521615226152361524615256152661527615286152961530615316153261533615346153561536615376153861539615406154161542615436154461545615466154761548615496155061551615526155361554615556155661557615586155961560615616156261563615646156561566615676156861569615706157161572615736157461575615766157761578615796158061581615826158361584615856158661587615886158961590615916159261593615946159561596615976159861599616006160161602616036160461605616066160761608616096161061611616126161361614616156161661617616186161961620616216162261623616246162561626616276162861629616306163161632616336163461635616366163761638616396164061641616426164361644616456164661647616486164961650616516165261653616546165561656616576165861659616606166161662616636166461665616666166761668616696167061671616726167361674616756167661677616786167961680616816168261683616846168561686616876168861689616906169161692616936169461695616966169761698616996170061701617026170361704617056170661707617086170961710617116171261713617146171561716617176171861719617206172161722617236172461725617266172761728617296173061731617326173361734617356173661737617386173961740617416174261743617446174561746617476174861749617506175161752617536175461755617566175761758617596176061761617626176361764617656176661767617686176961770617716177261773617746177561776617776177861779617806178161782617836178461785617866178761788617896179061791617926179361794617956179661797617986179961800618016180261803618046180561806618076180861809618106181161812618136181461815618166181761818618196182061821618226182361824618256182661827618286182961830618316183261833618346183561836618376183861839618406184161842618436184461845618466184761848618496185061851618526185361854618556185661857618586185961860618616186261863618646186561866618676186861869618706187161872618736187461875618766187761878618796188061881618826188361884618856188661887618886188961890618916189261893618946189561896618976189861899619006190161902619036190461905619066190761908619096191061911619126191361914619156191661917619186191961920619216192261923619246192561926619276192861929619306193161932619336193461935619366193761938619396194061941619426194361944619456194661947619486194961950619516195261953619546195561956619576195861959619606196161962619636196461965619666196761968619696197061971619726197361974619756197661977619786197961980619816198261983619846198561986619876198861989619906199161992619936199461995619966199761998619996200062001620026200362004620056200662007620086200962010620116201262013620146201562016620176201862019620206202162022620236202462025620266202762028620296203062031620326203362034620356203662037620386203962040620416204262043620446204562046620476204862049620506205162052620536205462055620566205762058620596206062061620626206362064620656206662067620686206962070620716207262073620746207562076620776207862079620806208162082620836208462085620866208762088620896209062091620926209362094620956209662097620986209962100621016210262103621046210562106621076210862109621106211162112621136211462115621166211762118621196212062121621226212362124621256212662127621286212962130621316213262133621346213562136621376213862139621406214162142621436214462145621466214762148621496215062151621526215362154621556215662157621586215962160621616216262163621646216562166621676216862169621706217162172621736217462175621766217762178621796218062181621826218362184621856218662187621886218962190621916219262193621946219562196621976219862199622006220162202622036220462205622066220762208622096221062211622126221362214622156221662217622186221962220622216222262223622246222562226622276222862229622306223162232622336223462235622366223762238622396224062241622426224362244622456224662247622486224962250622516225262253622546225562256622576225862259622606226162262622636226462265622666226762268622696227062271622726227362274622756227662277622786227962280622816228262283622846228562286622876228862289622906229162292622936229462295622966229762298622996230062301623026230362304623056230662307623086230962310623116231262313623146231562316623176231862319623206232162322623236232462325623266232762328623296233062331623326233362334623356233662337623386233962340623416234262343623446234562346623476234862349623506235162352623536235462355623566235762358623596236062361623626236362364623656236662367623686236962370623716237262373623746237562376623776237862379623806238162382623836238462385623866238762388623896239062391623926239362394623956239662397623986239962400624016240262403624046240562406624076240862409624106241162412624136241462415624166241762418624196242062421624226242362424624256242662427624286242962430624316243262433624346243562436624376243862439624406244162442624436244462445624466244762448624496245062451624526245362454624556245662457624586245962460624616246262463624646246562466624676246862469624706247162472624736247462475624766247762478624796248062481624826248362484624856248662487624886248962490624916249262493624946249562496624976249862499625006250162502625036250462505625066250762508625096251062511625126251362514625156251662517625186251962520625216252262523625246252562526625276252862529625306253162532625336253462535625366253762538625396254062541625426254362544625456254662547625486254962550625516255262553625546255562556625576255862559625606256162562625636256462565625666256762568625696257062571625726257362574625756257662577625786257962580625816258262583625846258562586625876258862589625906259162592625936259462595625966259762598625996260062601626026260362604626056260662607626086260962610626116261262613626146261562616626176261862619626206262162622626236262462625626266262762628626296263062631626326263362634626356263662637626386263962640626416264262643626446264562646626476264862649626506265162652626536265462655626566265762658626596266062661626626266362664626656266662667626686266962670626716267262673626746267562676626776267862679626806268162682626836268462685626866268762688626896269062691626926269362694626956269662697626986269962700627016270262703627046270562706627076270862709627106271162712627136271462715627166271762718627196272062721627226272362724627256272662727627286272962730627316273262733627346273562736627376273862739627406274162742627436274462745627466274762748627496275062751627526275362754627556275662757627586275962760627616276262763627646276562766627676276862769627706277162772627736277462775627766277762778627796278062781627826278362784627856278662787627886278962790627916279262793627946279562796627976279862799628006280162802628036280462805628066280762808628096281062811628126281362814628156281662817628186281962820628216282262823628246282562826628276282862829628306283162832628336283462835628366283762838628396284062841628426284362844628456284662847628486284962850628516285262853628546285562856628576285862859628606286162862628636286462865628666286762868628696287062871628726287362874628756287662877628786287962880628816288262883628846288562886628876288862889628906289162892628936289462895628966289762898628996290062901629026290362904629056290662907629086290962910629116291262913629146291562916629176291862919629206292162922629236292462925629266292762928629296293062931629326293362934629356293662937629386293962940629416294262943629446294562946629476294862949629506295162952629536295462955629566295762958629596296062961629626296362964629656296662967629686296962970629716297262973629746297562976629776297862979629806298162982629836298462985629866298762988629896299062991629926299362994629956299662997629986299963000630016300263003630046300563006630076300863009630106301163012630136301463015630166301763018630196302063021630226302363024630256302663027630286302963030630316303263033630346303563036630376303863039630406304163042630436304463045630466304763048630496305063051630526305363054630556305663057630586305963060630616306263063630646306563066630676306863069630706307163072630736307463075630766307763078630796308063081630826308363084630856308663087630886308963090630916309263093630946309563096630976309863099631006310163102631036310463105631066310763108631096311063111631126311363114631156311663117631186311963120631216312263123631246312563126631276312863129631306313163132631336313463135631366313763138631396314063141631426314363144631456314663147631486314963150631516315263153631546315563156631576315863159631606316163162631636316463165631666316763168631696317063171631726317363174631756317663177631786317963180631816318263183631846318563186631876318863189631906319163192631936319463195631966319763198631996320063201632026320363204632056320663207632086320963210632116321263213632146321563216632176321863219632206322163222632236322463225632266322763228632296323063231632326323363234632356323663237632386323963240632416324263243632446324563246632476324863249632506325163252632536325463255632566325763258632596326063261632626326363264632656326663267632686326963270632716327263273632746327563276632776327863279632806328163282632836328463285632866328763288632896329063291632926329363294632956329663297632986329963300633016330263303633046330563306633076330863309633106331163312633136331463315633166331763318633196332063321633226332363324633256332663327633286332963330633316333263333633346333563336633376333863339633406334163342633436334463345633466334763348633496335063351633526335363354633556335663357633586335963360633616336263363633646336563366633676336863369633706337163372633736337463375633766337763378633796338063381633826338363384633856338663387633886338963390633916339263393633946339563396633976339863399634006340163402634036340463405634066340763408634096341063411634126341363414634156341663417634186341963420634216342263423634246342563426634276342863429634306343163432634336343463435634366343763438634396344063441634426344363444634456344663447634486344963450634516345263453634546345563456634576345863459634606346163462634636346463465634666346763468634696347063471634726347363474634756347663477634786347963480634816348263483634846348563486634876348863489634906349163492634936349463495634966349763498634996350063501635026350363504635056350663507635086350963510635116351263513635146351563516635176351863519635206352163522635236352463525635266352763528635296353063531635326353363534635356353663537635386353963540635416354263543635446354563546635476354863549635506355163552635536355463555635566355763558635596356063561635626356363564635656356663567635686356963570635716357263573635746357563576635776357863579635806358163582635836358463585635866358763588635896359063591635926359363594635956359663597635986359963600636016360263603636046360563606636076360863609636106361163612636136361463615636166361763618636196362063621636226362363624636256362663627636286362963630636316363263633636346363563636636376363863639636406364163642636436364463645636466364763648636496365063651636526365363654636556365663657636586365963660636616366263663636646366563666636676366863669636706367163672636736367463675636766367763678636796368063681636826368363684636856368663687636886368963690636916369263693636946369563696636976369863699637006370163702637036370463705637066370763708637096371063711637126371363714637156371663717637186371963720637216372263723637246372563726637276372863729637306373163732637336373463735637366373763738637396374063741637426374363744637456374663747637486374963750637516375263753637546375563756637576375863759637606376163762637636376463765637666376763768637696377063771637726377363774637756377663777637786377963780637816378263783637846378563786637876378863789637906379163792637936379463795637966379763798637996380063801638026380363804638056380663807638086380963810638116381263813638146381563816638176381863819638206382163822638236382463825638266382763828638296383063831638326383363834638356383663837638386383963840638416384263843638446384563846638476384863849638506385163852638536385463855638566385763858638596386063861638626386363864638656386663867638686386963870638716387263873638746387563876638776387863879638806388163882638836388463885638866388763888638896389063891638926389363894638956389663897638986389963900639016390263903639046390563906639076390863909639106391163912639136391463915639166391763918639196392063921639226392363924639256392663927639286392963930639316393263933639346393563936639376393863939639406394163942639436394463945639466394763948639496395063951639526395363954639556395663957639586395963960639616396263963639646396563966639676396863969639706397163972639736397463975639766397763978639796398063981639826398363984639856398663987639886398963990639916399263993639946399563996639976399863999640006400164002640036400464005640066400764008640096401064011640126401364014640156401664017640186401964020640216402264023640246402564026640276402864029640306403164032640336403464035640366403764038640396404064041640426404364044640456404664047640486404964050640516405264053640546405564056640576405864059640606406164062640636406464065640666406764068640696407064071640726407364074640756407664077640786407964080640816408264083640846408564086640876408864089640906409164092640936409464095640966409764098640996410064101641026410364104641056410664107641086410964110641116411264113641146411564116641176411864119641206412164122641236412464125641266412764128641296413064131641326413364134641356413664137641386413964140641416414264143641446414564146641476414864149641506415164152641536415464155641566415764158641596416064161641626416364164641656416664167641686416964170641716417264173641746417564176641776417864179641806418164182641836418464185641866418764188641896419064191641926419364194641956419664197641986419964200642016420264203642046420564206642076420864209642106421164212642136421464215642166421764218642196422064221642226422364224642256422664227642286422964230642316423264233642346423564236642376423864239642406424164242642436424464245642466424764248642496425064251642526425364254642556425664257642586425964260642616426264263642646426564266642676426864269642706427164272642736427464275642766427764278642796428064281642826428364284642856428664287642886428964290642916429264293642946429564296642976429864299643006430164302643036430464305643066430764308643096431064311643126431364314643156431664317643186431964320643216432264323643246432564326643276432864329643306433164332643336433464335643366433764338643396434064341643426434364344643456434664347643486434964350643516435264353643546435564356643576435864359643606436164362643636436464365643666436764368643696437064371643726437364374643756437664377643786437964380643816438264383643846438564386643876438864389643906439164392643936439464395643966439764398643996440064401644026440364404644056440664407644086440964410644116441264413644146441564416644176441864419644206442164422644236442464425644266442764428644296443064431644326443364434644356443664437644386443964440644416444264443644446444564446644476444864449644506445164452644536445464455644566445764458644596446064461644626446364464644656446664467644686446964470644716447264473644746447564476644776447864479644806448164482644836448464485644866448764488644896449064491644926449364494644956449664497644986449964500645016450264503645046450564506645076450864509645106451164512645136451464515645166451764518645196452064521645226452364524645256452664527645286452964530645316453264533645346453564536645376453864539645406454164542645436454464545645466454764548645496455064551645526455364554645556455664557645586455964560645616456264563645646456564566645676456864569645706457164572645736457464575645766457764578645796458064581645826458364584645856458664587645886458964590645916459264593645946459564596645976459864599646006460164602646036460464605646066460764608646096461064611646126461364614646156461664617646186461964620646216462264623646246462564626646276462864629646306463164632646336463464635646366463764638646396464064641646426464364644646456464664647646486464964650646516465264653646546465564656646576465864659646606466164662646636466464665646666466764668646696467064671646726467364674646756467664677646786467964680646816468264683646846468564686646876468864689646906469164692646936469464695646966469764698646996470064701647026470364704647056470664707647086470964710647116471264713647146471564716647176471864719647206472164722647236472464725647266472764728647296473064731647326473364734647356473664737647386473964740647416474264743647446474564746647476474864749647506475164752647536475464755647566475764758647596476064761647626476364764647656476664767647686476964770647716477264773647746477564776647776477864779647806478164782647836478464785647866478764788647896479064791647926479364794647956479664797647986479964800648016480264803648046480564806648076480864809648106481164812648136481464815648166481764818648196482064821648226482364824648256482664827648286482964830648316483264833648346483564836648376483864839648406484164842648436484464845648466484764848648496485064851648526485364854648556485664857648586485964860648616486264863648646486564866648676486864869648706487164872648736487464875648766487764878648796488064881648826488364884648856488664887648886488964890648916489264893648946489564896648976489864899649006490164902649036490464905649066490764908649096491064911649126491364914649156491664917649186491964920649216492264923649246492564926649276492864929649306493164932649336493464935649366493764938649396494064941649426494364944649456494664947649486494964950649516495264953649546495564956649576495864959649606496164962649636496464965649666496764968649696497064971649726497364974649756497664977649786497964980649816498264983649846498564986649876498864989649906499164992649936499464995649966499764998649996500065001650026500365004650056500665007650086500965010650116501265013650146501565016650176501865019650206502165022650236502465025650266502765028650296503065031650326503365034650356503665037650386503965040650416504265043650446504565046650476504865049650506505165052650536505465055650566505765058650596506065061650626506365064650656506665067650686506965070650716507265073650746507565076650776507865079650806508165082650836508465085650866508765088650896509065091650926509365094650956509665097650986509965100651016510265103651046510565106651076510865109651106511165112651136511465115651166511765118651196512065121651226512365124651256512665127651286512965130651316513265133651346513565136651376513865139651406514165142651436514465145651466514765148651496515065151651526515365154651556515665157651586515965160651616516265163651646516565166651676516865169651706517165172651736517465175651766517765178651796518065181651826518365184651856518665187651886518965190651916519265193651946519565196651976519865199652006520165202652036520465205652066520765208652096521065211652126521365214652156521665217652186521965220652216522265223652246522565226652276522865229652306523165232652336523465235652366523765238652396524065241652426524365244652456524665247652486524965250652516525265253652546525565256652576525865259652606526165262652636526465265652666526765268652696527065271652726527365274652756527665277652786527965280652816528265283652846528565286652876528865289652906529165292652936529465295652966529765298652996530065301653026530365304653056530665307653086530965310653116531265313653146531565316653176531865319653206532165322653236532465325653266532765328653296533065331653326533365334653356533665337653386533965340653416534265343653446534565346653476534865349653506535165352653536535465355653566535765358653596536065361653626536365364653656536665367653686536965370653716537265373653746537565376653776537865379653806538165382653836538465385653866538765388653896539065391653926539365394653956539665397653986539965400654016540265403654046540565406654076540865409654106541165412654136541465415654166541765418654196542065421654226542365424654256542665427654286542965430654316543265433654346543565436654376543865439654406544165442654436544465445654466544765448654496545065451654526545365454654556545665457654586545965460654616546265463654646546565466654676546865469654706547165472654736547465475654766547765478654796548065481654826548365484654856548665487654886548965490654916549265493654946549565496654976549865499655006550165502655036550465505655066550765508655096551065511655126551365514655156551665517655186551965520655216552265523655246552565526655276552865529655306553165532655336553465535655366553765538655396554065541655426554365544655456554665547655486554965550655516555265553655546555565556655576555865559655606556165562655636556465565655666556765568655696557065571655726557365574655756557665577655786557965580655816558265583655846558565586655876558865589655906559165592655936559465595655966559765598655996560065601656026560365604656056560665607656086560965610656116561265613656146561565616656176561865619656206562165622656236562465625656266562765628656296563065631656326563365634656356563665637656386563965640656416564265643656446564565646656476564865649656506565165652656536565465655656566565765658656596566065661656626566365664656656566665667656686566965670656716567265673656746567565676656776567865679656806568165682656836568465685656866568765688656896569065691656926569365694656956569665697656986569965700657016570265703657046570565706657076570865709657106571165712657136571465715657166571765718657196572065721657226572365724657256572665727657286572965730657316573265733657346573565736657376573865739657406574165742657436574465745657466574765748657496575065751657526575365754657556575665757657586575965760657616576265763657646576565766657676576865769657706577165772657736577465775657766577765778657796578065781657826578365784657856578665787657886578965790657916579265793657946579565796657976579865799658006580165802658036580465805658066580765808658096581065811658126581365814658156581665817658186581965820658216582265823658246582565826658276582865829658306583165832658336583465835658366583765838658396584065841658426584365844658456584665847658486584965850658516585265853658546585565856658576585865859658606586165862658636586465865658666586765868658696587065871658726587365874658756587665877658786587965880658816588265883658846588565886658876588865889658906589165892658936589465895658966589765898658996590065901659026590365904659056590665907659086590965910659116591265913659146591565916659176591865919659206592165922659236592465925659266592765928659296593065931659326593365934659356593665937659386593965940659416594265943659446594565946659476594865949659506595165952659536595465955659566595765958659596596065961659626596365964659656596665967659686596965970659716597265973659746597565976659776597865979659806598165982659836598465985659866598765988659896599065991659926599365994659956599665997659986599966000660016600266003660046600566006660076600866009660106601166012660136601466015660166601766018660196602066021660226602366024660256602666027660286602966030660316603266033660346603566036660376603866039660406604166042660436604466045660466604766048660496605066051660526605366054660556605666057660586605966060660616606266063660646606566066660676606866069660706607166072660736607466075660766607766078660796608066081660826608366084660856608666087660886608966090660916609266093660946609566096660976609866099661006610166102661036610466105661066610766108661096611066111661126611366114661156611666117661186611966120661216612266123661246612566126661276612866129661306613166132661336613466135661366613766138661396614066141661426614366144661456614666147661486614966150661516615266153661546615566156661576615866159661606616166162661636616466165661666616766168661696617066171661726617366174661756617666177661786617966180661816618266183661846618566186661876618866189661906619166192661936619466195661966619766198661996620066201662026620366204662056620666207662086620966210662116621266213662146621566216662176621866219662206622166222662236622466225662266622766228662296623066231662326623366234662356623666237662386623966240662416624266243662446624566246662476624866249662506625166252662536625466255662566625766258662596626066261662626626366264662656626666267662686626966270662716627266273662746627566276662776627866279662806628166282662836628466285662866628766288662896629066291662926629366294662956629666297662986629966300663016630266303663046630566306663076630866309663106631166312663136631466315663166631766318663196632066321663226632366324663256632666327663286632966330663316633266333663346633566336663376633866339663406634166342663436634466345663466634766348663496635066351663526635366354663556635666357663586635966360663616636266363663646636566366663676636866369663706637166372663736637466375663766637766378663796638066381663826638366384663856638666387663886638966390663916639266393663946639566396663976639866399664006640166402664036640466405664066640766408664096641066411664126641366414664156641666417664186641966420664216642266423664246642566426664276642866429664306643166432664336643466435664366643766438664396644066441664426644366444664456644666447664486644966450664516645266453664546645566456664576645866459664606646166462664636646466465664666646766468664696647066471664726647366474664756647666477664786647966480664816648266483664846648566486664876648866489664906649166492664936649466495664966649766498664996650066501665026650366504665056650666507665086650966510665116651266513665146651566516665176651866519665206652166522665236652466525665266652766528665296653066531665326653366534665356653666537665386653966540665416654266543665446654566546665476654866549665506655166552665536655466555665566655766558665596656066561665626656366564665656656666567665686656966570665716657266573665746657566576665776657866579665806658166582665836658466585665866658766588665896659066591665926659366594665956659666597665986659966600666016660266603666046660566606666076660866609666106661166612666136661466615666166661766618666196662066621666226662366624666256662666627666286662966630666316663266633666346663566636666376663866639666406664166642666436664466645666466664766648666496665066651666526665366654666556665666657666586665966660666616666266663666646666566666666676666866669666706667166672666736667466675666766667766678666796668066681666826668366684666856668666687666886668966690666916669266693666946669566696666976669866699667006670166702667036670466705667066670766708667096671066711667126671366714667156671666717667186671966720667216672266723667246672566726667276672866729667306673166732667336673466735667366673766738667396674066741667426674366744667456674666747667486674966750667516675266753667546675566756667576675866759667606676166762667636676466765667666676766768667696677066771667726677366774667756677666777667786677966780667816678266783667846678566786667876678866789667906679166792667936679466795667966679766798667996680066801668026680366804668056680666807668086680966810668116681266813668146681566816668176681866819668206682166822668236682466825668266682766828668296683066831668326683366834668356683666837668386683966840668416684266843668446684566846668476684866849668506685166852668536685466855668566685766858668596686066861668626686366864668656686666867668686686966870668716687266873668746687566876668776687866879668806688166882668836688466885668866688766888668896689066891668926689366894668956689666897668986689966900669016690266903669046690566906669076690866909669106691166912669136691466915669166691766918669196692066921669226692366924669256692666927669286692966930669316693266933669346693566936669376693866939669406694166942669436694466945669466694766948669496695066951669526695366954669556695666957669586695966960669616696266963669646696566966669676696866969669706697166972669736697466975669766697766978669796698066981669826698366984669856698666987669886698966990669916699266993669946699566996669976699866999670006700167002670036700467005670066700767008670096701067011670126701367014670156701667017670186701967020670216702267023670246702567026670276702867029670306703167032670336703467035670366703767038670396704067041670426704367044670456704667047670486704967050670516705267053670546705567056670576705867059670606706167062670636706467065670666706767068670696707067071670726707367074670756707667077670786707967080670816708267083670846708567086670876708867089670906709167092670936709467095670966709767098670996710067101671026710367104671056710667107671086710967110671116711267113671146711567116671176711867119671206712167122671236712467125671266712767128671296713067131671326713367134671356713667137671386713967140671416714267143671446714567146671476714867149671506715167152671536715467155671566715767158671596716067161671626716367164671656716667167671686716967170671716717267173671746717567176671776717867179671806718167182671836718467185671866718767188671896719067191671926719367194671956719667197671986719967200672016720267203672046720567206672076720867209672106721167212672136721467215672166721767218672196722067221672226722367224672256722667227672286722967230672316723267233672346723567236672376723867239672406724167242672436724467245672466724767248672496725067251672526725367254672556725667257672586725967260672616726267263672646726567266672676726867269672706727167272672736727467275672766727767278672796728067281672826728367284672856728667287672886728967290672916729267293672946729567296672976729867299673006730167302673036730467305673066730767308673096731067311673126731367314673156731667317673186731967320673216732267323673246732567326673276732867329673306733167332673336733467335673366733767338673396734067341673426734367344673456734667347673486734967350673516735267353673546735567356673576735867359673606736167362673636736467365673666736767368673696737067371673726737367374673756737667377673786737967380673816738267383673846738567386673876738867389673906739167392673936739467395673966739767398673996740067401674026740367404674056740667407674086740967410674116741267413674146741567416674176741867419674206742167422674236742467425674266742767428674296743067431674326743367434674356743667437674386743967440674416744267443674446744567446674476744867449674506745167452674536745467455674566745767458674596746067461674626746367464674656746667467674686746967470674716747267473674746747567476674776747867479674806748167482674836748467485674866748767488674896749067491674926749367494674956749667497674986749967500675016750267503675046750567506675076750867509675106751167512675136751467515675166751767518675196752067521675226752367524675256752667527675286752967530675316753267533675346753567536675376753867539675406754167542675436754467545675466754767548675496755067551675526755367554675556755667557675586755967560675616756267563675646756567566675676756867569675706757167572675736757467575675766757767578675796758067581675826758367584675856758667587675886758967590675916759267593675946759567596675976759867599676006760167602676036760467605676066760767608676096761067611676126761367614676156761667617676186761967620676216762267623676246762567626676276762867629676306763167632676336763467635676366763767638676396764067641676426764367644676456764667647676486764967650676516765267653676546765567656676576765867659676606766167662676636766467665676666766767668676696767067671676726767367674676756767667677676786767967680676816768267683676846768567686676876768867689676906769167692676936769467695676966769767698676996770067701677026770367704677056770667707677086770967710677116771267713677146771567716677176771867719677206772167722677236772467725677266772767728677296773067731677326773367734677356773667737677386773967740677416774267743677446774567746677476774867749677506775167752677536775467755677566775767758677596776067761677626776367764677656776667767677686776967770677716777267773677746777567776677776777867779677806778167782677836778467785677866778767788677896779067791677926779367794677956779667797677986779967800678016780267803678046780567806678076780867809678106781167812678136781467815678166781767818678196782067821678226782367824678256782667827678286782967830678316783267833678346783567836678376783867839678406784167842678436784467845678466784767848678496785067851678526785367854678556785667857678586785967860678616786267863678646786567866678676786867869678706787167872678736787467875678766787767878678796788067881678826788367884678856788667887678886788967890678916789267893678946789567896678976789867899679006790167902679036790467905679066790767908679096791067911679126791367914679156791667917679186791967920679216792267923679246792567926679276792867929679306793167932679336793467935679366793767938679396794067941679426794367944679456794667947679486794967950679516795267953679546795567956679576795867959679606796167962679636796467965679666796767968679696797067971679726797367974679756797667977679786797967980679816798267983679846798567986679876798867989679906799167992679936799467995679966799767998679996800068001680026800368004680056800668007680086800968010680116801268013680146801568016680176801868019680206802168022680236802468025680266802768028680296803068031680326803368034680356803668037680386803968040680416804268043680446804568046680476804868049680506805168052680536805468055680566805768058680596806068061680626806368064680656806668067680686806968070680716807268073680746807568076680776807868079680806808168082680836808468085680866808768088680896809068091680926809368094680956809668097680986809968100681016810268103681046810568106681076810868109681106811168112681136811468115681166811768118681196812068121681226812368124681256812668127681286812968130681316813268133681346813568136681376813868139681406814168142681436814468145681466814768148681496815068151681526815368154681556815668157681586815968160681616816268163681646816568166681676816868169681706817168172681736817468175681766817768178681796818068181681826818368184681856818668187681886818968190681916819268193681946819568196681976819868199682006820168202682036820468205682066820768208682096821068211682126821368214682156821668217682186821968220682216822268223682246822568226682276822868229682306823168232682336823468235682366823768238682396824068241682426824368244682456824668247682486824968250682516825268253682546825568256682576825868259682606826168262682636826468265682666826768268682696827068271682726827368274682756827668277682786827968280682816828268283682846828568286682876828868289682906829168292682936829468295682966829768298682996830068301683026830368304683056830668307683086830968310683116831268313683146831568316683176831868319683206832168322683236832468325683266832768328683296833068331683326833368334683356833668337683386833968340683416834268343683446834568346683476834868349683506835168352683536835468355683566835768358683596836068361683626836368364683656836668367683686836968370683716837268373683746837568376683776837868379683806838168382683836838468385683866838768388683896839068391683926839368394683956839668397683986839968400684016840268403684046840568406684076840868409684106841168412684136841468415684166841768418684196842068421684226842368424684256842668427684286842968430684316843268433684346843568436684376843868439684406844168442684436844468445684466844768448684496845068451684526845368454684556845668457684586845968460684616846268463684646846568466684676846868469684706847168472684736847468475684766847768478684796848068481684826848368484684856848668487684886848968490684916849268493684946849568496684976849868499685006850168502685036850468505685066850768508685096851068511685126851368514685156851668517685186851968520685216852268523685246852568526685276852868529685306853168532685336853468535685366853768538685396854068541685426854368544685456854668547685486854968550685516855268553685546855568556685576855868559685606856168562685636856468565685666856768568685696857068571685726857368574685756857668577685786857968580685816858268583685846858568586685876858868589685906859168592685936859468595685966859768598685996860068601686026860368604686056860668607686086860968610686116861268613686146861568616686176861868619686206862168622686236862468625686266862768628686296863068631686326863368634686356863668637686386863968640686416864268643686446864568646686476864868649686506865168652686536865468655686566865768658686596866068661686626866368664686656866668667686686866968670686716867268673686746867568676686776867868679686806868168682686836868468685686866868768688686896869068691686926869368694686956869668697686986869968700687016870268703687046870568706687076870868709687106871168712687136871468715687166871768718687196872068721687226872368724687256872668727687286872968730687316873268733687346873568736687376873868739687406874168742687436874468745687466874768748687496875068751687526875368754687556875668757687586875968760687616876268763687646876568766687676876868769687706877168772687736877468775687766877768778687796878068781687826878368784687856878668787687886878968790687916879268793687946879568796687976879868799688006880168802688036880468805688066880768808688096881068811688126881368814688156881668817688186881968820688216882268823688246882568826688276882868829688306883168832688336883468835688366883768838688396884068841688426884368844688456884668847688486884968850688516885268853688546885568856688576885868859688606886168862688636886468865688666886768868688696887068871688726887368874688756887668877688786887968880688816888268883688846888568886688876888868889688906889168892688936889468895688966889768898688996890068901689026890368904689056890668907689086890968910689116891268913689146891568916689176891868919689206892168922689236892468925689266892768928689296893068931689326893368934689356893668937689386893968940689416894268943689446894568946689476894868949689506895168952689536895468955689566895768958689596896068961689626896368964689656896668967689686896968970689716897268973689746897568976689776897868979689806898168982689836898468985689866898768988689896899068991689926899368994689956899668997689986899969000690016900269003690046900569006690076900869009690106901169012690136901469015690166901769018690196902069021690226902369024690256902669027690286902969030690316903269033690346903569036690376903869039690406904169042690436904469045690466904769048690496905069051690526905369054690556905669057690586905969060690616906269063690646906569066690676906869069690706907169072690736907469075690766907769078690796908069081690826908369084690856908669087690886908969090690916909269093690946909569096690976909869099691006910169102691036910469105691066910769108691096911069111691126911369114691156911669117691186911969120691216912269123691246912569126691276912869129691306913169132691336913469135691366913769138691396914069141691426914369144691456914669147691486914969150691516915269153691546915569156691576915869159691606916169162691636916469165691666916769168691696917069171691726917369174691756917669177691786917969180691816918269183691846918569186691876918869189691906919169192691936919469195691966919769198691996920069201692026920369204692056920669207692086920969210692116921269213692146921569216692176921869219692206922169222692236922469225692266922769228692296923069231692326923369234692356923669237692386923969240692416924269243692446924569246692476924869249692506925169252692536925469255692566925769258692596926069261692626926369264692656926669267692686926969270692716927269273692746927569276692776927869279692806928169282692836928469285692866928769288692896929069291692926929369294692956929669297692986929969300693016930269303693046930569306693076930869309693106931169312693136931469315693166931769318693196932069321693226932369324693256932669327693286932969330693316933269333693346933569336693376933869339693406934169342693436934469345693466934769348693496935069351693526935369354693556935669357693586935969360693616936269363693646936569366693676936869369693706937169372693736937469375693766937769378693796938069381693826938369384693856938669387693886938969390693916939269393693946939569396693976939869399694006940169402694036940469405694066940769408694096941069411694126941369414694156941669417694186941969420694216942269423694246942569426694276942869429694306943169432694336943469435694366943769438694396944069441694426944369444694456944669447694486944969450694516945269453694546945569456694576945869459694606946169462694636946469465694666946769468694696947069471694726947369474694756947669477694786947969480694816948269483694846948569486694876948869489694906949169492694936949469495694966949769498694996950069501695026950369504695056950669507695086950969510695116951269513695146951569516695176951869519695206952169522695236952469525695266952769528695296953069531695326953369534695356953669537695386953969540695416954269543695446954569546695476954869549695506955169552695536955469555695566955769558695596956069561695626956369564695656956669567695686956969570695716957269573695746957569576695776957869579695806958169582695836958469585695866958769588695896959069591695926959369594695956959669597695986959969600696016960269603696046960569606696076960869609696106961169612696136961469615696166961769618696196962069621696226962369624696256962669627696286962969630696316963269633696346963569636696376963869639696406964169642696436964469645696466964769648696496965069651696526965369654696556965669657696586965969660696616966269663696646966569666696676966869669696706967169672696736967469675696766967769678696796968069681696826968369684696856968669687696886968969690696916969269693696946969569696696976969869699697006970169702697036970469705697066970769708697096971069711697126971369714697156971669717697186971969720697216972269723697246972569726697276972869729697306973169732697336973469735697366973769738697396974069741697426974369744697456974669747697486974969750697516975269753697546975569756697576975869759697606976169762697636976469765697666976769768697696977069771697726977369774697756977669777697786977969780697816978269783697846978569786697876978869789697906979169792697936979469795697966979769798697996980069801698026980369804698056980669807698086980969810698116981269813698146981569816698176981869819698206982169822698236982469825698266982769828698296983069831698326983369834698356983669837698386983969840698416984269843698446984569846698476984869849698506985169852698536985469855698566985769858698596986069861698626986369864698656986669867698686986969870698716987269873698746987569876698776987869879698806988169882698836988469885698866988769888698896989069891698926989369894698956989669897698986989969900699016990269903699046990569906699076990869909699106991169912699136991469915699166991769918699196992069921699226992369924699256992669927699286992969930699316993269933699346993569936699376993869939699406994169942699436994469945699466994769948699496995069951699526995369954699556995669957699586995969960699616996269963699646996569966699676996869969699706997169972699736997469975699766997769978699796998069981699826998369984699856998669987699886998969990699916999269993699946999569996699976999869999700007000170002700037000470005700067000770008700097001070011700127001370014700157001670017700187001970020700217002270023700247002570026700277002870029700307003170032700337003470035700367003770038700397004070041700427004370044700457004670047700487004970050700517005270053700547005570056700577005870059700607006170062700637006470065700667006770068700697007070071700727007370074700757007670077700787007970080700817008270083700847008570086700877008870089700907009170092700937009470095700967009770098700997010070101701027010370104701057010670107701087010970110701117011270113701147011570116701177011870119701207012170122701237012470125701267012770128701297013070131701327013370134701357013670137701387013970140701417014270143701447014570146701477014870149701507015170152701537015470155701567015770158701597016070161701627016370164701657016670167701687016970170701717017270173701747017570176701777017870179701807018170182701837018470185701867018770188701897019070191701927019370194701957019670197701987019970200702017020270203702047020570206702077020870209702107021170212702137021470215702167021770218702197022070221702227022370224702257022670227702287022970230702317023270233702347023570236702377023870239702407024170242702437024470245702467024770248702497025070251702527025370254702557025670257702587025970260702617026270263702647026570266702677026870269702707027170272702737027470275702767027770278702797028070281702827028370284702857028670287702887028970290702917029270293702947029570296702977029870299703007030170302703037030470305703067030770308703097031070311703127031370314703157031670317703187031970320703217032270323703247032570326703277032870329703307033170332703337033470335703367033770338703397034070341703427034370344703457034670347703487034970350703517035270353703547035570356703577035870359703607036170362703637036470365703667036770368703697037070371703727037370374703757037670377703787037970380703817038270383703847038570386703877038870389703907039170392703937039470395703967039770398703997040070401704027040370404704057040670407704087040970410704117041270413704147041570416704177041870419704207042170422704237042470425704267042770428704297043070431704327043370434704357043670437704387043970440704417044270443704447044570446704477044870449704507045170452704537045470455704567045770458704597046070461704627046370464704657046670467704687046970470704717047270473704747047570476704777047870479704807048170482704837048470485704867048770488704897049070491704927049370494704957049670497704987049970500705017050270503705047050570506705077050870509705107051170512705137051470515705167051770518705197052070521705227052370524705257052670527705287052970530705317053270533705347053570536705377053870539705407054170542705437054470545705467054770548705497055070551705527055370554705557055670557705587055970560705617056270563705647056570566705677056870569705707057170572705737057470575705767057770578705797058070581705827058370584705857058670587705887058970590705917059270593705947059570596705977059870599706007060170602706037060470605706067060770608706097061070611706127061370614706157061670617706187061970620706217062270623706247062570626706277062870629706307063170632706337063470635706367063770638706397064070641706427064370644706457064670647706487064970650706517065270653706547065570656706577065870659706607066170662706637066470665706667066770668706697067070671706727067370674706757067670677706787067970680706817068270683706847068570686706877068870689706907069170692706937069470695706967069770698706997070070701707027070370704707057070670707707087070970710707117071270713707147071570716707177071870719707207072170722707237072470725707267072770728707297073070731707327073370734707357073670737707387073970740707417074270743707447074570746707477074870749707507075170752707537075470755707567075770758707597076070761707627076370764707657076670767707687076970770707717077270773707747077570776707777077870779707807078170782707837078470785707867078770788707897079070791707927079370794707957079670797707987079970800708017080270803708047080570806708077080870809708107081170812708137081470815708167081770818708197082070821708227082370824708257082670827708287082970830708317083270833708347083570836708377083870839708407084170842708437084470845708467084770848708497085070851708527085370854708557085670857708587085970860708617086270863708647086570866708677086870869708707087170872708737087470875708767087770878708797088070881708827088370884708857088670887708887088970890708917089270893708947089570896708977089870899709007090170902709037090470905709067090770908709097091070911709127091370914709157091670917709187091970920709217092270923709247092570926709277092870929709307093170932709337093470935709367093770938709397094070941709427094370944709457094670947709487094970950709517095270953709547095570956709577095870959709607096170962709637096470965709667096770968709697097070971709727097370974709757097670977709787097970980709817098270983709847098570986709877098870989709907099170992709937099470995709967099770998709997100071001710027100371004710057100671007710087100971010710117101271013710147101571016710177101871019710207102171022710237102471025710267102771028710297103071031710327103371034710357103671037710387103971040710417104271043710447104571046710477104871049710507105171052710537105471055710567105771058710597106071061710627106371064710657106671067710687106971070710717107271073710747107571076710777107871079710807108171082710837108471085710867108771088710897109071091710927109371094710957109671097710987109971100711017110271103711047110571106711077110871109711107111171112711137111471115711167111771118711197112071121711227112371124711257112671127711287112971130711317113271133711347113571136711377113871139711407114171142711437114471145711467114771148711497115071151711527115371154711557115671157711587115971160711617116271163711647116571166711677116871169711707117171172711737117471175711767117771178711797118071181711827118371184711857118671187711887118971190711917119271193711947119571196711977119871199712007120171202712037120471205712067120771208712097121071211712127121371214712157121671217712187121971220712217122271223712247122571226712277122871229712307123171232712337123471235712367123771238712397124071241712427124371244712457124671247712487124971250712517125271253712547125571256712577125871259712607126171262712637126471265712667126771268712697127071271712727127371274712757127671277712787127971280712817128271283712847128571286712877128871289712907129171292712937129471295712967129771298712997130071301713027130371304713057130671307713087130971310713117131271313713147131571316713177131871319713207132171322713237132471325713267132771328713297133071331713327133371334713357133671337713387133971340713417134271343713447134571346713477134871349713507135171352713537135471355713567135771358713597136071361713627136371364713657136671367713687136971370713717137271373713747137571376713777137871379713807138171382713837138471385713867138771388713897139071391713927139371394713957139671397713987139971400714017140271403714047140571406714077140871409714107141171412714137141471415714167141771418714197142071421714227142371424714257142671427714287142971430714317143271433714347143571436714377143871439714407144171442714437144471445714467144771448714497145071451714527145371454714557145671457714587145971460714617146271463714647146571466714677146871469714707147171472714737147471475714767147771478714797148071481714827148371484714857148671487714887148971490714917149271493714947149571496714977149871499715007150171502715037150471505715067150771508715097151071511715127151371514715157151671517715187151971520715217152271523715247152571526715277152871529715307153171532715337153471535715367153771538715397154071541715427154371544715457154671547715487154971550715517155271553715547155571556715577155871559715607156171562715637156471565715667156771568715697157071571715727157371574715757157671577715787157971580715817158271583715847158571586715877158871589715907159171592715937159471595715967159771598715997160071601716027160371604716057160671607716087160971610716117161271613716147161571616716177161871619716207162171622716237162471625716267162771628716297163071631716327163371634716357163671637716387163971640716417164271643716447164571646716477164871649716507165171652716537165471655716567165771658716597166071661716627166371664716657166671667716687166971670716717167271673716747167571676716777167871679716807168171682716837168471685716867168771688716897169071691716927169371694716957169671697716987169971700717017170271703717047170571706717077170871709717107171171712717137171471715717167171771718717197172071721717227172371724717257172671727717287172971730717317173271733717347173571736717377173871739717407174171742717437174471745717467174771748717497175071751717527175371754717557175671757717587175971760717617176271763717647176571766717677176871769717707177171772717737177471775717767177771778717797178071781717827178371784717857178671787717887178971790717917179271793717947179571796717977179871799718007180171802718037180471805718067180771808718097181071811718127181371814718157181671817718187181971820718217182271823718247182571826718277182871829718307183171832718337183471835718367183771838718397184071841718427184371844718457184671847718487184971850718517185271853718547185571856718577185871859718607186171862718637186471865718667186771868718697187071871718727187371874718757187671877718787187971880718817188271883718847188571886718877188871889718907189171892718937189471895718967189771898718997190071901719027190371904719057190671907719087190971910719117191271913719147191571916719177191871919719207192171922719237192471925719267192771928719297193071931719327193371934719357193671937719387193971940719417194271943719447194571946719477194871949719507195171952719537195471955719567195771958719597196071961719627196371964719657196671967719687196971970719717197271973719747197571976719777197871979719807198171982719837198471985719867198771988719897199071991719927199371994719957199671997719987199972000720017200272003720047200572006720077200872009720107201172012720137201472015720167201772018720197202072021720227202372024720257202672027720287202972030720317203272033720347203572036720377203872039720407204172042720437204472045720467204772048720497205072051720527205372054720557205672057720587205972060720617206272063720647206572066720677206872069720707207172072720737207472075720767207772078720797208072081720827208372084720857208672087720887208972090720917209272093720947209572096720977209872099721007210172102721037210472105721067210772108721097211072111721127211372114721157211672117721187211972120721217212272123721247212572126721277212872129721307213172132721337213472135721367213772138721397214072141721427214372144721457214672147721487214972150721517215272153721547215572156721577215872159721607216172162721637216472165721667216772168721697217072171721727217372174721757217672177721787217972180721817218272183721847218572186721877218872189721907219172192721937219472195721967219772198721997220072201722027220372204722057220672207722087220972210722117221272213722147221572216722177221872219722207222172222722237222472225722267222772228722297223072231722327223372234722357223672237722387223972240722417224272243722447224572246722477224872249722507225172252722537225472255722567225772258722597226072261722627226372264722657226672267722687226972270722717227272273722747227572276722777227872279722807228172282722837228472285722867228772288722897229072291722927229372294722957229672297722987229972300723017230272303723047230572306723077230872309723107231172312723137231472315723167231772318723197232072321723227232372324723257232672327723287232972330723317233272333723347233572336723377233872339723407234172342723437234472345723467234772348723497235072351723527235372354723557235672357723587235972360723617236272363723647236572366723677236872369723707237172372723737237472375723767237772378723797238072381723827238372384723857238672387723887238972390723917239272393723947239572396723977239872399724007240172402724037240472405724067240772408724097241072411724127241372414724157241672417724187241972420724217242272423724247242572426724277242872429724307243172432724337243472435724367243772438724397244072441724427244372444724457244672447724487244972450724517245272453724547245572456724577245872459724607246172462724637246472465724667246772468724697247072471724727247372474724757247672477724787247972480724817248272483724847248572486724877248872489724907249172492724937249472495724967249772498724997250072501725027250372504725057250672507725087250972510725117251272513725147251572516725177251872519725207252172522725237252472525725267252772528725297253072531725327253372534725357253672537725387253972540725417254272543725447254572546725477254872549725507255172552725537255472555725567255772558725597256072561725627256372564725657256672567725687256972570725717257272573725747257572576725777257872579725807258172582725837258472585725867258772588725897259072591725927259372594725957259672597725987259972600726017260272603726047260572606726077260872609726107261172612726137261472615726167261772618726197262072621726227262372624726257262672627726287262972630726317263272633726347263572636726377263872639726407264172642726437264472645726467264772648726497265072651726527265372654726557265672657726587265972660726617266272663726647266572666726677266872669726707267172672726737267472675726767267772678726797268072681726827268372684726857268672687726887268972690726917269272693726947269572696726977269872699727007270172702727037270472705727067270772708727097271072711727127271372714727157271672717727187271972720727217272272723727247272572726727277272872729727307273172732727337273472735727367273772738727397274072741727427274372744727457274672747727487274972750727517275272753727547275572756727577275872759727607276172762727637276472765727667276772768727697277072771727727277372774727757277672777727787277972780727817278272783727847278572786727877278872789727907279172792727937279472795727967279772798727997280072801728027280372804728057280672807728087280972810728117281272813728147281572816728177281872819728207282172822728237282472825728267282772828728297283072831728327283372834728357283672837728387283972840728417284272843728447284572846728477284872849728507285172852728537285472855728567285772858728597286072861728627286372864728657286672867728687286972870728717287272873728747287572876728777287872879728807288172882728837288472885728867288772888728897289072891728927289372894728957289672897728987289972900729017290272903729047290572906729077290872909729107291172912729137291472915729167291772918729197292072921729227292372924729257292672927729287292972930729317293272933729347293572936729377293872939729407294172942729437294472945729467294772948729497295072951729527295372954729557295672957729587295972960729617296272963729647296572966729677296872969729707297172972729737297472975729767297772978729797298072981729827298372984729857298672987729887298972990729917299272993729947299572996729977299872999730007300173002730037300473005730067300773008730097301073011730127301373014730157301673017730187301973020730217302273023730247302573026730277302873029730307303173032730337303473035730367303773038730397304073041730427304373044730457304673047730487304973050730517305273053730547305573056730577305873059730607306173062730637306473065730667306773068730697307073071730727307373074730757307673077730787307973080730817308273083730847308573086730877308873089730907309173092730937309473095730967309773098730997310073101731027310373104731057310673107731087310973110731117311273113731147311573116731177311873119731207312173122731237312473125731267312773128731297313073131731327313373134731357313673137731387313973140731417314273143731447314573146731477314873149731507315173152731537315473155731567315773158731597316073161731627316373164731657316673167731687316973170731717317273173731747317573176731777317873179731807318173182731837318473185731867318773188731897319073191731927319373194731957319673197731987319973200732017320273203732047320573206732077320873209732107321173212732137321473215732167321773218732197322073221732227322373224732257322673227732287322973230732317323273233732347323573236732377323873239732407324173242732437324473245732467324773248732497325073251732527325373254732557325673257732587325973260732617326273263732647326573266732677326873269732707327173272732737327473275732767327773278732797328073281732827328373284732857328673287732887328973290732917329273293732947329573296732977329873299733007330173302733037330473305733067330773308733097331073311733127331373314733157331673317733187331973320733217332273323733247332573326733277332873329733307333173332733337333473335733367333773338733397334073341733427334373344733457334673347733487334973350733517335273353733547335573356733577335873359733607336173362733637336473365733667336773368733697337073371733727337373374733757337673377733787337973380733817338273383733847338573386733877338873389733907339173392733937339473395733967339773398733997340073401734027340373404734057340673407734087340973410734117341273413734147341573416734177341873419734207342173422734237342473425734267342773428734297343073431734327343373434734357343673437734387343973440734417344273443734447344573446734477344873449734507345173452734537345473455734567345773458734597346073461734627346373464734657346673467734687346973470734717347273473734747347573476734777347873479734807348173482734837348473485734867348773488734897349073491734927349373494734957349673497734987349973500735017350273503735047350573506735077350873509735107351173512735137351473515735167351773518735197352073521735227352373524735257352673527735287352973530735317353273533735347353573536735377353873539735407354173542735437354473545735467354773548735497355073551735527355373554735557355673557735587355973560735617356273563735647356573566735677356873569735707357173572735737357473575735767357773578735797358073581735827358373584735857358673587735887358973590735917359273593735947359573596735977359873599736007360173602736037360473605736067360773608736097361073611736127361373614736157361673617736187361973620736217362273623736247362573626736277362873629736307363173632736337363473635736367363773638736397364073641736427364373644736457364673647736487364973650736517365273653736547365573656736577365873659736607366173662736637366473665736667366773668736697367073671736727367373674736757367673677736787367973680736817368273683736847368573686736877368873689736907369173692736937369473695736967369773698736997370073701737027370373704737057370673707737087370973710737117371273713737147371573716737177371873719737207372173722737237372473725737267372773728737297373073731737327373373734737357373673737737387373973740737417374273743737447374573746737477374873749737507375173752737537375473755737567375773758737597376073761737627376373764737657376673767737687376973770737717377273773737747377573776737777377873779737807378173782737837378473785737867378773788737897379073791737927379373794737957379673797737987379973800738017380273803738047380573806738077380873809738107381173812738137381473815738167381773818738197382073821738227382373824738257382673827738287382973830738317383273833738347383573836738377383873839738407384173842738437384473845738467384773848738497385073851738527385373854738557385673857738587385973860738617386273863738647386573866738677386873869738707387173872738737387473875738767387773878738797388073881738827388373884738857388673887738887388973890738917389273893738947389573896738977389873899739007390173902739037390473905739067390773908739097391073911739127391373914739157391673917739187391973920739217392273923739247392573926739277392873929739307393173932739337393473935739367393773938739397394073941739427394373944739457394673947739487394973950739517395273953739547395573956739577395873959739607396173962739637396473965739667396773968739697397073971739727397373974739757397673977739787397973980739817398273983739847398573986739877398873989739907399173992739937399473995739967399773998739997400074001740027400374004740057400674007740087400974010740117401274013740147401574016740177401874019740207402174022740237402474025740267402774028740297403074031740327403374034740357403674037740387403974040740417404274043740447404574046740477404874049740507405174052740537405474055740567405774058740597406074061740627406374064740657406674067740687406974070740717407274073740747407574076740777407874079740807408174082740837408474085740867408774088740897409074091740927409374094740957409674097740987409974100741017410274103741047410574106741077410874109741107411174112741137411474115741167411774118741197412074121741227412374124741257412674127741287412974130741317413274133741347413574136741377413874139741407414174142741437414474145741467414774148741497415074151741527415374154741557415674157741587415974160741617416274163741647416574166741677416874169741707417174172741737417474175741767417774178741797418074181741827418374184741857418674187741887418974190741917419274193741947419574196741977419874199742007420174202742037420474205742067420774208742097421074211742127421374214742157421674217742187421974220742217422274223742247422574226742277422874229742307423174232742337423474235742367423774238742397424074241742427424374244742457424674247742487424974250742517425274253742547425574256742577425874259742607426174262742637426474265742667426774268742697427074271742727427374274742757427674277742787427974280742817428274283742847428574286742877428874289742907429174292742937429474295742967429774298742997430074301743027430374304743057430674307743087430974310743117431274313743147431574316743177431874319743207432174322743237432474325743267432774328743297433074331743327433374334743357433674337743387433974340743417434274343743447434574346743477434874349743507435174352743537435474355743567435774358743597436074361743627436374364743657436674367743687436974370743717437274373743747437574376743777437874379743807438174382743837438474385743867438774388743897439074391743927439374394743957439674397743987439974400744017440274403744047440574406744077440874409744107441174412744137441474415744167441774418744197442074421744227442374424744257442674427744287442974430744317443274433744347443574436744377443874439744407444174442744437444474445744467444774448744497445074451744527445374454744557445674457744587445974460744617446274463744647446574466744677446874469744707447174472744737447474475744767447774478744797448074481744827448374484744857448674487744887448974490744917449274493744947449574496744977449874499745007450174502745037450474505745067450774508745097451074511745127451374514745157451674517745187451974520745217452274523745247452574526745277452874529745307453174532745337453474535745367453774538745397454074541745427454374544745457454674547745487454974550745517455274553745547455574556745577455874559745607456174562745637456474565745667456774568745697457074571745727457374574745757457674577745787457974580745817458274583745847458574586745877458874589745907459174592745937459474595745967459774598745997460074601746027460374604746057460674607746087460974610746117461274613746147461574616746177461874619746207462174622746237462474625746267462774628746297463074631746327463374634746357463674637746387463974640746417464274643746447464574646746477464874649746507465174652746537465474655746567465774658746597466074661746627466374664746657466674667746687466974670746717467274673746747467574676746777467874679746807468174682746837468474685746867468774688746897469074691746927469374694746957469674697746987469974700747017470274703747047470574706747077470874709747107471174712747137471474715747167471774718747197472074721747227472374724747257472674727747287472974730747317473274733747347473574736747377473874739747407474174742747437474474745747467474774748747497475074751747527475374754747557475674757747587475974760747617476274763747647476574766747677476874769747707477174772747737477474775747767477774778747797478074781747827478374784747857478674787747887478974790747917479274793747947479574796747977479874799748007480174802748037480474805748067480774808748097481074811748127481374814748157481674817748187481974820748217482274823748247482574826748277482874829748307483174832748337483474835748367483774838748397484074841748427484374844748457484674847748487484974850748517485274853748547485574856748577485874859748607486174862748637486474865748667486774868748697487074871748727487374874748757487674877748787487974880748817488274883748847488574886748877488874889748907489174892748937489474895748967489774898748997490074901749027490374904749057490674907749087490974910749117491274913749147491574916749177491874919749207492174922749237492474925749267492774928749297493074931749327493374934749357493674937749387493974940749417494274943749447494574946749477494874949749507495174952749537495474955749567495774958749597496074961749627496374964749657496674967749687496974970749717497274973749747497574976749777497874979749807498174982749837498474985749867498774988749897499074991749927499374994749957499674997749987499975000750017500275003750047500575006750077500875009750107501175012750137501475015750167501775018750197502075021750227502375024750257502675027750287502975030750317503275033750347503575036750377503875039750407504175042750437504475045750467504775048750497505075051750527505375054750557505675057750587505975060750617506275063750647506575066750677506875069750707507175072750737507475075750767507775078750797508075081750827508375084750857508675087750887508975090750917509275093750947509575096750977509875099751007510175102751037510475105751067510775108751097511075111751127511375114751157511675117751187511975120751217512275123751247512575126751277512875129751307513175132751337513475135751367513775138751397514075141751427514375144751457514675147751487514975150751517515275153751547515575156751577515875159751607516175162751637516475165751667516775168751697517075171751727517375174751757517675177751787517975180751817518275183751847518575186751877518875189751907519175192751937519475195751967519775198751997520075201752027520375204752057520675207752087520975210752117521275213752147521575216752177521875219752207522175222752237522475225752267522775228752297523075231752327523375234752357523675237752387523975240752417524275243752447524575246752477524875249752507525175252752537525475255752567525775258752597526075261752627526375264752657526675267752687526975270752717527275273752747527575276752777527875279752807528175282752837528475285752867528775288752897529075291752927529375294752957529675297752987529975300753017530275303753047530575306753077530875309753107531175312753137531475315753167531775318753197532075321753227532375324753257532675327753287532975330753317533275333753347533575336753377533875339753407534175342753437534475345753467534775348753497535075351753527535375354753557535675357753587535975360753617536275363753647536575366753677536875369753707537175372753737537475375753767537775378753797538075381753827538375384753857538675387753887538975390753917539275393753947539575396753977539875399754007540175402754037540475405754067540775408754097541075411754127541375414754157541675417754187541975420754217542275423754247542575426754277542875429754307543175432754337543475435754367543775438754397544075441754427544375444754457544675447754487544975450754517545275453754547545575456754577545875459754607546175462754637546475465754667546775468754697547075471754727547375474754757547675477754787547975480754817548275483754847548575486754877548875489754907549175492754937549475495754967549775498754997550075501755027550375504755057550675507755087550975510755117551275513755147551575516755177551875519755207552175522755237552475525755267552775528755297553075531755327553375534755357553675537755387553975540755417554275543755447554575546755477554875549755507555175552755537555475555755567555775558755597556075561755627556375564755657556675567755687556975570755717557275573755747557575576755777557875579755807558175582755837558475585755867558775588755897559075591755927559375594755957559675597755987559975600756017560275603756047560575606756077560875609756107561175612756137561475615756167561775618756197562075621756227562375624756257562675627756287562975630756317563275633756347563575636756377563875639756407564175642756437564475645756467564775648756497565075651756527565375654756557565675657756587565975660756617566275663756647566575666756677566875669756707567175672756737567475675756767567775678756797568075681756827568375684756857568675687756887568975690756917569275693756947569575696756977569875699757007570175702757037570475705757067570775708757097571075711757127571375714757157571675717757187571975720757217572275723757247572575726757277572875729757307573175732757337573475735757367573775738757397574075741757427574375744757457574675747757487574975750757517575275753757547575575756757577575875759757607576175762757637576475765757667576775768757697577075771757727577375774757757577675777757787577975780757817578275783757847578575786757877578875789757907579175792757937579475795757967579775798757997580075801758027580375804758057580675807758087580975810758117581275813758147581575816758177581875819758207582175822758237582475825758267582775828758297583075831758327583375834758357583675837758387583975840758417584275843758447584575846758477584875849758507585175852758537585475855758567585775858758597586075861758627586375864758657586675867758687586975870758717587275873758747587575876758777587875879758807588175882758837588475885758867588775888758897589075891758927589375894758957589675897758987589975900759017590275903759047590575906759077590875909759107591175912759137591475915759167591775918759197592075921759227592375924759257592675927759287592975930759317593275933759347593575936759377593875939759407594175942759437594475945759467594775948759497595075951759527595375954759557595675957759587595975960759617596275963759647596575966759677596875969759707597175972759737597475975759767597775978759797598075981759827598375984759857598675987759887598975990759917599275993759947599575996759977599875999760007600176002760037600476005760067600776008760097601076011760127601376014760157601676017760187601976020760217602276023760247602576026760277602876029760307603176032760337603476035760367603776038760397604076041760427604376044760457604676047760487604976050760517605276053760547605576056760577605876059760607606176062760637606476065760667606776068760697607076071760727607376074760757607676077760787607976080760817608276083760847608576086760877608876089760907609176092760937609476095760967609776098760997610076101761027610376104761057610676107761087610976110761117611276113761147611576116761177611876119761207612176122761237612476125761267612776128761297613076131761327613376134761357613676137761387613976140761417614276143761447614576146761477614876149761507615176152761537615476155761567615776158761597616076161761627616376164761657616676167761687616976170761717617276173761747617576176761777617876179761807618176182761837618476185761867618776188761897619076191761927619376194761957619676197761987619976200762017620276203762047620576206762077620876209762107621176212762137621476215762167621776218762197622076221762227622376224762257622676227762287622976230762317623276233762347623576236762377623876239762407624176242762437624476245762467624776248762497625076251762527625376254762557625676257762587625976260762617626276263762647626576266762677626876269762707627176272762737627476275762767627776278762797628076281762827628376284762857628676287762887628976290762917629276293762947629576296762977629876299763007630176302763037630476305763067630776308763097631076311763127631376314763157631676317763187631976320763217632276323763247632576326763277632876329763307633176332763337633476335763367633776338763397634076341763427634376344763457634676347763487634976350763517635276353763547635576356763577635876359763607636176362763637636476365763667636776368763697637076371763727637376374763757637676377763787637976380763817638276383763847638576386763877638876389763907639176392763937639476395763967639776398763997640076401764027640376404764057640676407764087640976410764117641276413764147641576416764177641876419764207642176422764237642476425764267642776428764297643076431764327643376434764357643676437764387643976440764417644276443764447644576446764477644876449764507645176452764537645476455764567645776458764597646076461764627646376464764657646676467764687646976470764717647276473764747647576476764777647876479764807648176482764837648476485764867648776488764897649076491764927649376494764957649676497764987649976500765017650276503765047650576506765077650876509765107651176512765137651476515765167651776518765197652076521765227652376524765257652676527765287652976530765317653276533765347653576536765377653876539765407654176542765437654476545765467654776548765497655076551765527655376554765557655676557765587655976560765617656276563765647656576566765677656876569765707657176572765737657476575765767657776578765797658076581765827658376584765857658676587765887658976590765917659276593765947659576596765977659876599766007660176602766037660476605766067660776608766097661076611766127661376614766157661676617766187661976620766217662276623766247662576626766277662876629766307663176632766337663476635766367663776638766397664076641766427664376644766457664676647766487664976650766517665276653766547665576656766577665876659766607666176662766637666476665766667666776668766697667076671766727667376674766757667676677766787667976680766817668276683766847668576686766877668876689766907669176692766937669476695766967669776698766997670076701767027670376704767057670676707767087670976710767117671276713767147671576716767177671876719767207672176722767237672476725767267672776728767297673076731767327673376734767357673676737767387673976740767417674276743767447674576746767477674876749767507675176752767537675476755767567675776758767597676076761767627676376764767657676676767767687676976770767717677276773767747677576776767777677876779767807678176782767837678476785767867678776788767897679076791767927679376794767957679676797767987679976800768017680276803768047680576806768077680876809768107681176812768137681476815768167681776818768197682076821768227682376824768257682676827768287682976830768317683276833768347683576836768377683876839768407684176842768437684476845768467684776848768497685076851768527685376854768557685676857768587685976860768617686276863768647686576866768677686876869768707687176872768737687476875768767687776878768797688076881768827688376884768857688676887768887688976890768917689276893768947689576896768977689876899769007690176902769037690476905769067690776908769097691076911769127691376914769157691676917769187691976920769217692276923769247692576926769277692876929769307693176932769337693476935769367693776938769397694076941769427694376944769457694676947769487694976950769517695276953769547695576956769577695876959769607696176962769637696476965769667696776968769697697076971769727697376974769757697676977769787697976980769817698276983769847698576986769877698876989769907699176992769937699476995769967699776998769997700077001770027700377004770057700677007770087700977010770117701277013770147701577016770177701877019770207702177022770237702477025770267702777028770297703077031770327703377034770357703677037770387703977040770417704277043770447704577046770477704877049770507705177052770537705477055770567705777058770597706077061770627706377064770657706677067770687706977070770717707277073770747707577076770777707877079770807708177082770837708477085770867708777088770897709077091770927709377094770957709677097770987709977100771017710277103771047710577106771077710877109771107711177112771137711477115771167711777118771197712077121771227712377124771257712677127771287712977130771317713277133771347713577136771377713877139771407714177142771437714477145771467714777148771497715077151771527715377154771557715677157771587715977160771617716277163771647716577166771677716877169771707717177172771737717477175771767717777178771797718077181771827718377184771857718677187771887718977190771917719277193771947719577196771977719877199772007720177202772037720477205772067720777208772097721077211772127721377214772157721677217772187721977220772217722277223772247722577226772277722877229772307723177232772337723477235772367723777238772397724077241772427724377244772457724677247772487724977250772517725277253772547725577256772577725877259772607726177262772637726477265772667726777268772697727077271772727727377274772757727677277772787727977280772817728277283772847728577286772877728877289772907729177292772937729477295772967729777298772997730077301773027730377304773057730677307773087730977310773117731277313773147731577316773177731877319773207732177322773237732477325773267732777328773297733077331773327733377334773357733677337773387733977340773417734277343773447734577346773477734877349773507735177352773537735477355773567735777358773597736077361773627736377364773657736677367773687736977370773717737277373773747737577376773777737877379773807738177382773837738477385773867738777388773897739077391773927739377394773957739677397773987739977400774017740277403774047740577406774077740877409774107741177412774137741477415774167741777418774197742077421774227742377424774257742677427774287742977430774317743277433774347743577436774377743877439774407744177442774437744477445774467744777448774497745077451774527745377454774557745677457774587745977460774617746277463774647746577466774677746877469774707747177472774737747477475774767747777478774797748077481774827748377484774857748677487774887748977490774917749277493774947749577496774977749877499775007750177502775037750477505775067750777508775097751077511775127751377514775157751677517775187751977520775217752277523775247752577526775277752877529775307753177532775337753477535775367753777538775397754077541775427754377544775457754677547775487754977550775517755277553775547755577556775577755877559775607756177562775637756477565775667756777568775697757077571775727757377574775757757677577775787757977580775817758277583775847758577586775877758877589775907759177592775937759477595775967759777598775997760077601776027760377604776057760677607776087760977610776117761277613776147761577616776177761877619776207762177622776237762477625776267762777628776297763077631776327763377634776357763677637776387763977640776417764277643776447764577646776477764877649776507765177652776537765477655776567765777658776597766077661776627766377664776657766677667776687766977670776717767277673776747767577676776777767877679776807768177682776837768477685776867768777688776897769077691776927769377694776957769677697776987769977700777017770277703777047770577706777077770877709777107771177712777137771477715777167771777718777197772077721777227772377724777257772677727777287772977730777317773277733777347773577736777377773877739777407774177742777437774477745777467774777748777497775077751777527775377754777557775677757777587775977760777617776277763777647776577766777677776877769777707777177772777737777477775777767777777778777797778077781777827778377784777857778677787777887778977790777917779277793777947779577796777977779877799778007780177802778037780477805778067780777808778097781077811778127781377814778157781677817778187781977820778217782277823778247782577826778277782877829778307783177832778337783477835778367783777838778397784077841778427784377844778457784677847778487784977850778517785277853778547785577856778577785877859778607786177862778637786477865778667786777868778697787077871778727787377874778757787677877778787787977880778817788277883778847788577886778877788877889778907789177892778937789477895778967789777898778997790077901779027790377904779057790677907779087790977910779117791277913779147791577916779177791877919779207792177922779237792477925779267792777928779297793077931779327793377934779357793677937779387793977940779417794277943779447794577946779477794877949779507795177952779537795477955779567795777958779597796077961779627796377964779657796677967779687796977970779717797277973779747797577976779777797877979779807798177982779837798477985779867798777988779897799077991779927799377994779957799677997779987799978000780017800278003780047800578006780077800878009780107801178012780137801478015780167801778018780197802078021780227802378024780257802678027780287802978030780317803278033780347803578036780377803878039780407804178042780437804478045780467804778048780497805078051780527805378054780557805678057780587805978060780617806278063780647806578066780677806878069780707807178072780737807478075780767807778078780797808078081780827808378084780857808678087780887808978090780917809278093780947809578096780977809878099781007810178102781037810478105781067810778108781097811078111781127811378114781157811678117781187811978120781217812278123781247812578126781277812878129781307813178132781337813478135781367813778138781397814078141781427814378144781457814678147781487814978150781517815278153781547815578156781577815878159781607816178162781637816478165781667816778168781697817078171781727817378174781757817678177781787817978180781817818278183781847818578186781877818878189781907819178192781937819478195781967819778198781997820078201782027820378204782057820678207782087820978210782117821278213782147821578216782177821878219782207822178222782237822478225782267822778228782297823078231782327823378234782357823678237782387823978240782417824278243782447824578246782477824878249782507825178252782537825478255782567825778258782597826078261782627826378264782657826678267782687826978270782717827278273782747827578276782777827878279782807828178282782837828478285782867828778288782897829078291782927829378294782957829678297782987829978300783017830278303783047830578306783077830878309783107831178312783137831478315783167831778318783197832078321783227832378324783257832678327783287832978330783317833278333783347833578336783377833878339783407834178342783437834478345783467834778348783497835078351783527835378354783557835678357783587835978360783617836278363783647836578366783677836878369783707837178372783737837478375783767837778378783797838078381783827838378384783857838678387783887838978390783917839278393783947839578396783977839878399784007840178402784037840478405784067840778408784097841078411784127841378414784157841678417784187841978420784217842278423784247842578426784277842878429784307843178432784337843478435784367843778438784397844078441784427844378444784457844678447784487844978450784517845278453784547845578456784577845878459784607846178462784637846478465784667846778468784697847078471784727847378474784757847678477784787847978480784817848278483784847848578486784877848878489784907849178492784937849478495784967849778498784997850078501785027850378504785057850678507785087850978510785117851278513785147851578516785177851878519785207852178522785237852478525785267852778528785297853078531785327853378534785357853678537785387853978540785417854278543785447854578546785477854878549785507855178552785537855478555785567855778558785597856078561785627856378564785657856678567785687856978570785717857278573785747857578576785777857878579785807858178582785837858478585785867858778588785897859078591785927859378594785957859678597785987859978600786017860278603786047860578606786077860878609786107861178612786137861478615786167861778618786197862078621786227862378624786257862678627786287862978630786317863278633786347863578636786377863878639786407864178642786437864478645786467864778648786497865078651786527865378654786557865678657786587865978660786617866278663786647866578666786677866878669786707867178672786737867478675786767867778678786797868078681786827868378684786857868678687786887868978690786917869278693786947869578696786977869878699787007870178702787037870478705787067870778708787097871078711787127871378714787157871678717787187871978720787217872278723787247872578726787277872878729787307873178732787337873478735787367873778738787397874078741787427874378744787457874678747787487874978750787517875278753787547875578756787577875878759787607876178762787637876478765787667876778768787697877078771787727877378774787757877678777787787877978780787817878278783787847878578786787877878878789787907879178792787937879478795787967879778798787997880078801788027880378804788057880678807788087880978810788117881278813788147881578816788177881878819788207882178822788237882478825788267882778828788297883078831788327883378834788357883678837788387883978840788417884278843788447884578846788477884878849788507885178852788537885478855788567885778858788597886078861788627886378864788657886678867788687886978870788717887278873788747887578876788777887878879788807888178882788837888478885788867888778888788897889078891788927889378894788957889678897788987889978900789017890278903789047890578906789077890878909789107891178912789137891478915789167891778918789197892078921789227892378924789257892678927789287892978930789317893278933789347893578936789377893878939789407894178942789437894478945789467894778948789497895078951789527895378954789557895678957789587895978960789617896278963789647896578966789677896878969789707897178972789737897478975789767897778978789797898078981789827898378984789857898678987789887898978990789917899278993789947899578996789977899878999790007900179002790037900479005790067900779008790097901079011790127901379014790157901679017790187901979020790217902279023790247902579026790277902879029790307903179032790337903479035790367903779038790397904079041790427904379044790457904679047790487904979050790517905279053790547905579056790577905879059790607906179062790637906479065790667906779068790697907079071790727907379074790757907679077790787907979080790817908279083790847908579086790877908879089790907909179092790937909479095790967909779098790997910079101791027910379104791057910679107791087910979110791117911279113791147911579116791177911879119791207912179122791237912479125791267912779128791297913079131791327913379134791357913679137791387913979140791417914279143791447914579146791477914879149791507915179152791537915479155791567915779158791597916079161791627916379164791657916679167791687916979170791717917279173791747917579176791777917879179791807918179182791837918479185791867918779188791897919079191791927919379194791957919679197791987919979200792017920279203792047920579206792077920879209792107921179212792137921479215792167921779218792197922079221792227922379224792257922679227792287922979230792317923279233792347923579236792377923879239792407924179242792437924479245792467924779248792497925079251792527925379254792557925679257792587925979260792617926279263792647926579266792677926879269792707927179272792737927479275792767927779278792797928079281792827928379284792857928679287792887928979290792917929279293792947929579296792977929879299793007930179302793037930479305793067930779308793097931079311793127931379314793157931679317793187931979320793217932279323793247932579326793277932879329793307933179332793337933479335793367933779338793397934079341793427934379344793457934679347793487934979350793517935279353793547935579356793577935879359793607936179362793637936479365793667936779368793697937079371793727937379374793757937679377793787937979380793817938279383793847938579386793877938879389793907939179392793937939479395793967939779398793997940079401794027940379404794057940679407794087940979410794117941279413794147941579416794177941879419794207942179422794237942479425794267942779428794297943079431794327943379434794357943679437794387943979440794417944279443794447944579446794477944879449794507945179452794537945479455794567945779458794597946079461794627946379464794657946679467794687946979470794717947279473794747947579476794777947879479794807948179482794837948479485794867948779488794897949079491794927949379494794957949679497794987949979500795017950279503795047950579506795077950879509795107951179512795137951479515795167951779518795197952079521795227952379524795257952679527795287952979530795317953279533795347953579536795377953879539795407954179542795437954479545795467954779548795497955079551795527955379554795557955679557795587955979560795617956279563795647956579566795677956879569795707957179572795737957479575795767957779578795797958079581795827958379584795857958679587795887958979590795917959279593795947959579596795977959879599796007960179602796037960479605796067960779608796097961079611796127961379614796157961679617796187961979620796217962279623796247962579626796277962879629796307963179632796337963479635796367963779638796397964079641796427964379644796457964679647796487964979650796517965279653796547965579656796577965879659796607966179662796637966479665796667966779668796697967079671796727967379674796757967679677796787967979680796817968279683796847968579686796877968879689796907969179692796937969479695796967969779698796997970079701797027970379704797057970679707797087970979710797117971279713797147971579716797177971879719797207972179722797237972479725797267972779728797297973079731797327973379734797357973679737797387973979740797417974279743797447974579746797477974879749797507975179752797537975479755797567975779758797597976079761797627976379764797657976679767797687976979770797717977279773797747977579776797777977879779797807978179782797837978479785797867978779788797897979079791797927979379794797957979679797797987979979800798017980279803798047980579806798077980879809798107981179812798137981479815798167981779818798197982079821798227982379824798257982679827798287982979830798317983279833798347983579836798377983879839798407984179842798437984479845798467984779848798497985079851798527985379854798557985679857798587985979860798617986279863798647986579866798677986879869798707987179872798737987479875798767987779878798797988079881798827988379884798857988679887798887988979890798917989279893798947989579896798977989879899799007990179902799037990479905799067990779908799097991079911799127991379914799157991679917799187991979920799217992279923799247992579926799277992879929799307993179932799337993479935799367993779938799397994079941799427994379944799457994679947799487994979950799517995279953799547995579956799577995879959799607996179962799637996479965799667996779968799697997079971799727997379974799757997679977799787997979980799817998279983799847998579986799877998879989799907999179992799937999479995799967999779998799998000080001800028000380004800058000680007800088000980010800118001280013800148001580016800178001880019800208002180022800238002480025800268002780028800298003080031800328003380034800358003680037800388003980040800418004280043800448004580046800478004880049800508005180052800538005480055800568005780058800598006080061800628006380064800658006680067800688006980070800718007280073800748007580076800778007880079800808008180082800838008480085800868008780088800898009080091800928009380094800958009680097800988009980100801018010280103801048010580106801078010880109801108011180112801138011480115801168011780118801198012080121801228012380124801258012680127801288012980130801318013280133801348013580136801378013880139801408014180142801438014480145801468014780148801498015080151801528015380154801558015680157801588015980160801618016280163801648016580166801678016880169801708017180172801738017480175801768017780178801798018080181801828018380184801858018680187801888018980190801918019280193801948019580196801978019880199802008020180202802038020480205802068020780208802098021080211802128021380214802158021680217802188021980220802218022280223802248022580226802278022880229802308023180232802338023480235802368023780238802398024080241802428024380244802458024680247802488024980250802518025280253802548025580256802578025880259802608026180262802638026480265802668026780268802698027080271802728027380274802758027680277802788027980280802818028280283802848028580286802878028880289802908029180292802938029480295802968029780298802998030080301803028030380304803058030680307803088030980310803118031280313803148031580316803178031880319803208032180322803238032480325803268032780328803298033080331803328033380334803358033680337803388033980340803418034280343803448034580346803478034880349803508035180352803538035480355803568035780358803598036080361803628036380364803658036680367803688036980370803718037280373803748037580376803778037880379803808038180382803838038480385803868038780388803898039080391803928039380394803958039680397803988039980400804018040280403804048040580406804078040880409804108041180412804138041480415804168041780418804198042080421804228042380424804258042680427804288042980430804318043280433804348043580436804378043880439804408044180442804438044480445804468044780448804498045080451804528045380454804558045680457804588045980460804618046280463804648046580466804678046880469804708047180472804738047480475804768047780478804798048080481804828048380484804858048680487804888048980490804918049280493804948049580496804978049880499805008050180502805038050480505805068050780508805098051080511805128051380514805158051680517805188051980520805218052280523805248052580526805278052880529805308053180532805338053480535805368053780538805398054080541805428054380544805458054680547805488054980550805518055280553805548055580556805578055880559805608056180562805638056480565805668056780568805698057080571805728057380574805758057680577805788057980580805818058280583805848058580586805878058880589805908059180592805938059480595805968059780598805998060080601806028060380604806058060680607806088060980610806118061280613806148061580616806178061880619806208062180622806238062480625806268062780628806298063080631806328063380634806358063680637806388063980640806418064280643806448064580646806478064880649806508065180652806538065480655806568065780658806598066080661806628066380664806658066680667806688066980670806718067280673806748067580676806778067880679806808068180682806838068480685806868068780688806898069080691806928069380694806958069680697806988069980700807018070280703807048070580706807078070880709807108071180712807138071480715807168071780718807198072080721807228072380724807258072680727807288072980730807318073280733807348073580736807378073880739807408074180742807438074480745807468074780748807498075080751807528075380754807558075680757807588075980760807618076280763807648076580766807678076880769807708077180772807738077480775807768077780778807798078080781807828078380784807858078680787807888078980790807918079280793807948079580796807978079880799808008080180802808038080480805808068080780808808098081080811808128081380814808158081680817808188081980820808218082280823808248082580826808278082880829808308083180832808338083480835808368083780838808398084080841808428084380844808458084680847808488084980850808518085280853808548085580856808578085880859808608086180862808638086480865808668086780868808698087080871808728087380874808758087680877808788087980880808818088280883808848088580886808878088880889808908089180892808938089480895808968089780898808998090080901809028090380904809058090680907809088090980910809118091280913809148091580916809178091880919809208092180922809238092480925809268092780928809298093080931809328093380934809358093680937809388093980940809418094280943809448094580946809478094880949809508095180952809538095480955809568095780958809598096080961809628096380964809658096680967809688096980970809718097280973809748097580976809778097880979809808098180982809838098480985809868098780988809898099080991809928099380994809958099680997809988099981000810018100281003810048100581006810078100881009810108101181012810138101481015810168101781018810198102081021810228102381024810258102681027810288102981030810318103281033810348103581036810378103881039810408104181042810438104481045810468104781048810498105081051810528105381054810558105681057810588105981060810618106281063810648106581066810678106881069810708107181072810738107481075810768107781078810798108081081810828108381084810858108681087810888108981090810918109281093810948109581096810978109881099811008110181102811038110481105811068110781108811098111081111811128111381114811158111681117811188111981120811218112281123811248112581126811278112881129811308113181132811338113481135811368113781138811398114081141811428114381144811458114681147811488114981150811518115281153811548115581156811578115881159811608116181162811638116481165811668116781168811698117081171811728117381174811758117681177811788117981180811818118281183811848118581186811878118881189811908119181192811938119481195811968119781198811998120081201812028120381204812058120681207812088120981210812118121281213812148121581216812178121881219812208122181222812238122481225812268122781228812298123081231812328123381234812358123681237812388123981240812418124281243812448124581246812478124881249812508125181252812538125481255812568125781258812598126081261812628126381264812658126681267812688126981270812718127281273812748127581276812778127881279812808128181282812838128481285812868128781288812898129081291812928129381294812958129681297812988129981300813018130281303813048130581306813078130881309813108131181312813138131481315813168131781318813198132081321813228132381324813258132681327813288132981330813318133281333813348133581336813378133881339813408134181342813438134481345813468134781348813498135081351813528135381354813558135681357813588135981360813618136281363813648136581366813678136881369813708137181372813738137481375813768137781378813798138081381813828138381384813858138681387813888138981390813918139281393813948139581396813978139881399814008140181402814038140481405814068140781408814098141081411814128141381414814158141681417814188141981420814218142281423814248142581426814278142881429814308143181432814338143481435814368143781438814398144081441814428144381444814458144681447814488144981450814518145281453814548145581456814578145881459814608146181462814638146481465814668146781468814698147081471814728147381474814758147681477814788147981480814818148281483814848148581486814878148881489814908149181492814938149481495814968149781498814998150081501815028150381504815058150681507815088150981510815118151281513815148151581516815178151881519815208152181522815238152481525815268152781528815298153081531815328153381534815358153681537815388153981540815418154281543815448154581546815478154881549815508155181552815538155481555815568155781558815598156081561815628156381564815658156681567815688156981570815718157281573815748157581576815778157881579815808158181582815838158481585815868158781588815898159081591815928159381594815958159681597815988159981600816018160281603816048160581606816078160881609816108161181612816138161481615816168161781618816198162081621816228162381624816258162681627816288162981630816318163281633816348163581636816378163881639816408164181642816438164481645816468164781648816498165081651816528165381654816558165681657816588165981660816618166281663816648166581666816678166881669816708167181672816738167481675816768167781678816798168081681816828168381684816858168681687816888168981690816918169281693816948169581696816978169881699817008170181702817038170481705817068170781708817098171081711817128171381714817158171681717817188171981720817218172281723817248172581726817278172881729817308173181732817338173481735817368173781738817398174081741817428174381744817458174681747817488174981750817518175281753817548175581756817578175881759817608176181762817638176481765817668176781768817698177081771817728177381774817758177681777817788177981780817818178281783817848178581786817878178881789817908179181792817938179481795817968179781798817998180081801818028180381804818058180681807818088180981810818118181281813818148181581816818178181881819818208182181822818238182481825818268182781828818298183081831818328183381834818358183681837818388183981840818418184281843818448184581846818478184881849818508185181852818538185481855818568185781858818598186081861818628186381864818658186681867818688186981870818718187281873818748187581876818778187881879818808188181882818838188481885818868188781888818898189081891818928189381894818958189681897818988189981900819018190281903819048190581906819078190881909819108191181912819138191481915819168191781918819198192081921819228192381924819258192681927819288192981930819318193281933819348193581936819378193881939819408194181942819438194481945819468194781948819498195081951819528195381954819558195681957819588195981960819618196281963819648196581966819678196881969819708197181972819738197481975819768197781978819798198081981819828198381984819858198681987819888198981990819918199281993819948199581996819978199881999820008200182002820038200482005820068200782008820098201082011820128201382014820158201682017820188201982020820218202282023820248202582026820278202882029820308203182032820338203482035820368203782038820398204082041820428204382044820458204682047820488204982050820518205282053820548205582056820578205882059820608206182062820638206482065820668206782068820698207082071820728207382074820758207682077820788207982080820818208282083820848208582086820878208882089820908209182092820938209482095820968209782098820998210082101821028210382104821058210682107821088210982110821118211282113821148211582116821178211882119821208212182122821238212482125821268212782128821298213082131821328213382134821358213682137821388213982140821418214282143821448214582146821478214882149821508215182152821538215482155821568215782158821598216082161821628216382164821658216682167821688216982170821718217282173821748217582176821778217882179821808218182182821838218482185821868218782188821898219082191821928219382194821958219682197821988219982200822018220282203822048220582206822078220882209822108221182212822138221482215822168221782218822198222082221822228222382224822258222682227822288222982230822318223282233822348223582236822378223882239822408224182242822438224482245822468224782248822498225082251822528225382254822558225682257822588225982260822618226282263822648226582266822678226882269822708227182272822738227482275822768227782278822798228082281822828228382284822858228682287822888228982290822918229282293822948229582296822978229882299823008230182302823038230482305823068230782308823098231082311823128231382314823158231682317823188231982320823218232282323823248232582326823278232882329823308233182332823338233482335823368233782338823398234082341823428234382344823458234682347823488234982350823518235282353823548235582356823578235882359823608236182362823638236482365823668236782368823698237082371823728237382374823758237682377823788237982380823818238282383823848238582386823878238882389823908239182392823938239482395823968239782398823998240082401824028240382404824058240682407824088240982410824118241282413824148241582416824178241882419824208242182422824238242482425824268242782428824298243082431824328243382434824358243682437824388243982440824418244282443824448244582446824478244882449824508245182452824538245482455824568245782458824598246082461824628246382464824658246682467824688246982470824718247282473824748247582476824778247882479824808248182482824838248482485824868248782488824898249082491824928249382494824958249682497824988249982500825018250282503825048250582506825078250882509825108251182512825138251482515825168251782518825198252082521825228252382524825258252682527825288252982530825318253282533825348253582536825378253882539825408254182542825438254482545825468254782548825498255082551825528255382554825558255682557825588255982560825618256282563825648256582566825678256882569825708257182572825738257482575825768257782578825798258082581825828258382584825858258682587825888258982590825918259282593825948259582596825978259882599826008260182602826038260482605826068260782608826098261082611826128261382614826158261682617826188261982620826218262282623826248262582626826278262882629826308263182632826338263482635826368263782638826398264082641826428264382644826458264682647826488264982650826518265282653826548265582656826578265882659826608266182662826638266482665826668266782668826698267082671826728267382674826758267682677826788267982680826818268282683826848268582686826878268882689826908269182692826938269482695826968269782698826998270082701827028270382704827058270682707827088270982710827118271282713827148271582716827178271882719827208272182722827238272482725827268272782728827298273082731827328273382734827358273682737827388273982740827418274282743827448274582746827478274882749827508275182752827538275482755827568275782758827598276082761827628276382764827658276682767827688276982770827718277282773827748277582776827778277882779827808278182782827838278482785827868278782788827898279082791827928279382794827958279682797827988279982800828018280282803828048280582806828078280882809828108281182812828138281482815828168281782818828198282082821828228282382824828258282682827828288282982830828318283282833828348283582836828378283882839828408284182842828438284482845828468284782848828498285082851828528285382854828558285682857828588285982860828618286282863828648286582866828678286882869828708287182872828738287482875828768287782878828798288082881828828288382884828858288682887828888288982890828918289282893828948289582896828978289882899829008290182902829038290482905829068290782908829098291082911829128291382914829158291682917829188291982920829218292282923829248292582926829278292882929829308293182932829338293482935829368293782938829398294082941829428294382944829458294682947829488294982950829518295282953829548295582956829578295882959829608296182962829638296482965829668296782968829698297082971829728297382974829758297682977829788297982980829818298282983829848298582986829878298882989829908299182992829938299482995829968299782998829998300083001830028300383004830058300683007830088300983010830118301283013830148301583016830178301883019830208302183022830238302483025830268302783028830298303083031830328303383034830358303683037830388303983040830418304283043830448304583046830478304883049830508305183052830538305483055830568305783058830598306083061830628306383064830658306683067830688306983070830718307283073830748307583076830778307883079830808308183082830838308483085830868308783088830898309083091830928309383094830958309683097830988309983100831018310283103831048310583106831078310883109831108311183112831138311483115831168311783118831198312083121831228312383124831258312683127831288312983130831318313283133831348313583136831378313883139831408314183142831438314483145831468314783148831498315083151831528315383154831558315683157831588315983160831618316283163831648316583166831678316883169831708317183172831738317483175831768317783178831798318083181831828318383184831858318683187831888318983190831918319283193831948319583196831978319883199832008320183202832038320483205832068320783208832098321083211832128321383214832158321683217832188321983220832218322283223832248322583226832278322883229832308323183232832338323483235832368323783238832398324083241832428324383244832458324683247832488324983250832518325283253832548325583256832578325883259832608326183262832638326483265832668326783268832698327083271832728327383274832758327683277832788327983280832818328283283832848328583286832878328883289832908329183292832938329483295832968329783298832998330083301833028330383304833058330683307833088330983310833118331283313833148331583316833178331883319833208332183322833238332483325833268332783328833298333083331833328333383334833358333683337833388333983340833418334283343833448334583346833478334883349833508335183352833538335483355833568335783358833598336083361833628336383364833658336683367833688336983370833718337283373833748337583376833778337883379833808338183382833838338483385833868338783388833898339083391833928339383394833958339683397833988339983400834018340283403834048340583406834078340883409834108341183412834138341483415834168341783418834198342083421834228342383424834258342683427834288342983430834318343283433834348343583436834378343883439834408344183442834438344483445834468344783448834498345083451834528345383454834558345683457834588345983460834618346283463834648346583466834678346883469834708347183472834738347483475834768347783478834798348083481834828348383484834858348683487834888348983490834918349283493834948349583496834978349883499835008350183502835038350483505835068350783508835098351083511835128351383514835158351683517835188351983520835218352283523835248352583526835278352883529835308353183532835338353483535835368353783538835398354083541835428354383544835458354683547835488354983550835518355283553835548355583556835578355883559835608356183562835638356483565835668356783568835698357083571835728357383574835758357683577835788357983580835818358283583835848358583586835878358883589835908359183592835938359483595835968359783598835998360083601836028360383604836058360683607836088360983610836118361283613836148361583616836178361883619836208362183622836238362483625836268362783628836298363083631836328363383634836358363683637836388363983640836418364283643836448364583646836478364883649836508365183652836538365483655836568365783658836598366083661836628366383664836658366683667836688366983670836718367283673836748367583676836778367883679836808368183682836838368483685836868368783688836898369083691836928369383694836958369683697836988369983700837018370283703837048370583706837078370883709837108371183712837138371483715837168371783718837198372083721837228372383724837258372683727837288372983730837318373283733837348373583736837378373883739837408374183742837438374483745837468374783748837498375083751837528375383754837558375683757837588375983760837618376283763837648376583766837678376883769837708377183772837738377483775837768377783778837798378083781837828378383784837858378683787837888378983790837918379283793837948379583796837978379883799838008380183802838038380483805838068380783808838098381083811838128381383814838158381683817838188381983820838218382283823838248382583826838278382883829838308383183832838338383483835838368383783838838398384083841838428384383844838458384683847838488384983850838518385283853838548385583856838578385883859838608386183862838638386483865838668386783868838698387083871838728387383874838758387683877838788387983880838818388283883838848388583886838878388883889838908389183892838938389483895838968389783898838998390083901839028390383904839058390683907839088390983910839118391283913839148391583916839178391883919839208392183922839238392483925839268392783928839298393083931839328393383934839358393683937839388393983940839418394283943839448394583946839478394883949839508395183952839538395483955839568395783958839598396083961839628396383964839658396683967839688396983970839718397283973839748397583976839778397883979839808398183982839838398483985839868398783988839898399083991839928399383994839958399683997839988399984000840018400284003840048400584006840078400884009840108401184012840138401484015840168401784018840198402084021840228402384024840258402684027840288402984030840318403284033840348403584036840378403884039840408404184042840438404484045840468404784048840498405084051840528405384054840558405684057840588405984060840618406284063840648406584066840678406884069840708407184072840738407484075840768407784078840798408084081840828408384084840858408684087840888408984090840918409284093840948409584096840978409884099841008410184102841038410484105841068410784108841098411084111841128411384114841158411684117841188411984120841218412284123841248412584126841278412884129841308413184132841338413484135841368413784138841398414084141841428414384144841458414684147841488414984150841518415284153841548415584156841578415884159841608416184162841638416484165841668416784168841698417084171841728417384174841758417684177841788417984180841818418284183841848418584186841878418884189841908419184192841938419484195841968419784198841998420084201842028420384204842058420684207842088420984210842118421284213842148421584216842178421884219842208422184222842238422484225842268422784228842298423084231842328423384234842358423684237842388423984240842418424284243842448424584246842478424884249842508425184252842538425484255842568425784258842598426084261842628426384264842658426684267842688426984270842718427284273842748427584276842778427884279842808428184282842838428484285842868428784288842898429084291842928429384294842958429684297842988429984300843018430284303843048430584306843078430884309843108431184312843138431484315843168431784318843198432084321843228432384324843258432684327843288432984330843318433284333843348433584336843378433884339843408434184342843438434484345843468434784348843498435084351843528435384354843558435684357843588435984360843618436284363843648436584366843678436884369843708437184372843738437484375843768437784378843798438084381843828438384384843858438684387843888438984390843918439284393843948439584396843978439884399844008440184402844038440484405844068440784408844098441084411844128441384414844158441684417844188441984420844218442284423844248442584426844278442884429844308443184432844338443484435844368443784438844398444084441844428444384444844458444684447844488444984450844518445284453844548445584456844578445884459844608446184462844638446484465844668446784468844698447084471844728447384474844758447684477844788447984480844818448284483844848448584486844878448884489844908449184492844938449484495844968449784498844998450084501845028450384504845058450684507845088450984510845118451284513845148451584516845178451884519845208452184522845238452484525845268452784528845298453084531845328453384534845358453684537845388453984540845418454284543845448454584546845478454884549845508455184552845538455484555845568455784558845598456084561845628456384564845658456684567845688456984570845718457284573845748457584576845778457884579845808458184582845838458484585845868458784588845898459084591845928459384594845958459684597845988459984600846018460284603846048460584606846078460884609846108461184612846138461484615846168461784618846198462084621846228462384624846258462684627846288462984630846318463284633846348463584636846378463884639846408464184642846438464484645846468464784648846498465084651846528465384654846558465684657846588465984660846618466284663846648466584666846678466884669846708467184672846738467484675846768467784678846798468084681846828468384684846858468684687846888468984690846918469284693846948469584696846978469884699847008470184702847038470484705847068470784708847098471084711847128471384714847158471684717847188471984720847218472284723847248472584726847278472884729847308473184732847338473484735847368473784738847398474084741847428474384744847458474684747847488474984750847518475284753847548475584756847578475884759847608476184762847638476484765847668476784768847698477084771847728477384774847758477684777847788477984780847818478284783847848478584786847878478884789847908479184792847938479484795847968479784798847998480084801848028480384804848058480684807848088480984810848118481284813848148481584816848178481884819848208482184822848238482484825848268482784828848298483084831848328483384834848358483684837848388483984840848418484284843848448484584846848478484884849848508485184852848538485484855848568485784858848598486084861848628486384864848658486684867848688486984870848718487284873848748487584876848778487884879848808488184882848838488484885848868488784888848898489084891848928489384894848958489684897848988489984900849018490284903849048490584906849078490884909849108491184912849138491484915849168491784918849198492084921849228492384924849258492684927849288492984930849318493284933849348493584936849378493884939849408494184942849438494484945849468494784948849498495084951849528495384954849558495684957849588495984960849618496284963849648496584966849678496884969849708497184972849738497484975849768497784978849798498084981849828498384984849858498684987849888498984990849918499284993849948499584996849978499884999850008500185002850038500485005850068500785008850098501085011850128501385014850158501685017850188501985020850218502285023850248502585026850278502885029850308503185032850338503485035850368503785038850398504085041850428504385044850458504685047850488504985050850518505285053850548505585056850578505885059850608506185062850638506485065850668506785068850698507085071850728507385074850758507685077850788507985080850818508285083850848508585086850878508885089850908509185092850938509485095850968509785098850998510085101851028510385104851058510685107851088510985110851118511285113851148511585116851178511885119851208512185122851238512485125851268512785128851298513085131851328513385134851358513685137851388513985140851418514285143851448514585146851478514885149851508515185152851538515485155851568515785158851598516085161851628516385164851658516685167851688516985170851718517285173851748517585176851778517885179851808518185182851838518485185851868518785188851898519085191851928519385194851958519685197851988519985200852018520285203852048520585206852078520885209852108521185212852138521485215852168521785218852198522085221852228522385224852258522685227852288522985230852318523285233852348523585236852378523885239852408524185242852438524485245852468524785248852498525085251852528525385254852558525685257852588525985260852618526285263852648526585266852678526885269852708527185272852738527485275852768527785278852798528085281852828528385284852858528685287852888528985290852918529285293852948529585296852978529885299853008530185302853038530485305853068530785308853098531085311853128531385314853158531685317853188531985320853218532285323853248532585326853278532885329853308533185332853338533485335853368533785338853398534085341853428534385344853458534685347853488534985350853518535285353853548535585356853578535885359853608536185362853638536485365853668536785368853698537085371853728537385374853758537685377853788537985380853818538285383853848538585386853878538885389853908539185392853938539485395853968539785398853998540085401854028540385404854058540685407854088540985410854118541285413854148541585416854178541885419854208542185422854238542485425854268542785428854298543085431854328543385434854358543685437854388543985440854418544285443854448544585446854478544885449854508545185452854538545485455854568545785458854598546085461854628546385464854658546685467854688546985470854718547285473854748547585476854778547885479854808548185482854838548485485854868548785488854898549085491854928549385494854958549685497854988549985500855018550285503855048550585506855078550885509855108551185512855138551485515855168551785518855198552085521855228552385524855258552685527855288552985530855318553285533855348553585536855378553885539855408554185542855438554485545855468554785548855498555085551855528555385554855558555685557855588555985560855618556285563855648556585566855678556885569855708557185572855738557485575855768557785578855798558085581855828558385584855858558685587855888558985590855918559285593855948559585596855978559885599856008560185602856038560485605856068560785608856098561085611856128561385614856158561685617856188561985620856218562285623856248562585626856278562885629856308563185632856338563485635856368563785638856398564085641856428564385644856458564685647856488564985650856518565285653856548565585656856578565885659856608566185662856638566485665856668566785668856698567085671856728567385674856758567685677856788567985680856818568285683856848568585686856878568885689856908569185692856938569485695856968569785698856998570085701857028570385704857058570685707857088570985710857118571285713857148571585716857178571885719857208572185722857238572485725857268572785728857298573085731857328573385734857358573685737857388573985740857418574285743857448574585746857478574885749857508575185752857538575485755857568575785758857598576085761857628576385764857658576685767857688576985770857718577285773857748577585776857778577885779857808578185782857838578485785857868578785788857898579085791857928579385794857958579685797857988579985800858018580285803858048580585806858078580885809858108581185812858138581485815858168581785818858198582085821858228582385824858258582685827858288582985830858318583285833858348583585836858378583885839858408584185842858438584485845858468584785848858498585085851858528585385854858558585685857858588585985860858618586285863858648586585866858678586885869858708587185872858738587485875858768587785878858798588085881858828588385884858858588685887858888588985890858918589285893858948589585896858978589885899859008590185902859038590485905859068590785908859098591085911859128591385914859158591685917859188591985920859218592285923859248592585926859278592885929859308593185932859338593485935859368593785938859398594085941859428594385944859458594685947859488594985950859518595285953859548595585956859578595885959859608596185962859638596485965859668596785968859698597085971859728597385974859758597685977859788597985980859818598285983859848598585986859878598885989859908599185992859938599485995859968599785998859998600086001860028600386004860058600686007860088600986010860118601286013860148601586016860178601886019860208602186022860238602486025860268602786028860298603086031860328603386034860358603686037860388603986040860418604286043860448604586046860478604886049860508605186052860538605486055860568605786058860598606086061860628606386064860658606686067860688606986070860718607286073860748607586076860778607886079860808608186082860838608486085860868608786088860898609086091860928609386094860958609686097860988609986100861018610286103861048610586106861078610886109861108611186112861138611486115861168611786118861198612086121861228612386124861258612686127861288612986130861318613286133861348613586136861378613886139861408614186142861438614486145861468614786148861498615086151861528615386154861558615686157861588615986160861618616286163861648616586166861678616886169861708617186172861738617486175861768617786178861798618086181861828618386184861858618686187861888618986190861918619286193861948619586196861978619886199862008620186202862038620486205862068620786208862098621086211862128621386214862158621686217862188621986220862218622286223862248622586226862278622886229862308623186232862338623486235862368623786238862398624086241862428624386244862458624686247862488624986250862518625286253862548625586256862578625886259862608626186262862638626486265862668626786268862698627086271862728627386274862758627686277862788627986280862818628286283862848628586286862878628886289862908629186292862938629486295862968629786298862998630086301863028630386304863058630686307863088630986310863118631286313863148631586316863178631886319863208632186322863238632486325863268632786328863298633086331863328633386334863358633686337863388633986340863418634286343863448634586346863478634886349863508635186352863538635486355863568635786358863598636086361863628636386364863658636686367863688636986370863718637286373863748637586376863778637886379863808638186382863838638486385863868638786388863898639086391863928639386394863958639686397863988639986400864018640286403864048640586406864078640886409864108641186412864138641486415864168641786418864198642086421864228642386424864258642686427864288642986430864318643286433864348643586436864378643886439864408644186442864438644486445864468644786448864498645086451864528645386454864558645686457864588645986460864618646286463864648646586466864678646886469864708647186472864738647486475864768647786478864798648086481864828648386484864858648686487864888648986490864918649286493864948649586496864978649886499865008650186502865038650486505865068650786508865098651086511865128651386514865158651686517865188651986520865218652286523865248652586526865278652886529865308653186532865338653486535865368653786538865398654086541865428654386544865458654686547865488654986550865518655286553865548655586556865578655886559865608656186562865638656486565865668656786568865698657086571865728657386574865758657686577865788657986580865818658286583865848658586586865878658886589865908659186592865938659486595865968659786598865998660086601866028660386604866058660686607866088660986610866118661286613866148661586616866178661886619866208662186622866238662486625866268662786628866298663086631866328663386634866358663686637866388663986640866418664286643866448664586646866478664886649866508665186652866538665486655866568665786658866598666086661866628666386664866658666686667866688666986670866718667286673866748667586676866778667886679866808668186682866838668486685866868668786688866898669086691866928669386694866958669686697866988669986700867018670286703867048670586706867078670886709867108671186712867138671486715867168671786718867198672086721867228672386724867258672686727867288672986730867318673286733867348673586736867378673886739867408674186742867438674486745867468674786748867498675086751867528675386754867558675686757867588675986760867618676286763867648676586766867678676886769867708677186772867738677486775867768677786778867798678086781867828678386784867858678686787867888678986790867918679286793867948679586796867978679886799868008680186802868038680486805868068680786808868098681086811868128681386814868158681686817868188681986820868218682286823868248682586826868278682886829868308683186832868338683486835868368683786838868398684086841868428684386844868458684686847868488684986850868518685286853868548685586856868578685886859868608686186862868638686486865868668686786868868698687086871868728687386874868758687686877868788687986880868818688286883868848688586886868878688886889868908689186892868938689486895868968689786898868998690086901869028690386904869058690686907869088690986910869118691286913869148691586916869178691886919869208692186922869238692486925869268692786928869298693086931869328693386934869358693686937869388693986940869418694286943869448694586946869478694886949869508695186952869538695486955869568695786958869598696086961869628696386964869658696686967869688696986970869718697286973869748697586976869778697886979869808698186982869838698486985869868698786988869898699086991869928699386994869958699686997869988699987000870018700287003870048700587006870078700887009870108701187012870138701487015870168701787018870198702087021870228702387024870258702687027870288702987030870318703287033870348703587036870378703887039870408704187042870438704487045870468704787048870498705087051870528705387054870558705687057870588705987060870618706287063870648706587066870678706887069870708707187072870738707487075870768707787078870798708087081870828708387084870858708687087870888708987090870918709287093870948709587096870978709887099871008710187102871038710487105871068710787108871098711087111871128711387114871158711687117871188711987120871218712287123871248712587126871278712887129871308713187132871338713487135871368713787138871398714087141871428714387144871458714687147871488714987150871518715287153871548715587156871578715887159871608716187162871638716487165871668716787168871698717087171871728717387174871758717687177871788717987180871818718287183871848718587186871878718887189871908719187192871938719487195871968719787198871998720087201872028720387204872058720687207872088720987210872118721287213872148721587216872178721887219872208722187222872238722487225872268722787228872298723087231872328723387234872358723687237872388723987240872418724287243872448724587246872478724887249872508725187252872538725487255872568725787258872598726087261872628726387264872658726687267872688726987270872718727287273872748727587276872778727887279872808728187282872838728487285872868728787288872898729087291872928729387294872958729687297872988729987300873018730287303873048730587306873078730887309873108731187312873138731487315873168731787318873198732087321873228732387324873258732687327873288732987330873318733287333873348733587336873378733887339873408734187342873438734487345873468734787348873498735087351873528735387354873558735687357873588735987360873618736287363873648736587366873678736887369873708737187372873738737487375873768737787378873798738087381873828738387384873858738687387873888738987390873918739287393873948739587396873978739887399874008740187402874038740487405874068740787408874098741087411874128741387414874158741687417874188741987420874218742287423874248742587426874278742887429874308743187432874338743487435874368743787438874398744087441874428744387444874458744687447874488744987450874518745287453874548745587456874578745887459874608746187462874638746487465874668746787468874698747087471874728747387474874758747687477874788747987480874818748287483874848748587486874878748887489874908749187492874938749487495874968749787498874998750087501875028750387504875058750687507875088750987510875118751287513875148751587516875178751887519875208752187522875238752487525875268752787528875298753087531875328753387534875358753687537875388753987540875418754287543875448754587546875478754887549875508755187552875538755487555875568755787558875598756087561875628756387564875658756687567875688756987570875718757287573875748757587576875778757887579875808758187582875838758487585875868758787588875898759087591875928759387594875958759687597875988759987600876018760287603876048760587606876078760887609876108761187612876138761487615876168761787618876198762087621876228762387624876258762687627876288762987630876318763287633876348763587636876378763887639876408764187642876438764487645876468764787648876498765087651876528765387654876558765687657876588765987660876618766287663876648766587666876678766887669876708767187672876738767487675876768767787678876798768087681876828768387684876858768687687876888768987690876918769287693876948769587696876978769887699877008770187702877038770487705877068770787708877098771087711877128771387714877158771687717877188771987720877218772287723877248772587726877278772887729877308773187732877338773487735877368773787738877398774087741877428774387744877458774687747877488774987750877518775287753877548775587756877578775887759877608776187762877638776487765877668776787768877698777087771877728777387774877758777687777877788777987780877818778287783877848778587786877878778887789877908779187792877938779487795877968779787798877998780087801878028780387804878058780687807878088780987810878118781287813878148781587816878178781887819878208782187822878238782487825878268782787828878298783087831878328783387834878358783687837878388783987840878418784287843878448784587846878478784887849878508785187852878538785487855878568785787858878598786087861878628786387864878658786687867878688786987870878718787287873878748787587876878778787887879878808788187882878838788487885878868788787888878898789087891878928789387894878958789687897878988789987900879018790287903879048790587906879078790887909879108791187912879138791487915879168791787918879198792087921879228792387924879258792687927879288792987930879318793287933879348793587936879378793887939879408794187942879438794487945879468794787948879498795087951879528795387954879558795687957879588795987960879618796287963879648796587966879678796887969879708797187972879738797487975879768797787978879798798087981879828798387984879858798687987879888798987990879918799287993879948799587996879978799887999880008800188002880038800488005880068800788008880098801088011880128801388014880158801688017880188801988020880218802288023880248802588026880278802888029880308803188032880338803488035880368803788038880398804088041880428804388044880458804688047880488804988050880518805288053880548805588056880578805888059880608806188062880638806488065880668806788068880698807088071880728807388074880758807688077880788807988080880818808288083880848808588086880878808888089880908809188092880938809488095880968809788098880998810088101881028810388104881058810688107881088810988110881118811288113881148811588116881178811888119881208812188122881238812488125881268812788128881298813088131881328813388134881358813688137881388813988140881418814288143881448814588146881478814888149881508815188152881538815488155881568815788158881598816088161881628816388164881658816688167881688816988170881718817288173881748817588176881778817888179881808818188182881838818488185881868818788188881898819088191881928819388194881958819688197881988819988200882018820288203882048820588206882078820888209882108821188212882138821488215882168821788218882198822088221882228822388224882258822688227882288822988230882318823288233882348823588236882378823888239882408824188242882438824488245882468824788248882498825088251882528825388254882558825688257882588825988260882618826288263882648826588266882678826888269882708827188272882738827488275882768827788278882798828088281882828828388284882858828688287882888828988290882918829288293882948829588296882978829888299883008830188302883038830488305883068830788308883098831088311883128831388314883158831688317883188831988320883218832288323883248832588326883278832888329883308833188332883338833488335883368833788338883398834088341883428834388344883458834688347883488834988350883518835288353883548835588356883578835888359883608836188362883638836488365883668836788368883698837088371883728837388374883758837688377883788837988380883818838288383883848838588386883878838888389883908839188392883938839488395883968839788398883998840088401884028840388404884058840688407884088840988410884118841288413884148841588416884178841888419884208842188422884238842488425884268842788428884298843088431884328843388434884358843688437884388843988440884418844288443884448844588446884478844888449884508845188452884538845488455884568845788458884598846088461884628846388464884658846688467884688846988470884718847288473884748847588476884778847888479884808848188482884838848488485884868848788488884898849088491884928849388494884958849688497884988849988500885018850288503885048850588506885078850888509885108851188512885138851488515885168851788518885198852088521885228852388524885258852688527885288852988530885318853288533885348853588536885378853888539885408854188542885438854488545885468854788548885498855088551885528855388554885558855688557885588855988560885618856288563885648856588566885678856888569885708857188572885738857488575885768857788578885798858088581885828858388584885858858688587885888858988590885918859288593885948859588596885978859888599886008860188602886038860488605886068860788608886098861088611886128861388614886158861688617886188861988620886218862288623886248862588626886278862888629886308863188632886338863488635886368863788638886398864088641886428864388644886458864688647886488864988650886518865288653886548865588656886578865888659886608866188662886638866488665886668866788668886698867088671886728867388674886758867688677886788867988680886818868288683886848868588686886878868888689886908869188692886938869488695886968869788698886998870088701887028870388704887058870688707887088870988710887118871288713887148871588716887178871888719887208872188722887238872488725887268872788728887298873088731887328873388734887358873688737887388873988740887418874288743887448874588746887478874888749887508875188752887538875488755887568875788758887598876088761887628876388764887658876688767887688876988770887718877288773887748877588776887778877888779887808878188782887838878488785887868878788788887898879088791887928879388794887958879688797887988879988800888018880288803888048880588806888078880888809888108881188812888138881488815888168881788818888198882088821888228882388824888258882688827888288882988830888318883288833888348883588836888378883888839888408884188842888438884488845888468884788848888498885088851888528885388854888558885688857888588885988860888618886288863888648886588866888678886888869888708887188872888738887488875888768887788878888798888088881888828888388884888858888688887888888888988890888918889288893888948889588896888978889888899889008890188902889038890488905889068890788908889098891088911889128891388914889158891688917889188891988920889218892288923889248892588926889278892888929889308893188932889338893488935889368893788938889398894088941889428894388944889458894688947889488894988950889518895288953889548895588956889578895888959889608896188962889638896488965889668896788968889698897088971889728897388974889758897688977889788897988980889818898288983889848898588986889878898888989889908899188992889938899488995889968899788998889998900089001890028900389004890058900689007890088900989010890118901289013890148901589016890178901889019890208902189022890238902489025890268902789028890298903089031890328903389034890358903689037890388903989040890418904289043890448904589046890478904889049890508905189052890538905489055890568905789058890598906089061890628906389064890658906689067890688906989070890718907289073890748907589076890778907889079890808908189082890838908489085890868908789088890898909089091890928909389094890958909689097890988909989100891018910289103891048910589106891078910889109891108911189112891138911489115891168911789118891198912089121891228912389124891258912689127891288912989130891318913289133891348913589136891378913889139891408914189142891438914489145891468914789148891498915089151891528915389154891558915689157891588915989160891618916289163891648916589166891678916889169891708917189172891738917489175891768917789178891798918089181891828918389184891858918689187891888918989190891918919289193891948919589196891978919889199892008920189202892038920489205892068920789208892098921089211892128921389214892158921689217892188921989220892218922289223892248922589226892278922889229892308923189232892338923489235892368923789238892398924089241892428924389244892458924689247892488924989250892518925289253892548925589256892578925889259892608926189262892638926489265892668926789268892698927089271892728927389274892758927689277892788927989280892818928289283892848928589286892878928889289892908929189292892938929489295892968929789298892998930089301893028930389304893058930689307893088930989310893118931289313893148931589316893178931889319893208932189322893238932489325893268932789328893298933089331893328933389334893358933689337893388933989340893418934289343893448934589346893478934889349893508935189352893538935489355893568935789358893598936089361893628936389364893658936689367893688936989370893718937289373893748937589376893778937889379893808938189382893838938489385893868938789388893898939089391893928939389394893958939689397893988939989400894018940289403894048940589406894078940889409894108941189412894138941489415894168941789418894198942089421894228942389424894258942689427894288942989430894318943289433894348943589436894378943889439894408944189442894438944489445894468944789448894498945089451894528945389454894558945689457894588945989460894618946289463894648946589466894678946889469894708947189472894738947489475894768947789478894798948089481894828948389484894858948689487894888948989490894918949289493894948949589496894978949889499895008950189502895038950489505895068950789508895098951089511895128951389514895158951689517895188951989520895218952289523895248952589526895278952889529895308953189532895338953489535895368953789538895398954089541895428954389544895458954689547895488954989550895518955289553895548955589556895578955889559895608956189562895638956489565895668956789568895698957089571895728957389574895758957689577895788957989580895818958289583895848958589586895878958889589895908959189592895938959489595895968959789598895998960089601896028960389604896058960689607896088960989610896118961289613896148961589616896178961889619896208962189622896238962489625896268962789628896298963089631896328963389634896358963689637896388963989640896418964289643896448964589646896478964889649896508965189652896538965489655896568965789658896598966089661896628966389664896658966689667896688966989670896718967289673896748967589676896778967889679896808968189682896838968489685896868968789688896898969089691896928969389694896958969689697896988969989700897018970289703897048970589706897078970889709897108971189712897138971489715897168971789718897198972089721897228972389724897258972689727897288972989730897318973289733897348973589736897378973889739897408974189742897438974489745897468974789748897498975089751897528975389754897558975689757897588975989760897618976289763897648976589766897678976889769897708977189772897738977489775897768977789778897798978089781897828978389784897858978689787897888978989790897918979289793897948979589796897978979889799898008980189802898038980489805898068980789808898098981089811898128981389814898158981689817898188981989820898218982289823898248982589826898278982889829898308983189832898338983489835898368983789838898398984089841898428984389844898458984689847898488984989850898518985289853898548985589856898578985889859898608986189862898638986489865898668986789868898698987089871898728987389874898758987689877898788987989880898818988289883898848988589886898878988889889898908989189892898938989489895898968989789898898998990089901899028990389904899058990689907899088990989910899118991289913899148991589916899178991889919899208992189922899238992489925899268992789928899298993089931899328993389934899358993689937899388993989940899418994289943899448994589946899478994889949899508995189952899538995489955899568995789958899598996089961899628996389964899658996689967899688996989970899718997289973899748997589976899778997889979899808998189982899838998489985899868998789988899898999089991899928999389994899958999689997899988999990000900019000290003900049000590006900079000890009900109001190012900139001490015900169001790018900199002090021900229002390024900259002690027900289002990030900319003290033900349003590036900379003890039900409004190042900439004490045900469004790048900499005090051900529005390054900559005690057900589005990060900619006290063900649006590066900679006890069900709007190072900739007490075900769007790078900799008090081900829008390084900859008690087900889008990090900919009290093900949009590096900979009890099901009010190102901039010490105901069010790108901099011090111901129011390114901159011690117901189011990120901219012290123901249012590126901279012890129901309013190132901339013490135901369013790138901399014090141901429014390144901459014690147901489014990150901519015290153901549015590156901579015890159901609016190162901639016490165901669016790168901699017090171901729017390174901759017690177901789017990180901819018290183901849018590186901879018890189901909019190192901939019490195901969019790198901999020090201902029020390204902059020690207902089020990210902119021290213902149021590216902179021890219902209022190222902239022490225902269022790228902299023090231902329023390234902359023690237902389023990240902419024290243902449024590246902479024890249902509025190252902539025490255902569025790258902599026090261902629026390264902659026690267902689026990270902719027290273902749027590276902779027890279902809028190282902839028490285902869028790288902899029090291902929029390294902959029690297902989029990300903019030290303903049030590306903079030890309903109031190312903139031490315903169031790318903199032090321903229032390324903259032690327903289032990330903319033290333903349033590336903379033890339903409034190342903439034490345903469034790348903499035090351903529035390354903559035690357903589035990360903619036290363903649036590366903679036890369903709037190372903739037490375903769037790378903799038090381903829038390384903859038690387903889038990390903919039290393903949039590396903979039890399904009040190402904039040490405904069040790408904099041090411904129041390414904159041690417904189041990420904219042290423904249042590426904279042890429904309043190432904339043490435904369043790438904399044090441904429044390444904459044690447904489044990450904519045290453904549045590456904579045890459904609046190462904639046490465904669046790468904699047090471904729047390474904759047690477904789047990480904819048290483904849048590486904879048890489904909049190492904939049490495904969049790498904999050090501905029050390504905059050690507905089050990510905119051290513905149051590516905179051890519905209052190522905239052490525905269052790528905299053090531905329053390534905359053690537905389053990540905419054290543905449054590546905479054890549905509055190552905539055490555905569055790558905599056090561905629056390564905659056690567905689056990570905719057290573905749057590576905779057890579905809058190582905839058490585905869058790588905899059090591905929059390594905959059690597905989059990600906019060290603906049060590606906079060890609906109061190612906139061490615906169061790618906199062090621906229062390624906259062690627906289062990630906319063290633906349063590636906379063890639906409064190642906439064490645906469064790648906499065090651906529065390654906559065690657906589065990660906619066290663906649066590666906679066890669906709067190672906739067490675906769067790678906799068090681906829068390684906859068690687906889068990690906919069290693906949069590696906979069890699907009070190702907039070490705907069070790708907099071090711907129071390714907159071690717907189071990720907219072290723907249072590726907279072890729907309073190732907339073490735907369073790738907399074090741907429074390744907459074690747907489074990750907519075290753907549075590756907579075890759907609076190762907639076490765907669076790768907699077090771907729077390774907759077690777907789077990780907819078290783907849078590786907879078890789907909079190792907939079490795907969079790798907999080090801908029080390804908059080690807908089080990810908119081290813908149081590816908179081890819908209082190822908239082490825908269082790828908299083090831908329083390834908359083690837908389083990840908419084290843908449084590846908479084890849908509085190852908539085490855908569085790858908599086090861908629086390864908659086690867908689086990870908719087290873908749087590876908779087890879908809088190882908839088490885908869088790888908899089090891908929089390894908959089690897908989089990900909019090290903909049090590906909079090890909909109091190912909139091490915909169091790918909199092090921909229092390924909259092690927909289092990930909319093290933909349093590936909379093890939909409094190942909439094490945909469094790948909499095090951909529095390954909559095690957909589095990960909619096290963909649096590966909679096890969909709097190972909739097490975909769097790978909799098090981909829098390984909859098690987909889098990990909919099290993909949099590996909979099890999910009100191002910039100491005910069100791008910099101091011910129101391014910159101691017910189101991020910219102291023910249102591026910279102891029910309103191032910339103491035910369103791038910399104091041910429104391044910459104691047910489104991050910519105291053910549105591056910579105891059910609106191062910639106491065910669106791068910699107091071910729107391074910759107691077910789107991080910819108291083910849108591086910879108891089910909109191092910939109491095910969109791098910999110091101911029110391104911059110691107911089110991110911119111291113911149111591116911179111891119911209112191122911239112491125911269112791128911299113091131911329113391134911359113691137911389113991140911419114291143911449114591146911479114891149911509115191152911539115491155911569115791158911599116091161911629116391164911659116691167911689116991170911719117291173911749117591176911779117891179911809118191182911839118491185911869118791188911899119091191911929119391194911959119691197911989119991200912019120291203912049120591206912079120891209912109121191212912139121491215912169121791218912199122091221912229122391224912259122691227912289122991230912319123291233912349123591236912379123891239912409124191242912439124491245912469124791248912499125091251912529125391254912559125691257912589125991260912619126291263912649126591266912679126891269912709127191272912739127491275912769127791278912799128091281912829128391284912859128691287912889128991290912919129291293912949129591296912979129891299913009130191302913039130491305913069130791308913099131091311913129131391314913159131691317913189131991320913219132291323913249132591326913279132891329913309133191332913339133491335913369133791338913399134091341913429134391344913459134691347913489134991350913519135291353913549135591356913579135891359913609136191362913639136491365913669136791368913699137091371913729137391374913759137691377913789137991380913819138291383913849138591386913879138891389913909139191392913939139491395913969139791398913999140091401914029140391404914059140691407914089140991410914119141291413914149141591416914179141891419914209142191422914239142491425914269142791428914299143091431914329143391434914359143691437914389143991440914419144291443914449144591446914479144891449914509145191452914539145491455914569145791458914599146091461914629146391464914659146691467914689146991470914719147291473914749147591476914779147891479914809148191482914839148491485914869148791488914899149091491914929149391494914959149691497914989149991500915019150291503915049150591506915079150891509915109151191512915139151491515915169151791518915199152091521915229152391524915259152691527915289152991530915319153291533915349153591536915379153891539915409154191542915439154491545915469154791548915499155091551915529155391554915559155691557915589155991560915619156291563915649156591566915679156891569915709157191572915739157491575915769157791578915799158091581915829158391584915859158691587915889158991590915919159291593915949159591596915979159891599916009160191602916039160491605916069160791608916099161091611916129161391614916159161691617916189161991620916219162291623916249162591626916279162891629916309163191632916339163491635916369163791638916399164091641916429164391644916459164691647916489164991650916519165291653916549165591656916579165891659916609166191662916639166491665916669166791668916699167091671916729167391674916759167691677916789167991680916819168291683916849168591686916879168891689916909169191692916939169491695916969169791698916999170091701917029170391704917059170691707917089170991710917119171291713917149171591716917179171891719917209172191722917239172491725917269172791728917299173091731917329173391734917359173691737917389173991740917419174291743917449174591746917479174891749917509175191752917539175491755917569175791758917599176091761917629176391764917659176691767917689176991770917719177291773917749177591776917779177891779917809178191782917839178491785917869178791788917899179091791917929179391794917959179691797917989179991800918019180291803918049180591806918079180891809918109181191812918139181491815918169181791818918199182091821918229182391824918259182691827918289182991830918319183291833918349183591836918379183891839918409184191842918439184491845918469184791848918499185091851918529185391854918559185691857918589185991860918619186291863918649186591866918679186891869918709187191872918739187491875918769187791878918799188091881918829188391884918859188691887918889188991890918919189291893918949189591896918979189891899919009190191902919039190491905919069190791908919099191091911919129191391914919159191691917919189191991920919219192291923919249192591926919279192891929919309193191932919339193491935919369193791938919399194091941919429194391944919459194691947919489194991950919519195291953919549195591956919579195891959919609196191962919639196491965919669196791968919699197091971919729197391974919759197691977919789197991980919819198291983919849198591986919879198891989919909199191992919939199491995919969199791998919999200092001920029200392004920059200692007920089200992010920119201292013920149201592016920179201892019920209202192022920239202492025920269202792028920299203092031920329203392034920359203692037920389203992040920419204292043920449204592046920479204892049920509205192052920539205492055920569205792058920599206092061920629206392064920659206692067920689206992070920719207292073920749207592076920779207892079920809208192082920839208492085920869208792088920899209092091920929209392094920959209692097920989209992100921019210292103921049210592106921079210892109921109211192112921139211492115921169211792118921199212092121921229212392124921259212692127921289212992130921319213292133921349213592136921379213892139921409214192142921439214492145921469214792148921499215092151921529215392154921559215692157921589215992160921619216292163921649216592166921679216892169921709217192172921739217492175921769217792178921799218092181921829218392184921859218692187921889218992190921919219292193921949219592196921979219892199922009220192202922039220492205922069220792208922099221092211922129221392214922159221692217922189221992220922219222292223922249222592226922279222892229922309223192232922339223492235922369223792238922399224092241922429224392244922459224692247922489224992250922519225292253922549225592256922579225892259922609226192262922639226492265922669226792268922699227092271922729227392274922759227692277922789227992280922819228292283922849228592286922879228892289922909229192292922939229492295922969229792298922999230092301923029230392304923059230692307923089230992310923119231292313923149231592316923179231892319923209232192322923239232492325923269232792328923299233092331923329233392334923359233692337923389233992340923419234292343923449234592346923479234892349923509235192352923539235492355923569235792358923599236092361923629236392364923659236692367923689236992370923719237292373923749237592376923779237892379923809238192382923839238492385923869238792388923899239092391923929239392394923959239692397923989239992400924019240292403924049240592406924079240892409924109241192412924139241492415924169241792418924199242092421924229242392424924259242692427924289242992430924319243292433924349243592436924379243892439924409244192442924439244492445924469244792448924499245092451924529245392454924559245692457924589245992460924619246292463924649246592466924679246892469924709247192472924739247492475924769247792478924799248092481924829248392484924859248692487924889248992490924919249292493924949249592496924979249892499925009250192502925039250492505925069250792508925099251092511925129251392514925159251692517925189251992520925219252292523925249252592526925279252892529925309253192532925339253492535925369253792538925399254092541925429254392544925459254692547925489254992550925519255292553925549255592556925579255892559925609256192562925639256492565925669256792568925699257092571925729257392574925759257692577925789257992580925819258292583925849258592586925879258892589925909259192592925939259492595925969259792598925999260092601926029260392604926059260692607926089260992610926119261292613926149261592616926179261892619926209262192622926239262492625926269262792628926299263092631926329263392634926359263692637926389263992640926419264292643926449264592646926479264892649926509265192652926539265492655926569265792658926599266092661926629266392664926659266692667926689266992670926719267292673926749267592676926779267892679926809268192682926839268492685926869268792688926899269092691926929269392694926959269692697926989269992700927019270292703927049270592706927079270892709927109271192712927139271492715927169271792718927199272092721927229272392724927259272692727927289272992730927319273292733927349273592736927379273892739927409274192742927439274492745927469274792748927499275092751927529275392754927559275692757927589275992760927619276292763927649276592766927679276892769927709277192772927739277492775927769277792778927799278092781927829278392784927859278692787927889278992790927919279292793927949279592796927979279892799928009280192802928039280492805928069280792808928099281092811928129281392814928159281692817928189281992820928219282292823928249282592826928279282892829928309283192832928339283492835928369283792838928399284092841928429284392844928459284692847928489284992850928519285292853928549285592856928579285892859928609286192862928639286492865928669286792868928699287092871928729287392874928759287692877928789287992880928819288292883928849288592886928879288892889928909289192892928939289492895928969289792898928999290092901929029290392904929059290692907929089290992910929119291292913929149291592916929179291892919929209292192922929239292492925929269292792928929299293092931929329293392934929359293692937929389293992940929419294292943929449294592946929479294892949929509295192952929539295492955929569295792958929599296092961929629296392964929659296692967929689296992970929719297292973929749297592976929779297892979929809298192982929839298492985929869298792988929899299092991929929299392994929959299692997929989299993000930019300293003930049300593006930079300893009930109301193012930139301493015930169301793018930199302093021930229302393024930259302693027930289302993030930319303293033930349303593036930379303893039930409304193042930439304493045930469304793048930499305093051930529305393054930559305693057930589305993060930619306293063930649306593066930679306893069930709307193072930739307493075930769307793078930799308093081930829308393084930859308693087930889308993090930919309293093930949309593096930979309893099931009310193102931039310493105931069310793108931099311093111931129311393114931159311693117931189311993120931219312293123931249312593126931279312893129931309313193132931339313493135931369313793138931399314093141931429314393144931459314693147931489314993150931519315293153931549315593156931579315893159931609316193162931639316493165931669316793168931699317093171931729317393174931759317693177931789317993180931819318293183931849318593186931879318893189931909319193192931939319493195931969319793198931999320093201932029320393204932059320693207932089320993210932119321293213932149321593216932179321893219932209322193222932239322493225932269322793228932299323093231932329323393234932359323693237932389323993240932419324293243932449324593246932479324893249932509325193252932539325493255932569325793258932599326093261932629326393264932659326693267932689326993270932719327293273932749327593276932779327893279932809328193282932839328493285932869328793288932899329093291932929329393294932959329693297932989329993300933019330293303933049330593306933079330893309933109331193312933139331493315933169331793318933199332093321933229332393324933259332693327933289332993330933319333293333933349333593336933379333893339933409334193342933439334493345933469334793348933499335093351933529335393354933559335693357933589335993360933619336293363933649336593366933679336893369933709337193372933739337493375933769337793378933799338093381933829338393384933859338693387933889338993390933919339293393933949339593396933979339893399934009340193402934039340493405934069340793408934099341093411934129341393414934159341693417934189341993420934219342293423934249342593426934279342893429934309343193432934339343493435934369343793438934399344093441934429344393444934459344693447934489344993450934519345293453934549345593456934579345893459934609346193462934639346493465934669346793468934699347093471934729347393474934759347693477934789347993480934819348293483934849348593486934879348893489934909349193492934939349493495934969349793498934999350093501935029350393504935059350693507935089350993510935119351293513935149351593516935179351893519935209352193522935239352493525935269352793528935299353093531935329353393534935359353693537935389353993540935419354293543935449354593546935479354893549935509355193552935539355493555935569355793558935599356093561935629356393564935659356693567935689356993570935719357293573935749357593576935779357893579935809358193582935839358493585935869358793588935899359093591935929359393594935959359693597935989359993600936019360293603936049360593606936079360893609936109361193612936139361493615936169361793618936199362093621936229362393624936259362693627936289362993630936319363293633936349363593636936379363893639936409364193642936439364493645936469364793648936499365093651936529365393654936559365693657936589365993660936619366293663936649366593666936679366893669936709367193672936739367493675936769367793678936799368093681936829368393684936859368693687936889368993690936919369293693936949369593696936979369893699937009370193702937039370493705937069370793708937099371093711937129371393714937159371693717937189371993720937219372293723937249372593726937279372893729937309373193732937339373493735937369373793738937399374093741937429374393744937459374693747937489374993750937519375293753937549375593756937579375893759937609376193762937639376493765937669376793768937699377093771937729377393774937759377693777937789377993780937819378293783937849378593786937879378893789937909379193792937939379493795937969379793798937999380093801938029380393804938059380693807938089380993810938119381293813938149381593816938179381893819938209382193822938239382493825938269382793828938299383093831938329383393834938359383693837938389383993840938419384293843938449384593846938479384893849938509385193852938539385493855938569385793858938599386093861938629386393864938659386693867938689386993870938719387293873938749387593876938779387893879938809388193882938839388493885938869388793888938899389093891938929389393894938959389693897938989389993900939019390293903939049390593906939079390893909939109391193912939139391493915939169391793918939199392093921939229392393924939259392693927939289392993930939319393293933939349393593936939379393893939939409394193942939439394493945939469394793948939499395093951939529395393954939559395693957939589395993960939619396293963939649396593966939679396893969939709397193972939739397493975939769397793978939799398093981939829398393984939859398693987939889398993990939919399293993939949399593996939979399893999940009400194002940039400494005940069400794008940099401094011940129401394014940159401694017940189401994020940219402294023940249402594026940279402894029940309403194032940339403494035940369403794038940399404094041940429404394044940459404694047940489404994050940519405294053940549405594056940579405894059940609406194062940639406494065940669406794068940699407094071940729407394074940759407694077940789407994080940819408294083940849408594086940879408894089940909409194092940939409494095940969409794098940999410094101941029410394104941059410694107941089410994110941119411294113941149411594116941179411894119941209412194122941239412494125941269412794128941299413094131941329413394134941359413694137941389413994140941419414294143941449414594146941479414894149941509415194152941539415494155941569415794158941599416094161941629416394164941659416694167941689416994170941719417294173941749417594176941779417894179941809418194182941839418494185941869418794188941899419094191941929419394194941959419694197941989419994200942019420294203942049420594206942079420894209942109421194212942139421494215942169421794218942199422094221942229422394224942259422694227942289422994230942319423294233942349423594236942379423894239942409424194242942439424494245942469424794248942499425094251942529425394254942559425694257942589425994260942619426294263942649426594266942679426894269942709427194272942739427494275942769427794278942799428094281942829428394284942859428694287942889428994290942919429294293942949429594296942979429894299943009430194302943039430494305943069430794308943099431094311943129431394314943159431694317943189431994320943219432294323943249432594326943279432894329943309433194332943339433494335943369433794338943399434094341943429434394344943459434694347943489434994350943519435294353943549435594356943579435894359943609436194362943639436494365943669436794368943699437094371943729437394374943759437694377943789437994380943819438294383943849438594386943879438894389943909439194392943939439494395943969439794398943999440094401944029440394404944059440694407944089440994410944119441294413944149441594416944179441894419944209442194422944239442494425944269442794428944299443094431944329443394434944359443694437944389443994440944419444294443944449444594446944479444894449944509445194452944539445494455944569445794458944599446094461944629446394464944659446694467944689446994470944719447294473944749447594476944779447894479944809448194482944839448494485944869448794488944899449094491944929449394494944959449694497944989449994500945019450294503945049450594506945079450894509945109451194512945139451494515945169451794518945199452094521945229452394524945259452694527945289452994530945319453294533945349453594536945379453894539945409454194542945439454494545945469454794548945499455094551945529455394554945559455694557945589455994560945619456294563945649456594566945679456894569945709457194572945739457494575945769457794578945799458094581945829458394584945859458694587945889458994590945919459294593945949459594596945979459894599946009460194602946039460494605946069460794608946099461094611946129461394614946159461694617946189461994620946219462294623946249462594626946279462894629946309463194632946339463494635946369463794638946399464094641946429464394644946459464694647946489464994650946519465294653946549465594656946579465894659946609466194662946639466494665946669466794668946699467094671946729467394674946759467694677946789467994680946819468294683946849468594686946879468894689946909469194692946939469494695946969469794698946999470094701947029470394704947059470694707947089470994710947119471294713947149471594716947179471894719947209472194722947239472494725947269472794728947299473094731947329473394734947359473694737947389473994740947419474294743947449474594746947479474894749947509475194752947539475494755947569475794758947599476094761947629476394764947659476694767947689476994770947719477294773947749477594776947779477894779947809478194782947839478494785947869478794788947899479094791947929479394794947959479694797947989479994800948019480294803948049480594806948079480894809948109481194812948139481494815948169481794818948199482094821948229482394824948259482694827948289482994830948319483294833948349483594836948379483894839948409484194842948439484494845948469484794848948499485094851948529485394854948559485694857948589485994860948619486294863948649486594866948679486894869948709487194872948739487494875948769487794878948799488094881948829488394884948859488694887948889488994890948919489294893948949489594896948979489894899949009490194902949039490494905949069490794908949099491094911949129491394914949159491694917949189491994920949219492294923949249492594926949279492894929949309493194932949339493494935949369493794938949399494094941949429494394944949459494694947949489494994950949519495294953949549495594956949579495894959949609496194962949639496494965949669496794968949699497094971949729497394974949759497694977949789497994980949819498294983949849498594986949879498894989949909499194992949939499494995949969499794998949999500095001950029500395004950059500695007950089500995010950119501295013950149501595016950179501895019950209502195022950239502495025950269502795028950299503095031950329503395034950359503695037950389503995040950419504295043950449504595046950479504895049950509505195052950539505495055950569505795058950599506095061950629506395064950659506695067950689506995070950719507295073950749507595076950779507895079950809508195082950839508495085950869508795088950899509095091950929509395094950959509695097950989509995100951019510295103951049510595106951079510895109951109511195112951139511495115951169511795118951199512095121951229512395124951259512695127951289512995130951319513295133951349513595136951379513895139951409514195142951439514495145951469514795148951499515095151951529515395154951559515695157951589515995160951619516295163951649516595166951679516895169951709517195172951739517495175951769517795178951799518095181951829518395184951859518695187951889518995190951919519295193951949519595196951979519895199952009520195202952039520495205952069520795208952099521095211952129521395214952159521695217952189521995220952219522295223952249522595226952279522895229952309523195232952339523495235952369523795238952399524095241952429524395244952459524695247952489524995250952519525295253952549525595256952579525895259952609526195262952639526495265952669526795268952699527095271952729527395274952759527695277952789527995280952819528295283952849528595286952879528895289952909529195292952939529495295952969529795298952999530095301953029530395304953059530695307953089530995310953119531295313953149531595316953179531895319953209532195322953239532495325953269532795328953299533095331953329533395334953359533695337953389533995340953419534295343953449534595346953479534895349953509535195352953539535495355953569535795358953599536095361953629536395364953659536695367953689536995370953719537295373953749537595376953779537895379953809538195382953839538495385953869538795388953899539095391953929539395394953959539695397953989539995400954019540295403954049540595406954079540895409954109541195412954139541495415954169541795418954199542095421954229542395424954259542695427954289542995430954319543295433954349543595436954379543895439954409544195442954439544495445954469544795448954499545095451954529545395454954559545695457954589545995460954619546295463954649546595466954679546895469954709547195472954739547495475954769547795478954799548095481954829548395484954859548695487954889548995490954919549295493954949549595496954979549895499955009550195502955039550495505955069550795508955099551095511955129551395514955159551695517955189551995520955219552295523955249552595526955279552895529955309553195532955339553495535955369553795538955399554095541955429554395544955459554695547955489554995550955519555295553955549555595556955579555895559955609556195562955639556495565955669556795568955699557095571955729557395574955759557695577955789557995580955819558295583955849558595586955879558895589955909559195592955939559495595955969559795598955999560095601956029560395604956059560695607956089560995610956119561295613956149561595616956179561895619956209562195622956239562495625956269562795628956299563095631956329563395634956359563695637956389563995640956419564295643956449564595646956479564895649956509565195652956539565495655956569565795658956599566095661956629566395664956659566695667956689566995670956719567295673956749567595676956779567895679956809568195682956839568495685956869568795688956899569095691956929569395694956959569695697956989569995700957019570295703957049570595706957079570895709957109571195712957139571495715957169571795718957199572095721957229572395724957259572695727957289572995730957319573295733957349573595736957379573895739957409574195742957439574495745957469574795748957499575095751957529575395754957559575695757957589575995760957619576295763957649576595766957679576895769957709577195772957739577495775957769577795778957799578095781957829578395784957859578695787957889578995790957919579295793957949579595796957979579895799958009580195802958039580495805958069580795808958099581095811958129581395814958159581695817958189581995820958219582295823958249582595826958279582895829958309583195832958339583495835958369583795838958399584095841958429584395844958459584695847958489584995850958519585295853958549585595856958579585895859958609586195862958639586495865958669586795868958699587095871958729587395874958759587695877958789587995880958819588295883958849588595886958879588895889958909589195892958939589495895958969589795898958999590095901959029590395904959059590695907959089590995910959119591295913959149591595916959179591895919959209592195922959239592495925959269592795928959299593095931959329593395934959359593695937959389593995940959419594295943959449594595946959479594895949959509595195952959539595495955959569595795958959599596095961959629596395964959659596695967959689596995970959719597295973959749597595976959779597895979959809598195982959839598495985959869598795988959899599095991959929599395994959959599695997959989599996000960019600296003960049600596006960079600896009960109601196012960139601496015960169601796018960199602096021960229602396024960259602696027960289602996030960319603296033960349603596036960379603896039960409604196042960439604496045960469604796048960499605096051960529605396054960559605696057960589605996060960619606296063960649606596066960679606896069960709607196072960739607496075960769607796078960799608096081960829608396084960859608696087960889608996090960919609296093960949609596096960979609896099961009610196102961039610496105961069610796108961099611096111961129611396114961159611696117961189611996120961219612296123961249612596126961279612896129961309613196132961339613496135961369613796138961399614096141961429614396144961459614696147961489614996150961519615296153961549615596156961579615896159961609616196162961639616496165961669616796168961699617096171961729617396174961759617696177961789617996180961819618296183961849618596186961879618896189961909619196192961939619496195961969619796198961999620096201962029620396204962059620696207962089620996210962119621296213962149621596216962179621896219962209622196222962239622496225962269622796228962299623096231962329623396234962359623696237962389623996240962419624296243962449624596246962479624896249962509625196252962539625496255962569625796258962599626096261962629626396264962659626696267962689626996270962719627296273962749627596276962779627896279962809628196282962839628496285962869628796288962899629096291962929629396294962959629696297962989629996300963019630296303963049630596306963079630896309963109631196312963139631496315963169631796318963199632096321963229632396324963259632696327963289632996330963319633296333963349633596336963379633896339963409634196342963439634496345963469634796348963499635096351963529635396354963559635696357963589635996360963619636296363963649636596366963679636896369963709637196372963739637496375963769637796378963799638096381963829638396384963859638696387963889638996390963919639296393963949639596396963979639896399964009640196402964039640496405964069640796408964099641096411964129641396414964159641696417964189641996420964219642296423964249642596426964279642896429964309643196432964339643496435964369643796438964399644096441964429644396444964459644696447964489644996450964519645296453964549645596456964579645896459964609646196462964639646496465964669646796468964699647096471964729647396474964759647696477964789647996480964819648296483964849648596486964879648896489964909649196492964939649496495964969649796498964999650096501965029650396504965059650696507965089650996510965119651296513965149651596516965179651896519965209652196522965239652496525965269652796528965299653096531965329653396534965359653696537965389653996540965419654296543965449654596546965479654896549965509655196552965539655496555965569655796558965599656096561965629656396564965659656696567965689656996570965719657296573965749657596576965779657896579965809658196582965839658496585965869658796588965899659096591965929659396594965959659696597965989659996600966019660296603966049660596606966079660896609966109661196612966139661496615966169661796618966199662096621966229662396624966259662696627966289662996630966319663296633966349663596636966379663896639966409664196642966439664496645966469664796648966499665096651966529665396654966559665696657966589665996660966619666296663966649666596666966679666896669966709667196672966739667496675966769667796678966799668096681966829668396684966859668696687966889668996690966919669296693966949669596696966979669896699967009670196702967039670496705967069670796708967099671096711967129671396714967159671696717967189671996720967219672296723967249672596726967279672896729967309673196732967339673496735967369673796738967399674096741967429674396744967459674696747967489674996750967519675296753967549675596756967579675896759967609676196762967639676496765967669676796768967699677096771967729677396774967759677696777967789677996780967819678296783967849678596786967879678896789967909679196792967939679496795967969679796798967999680096801968029680396804968059680696807968089680996810968119681296813968149681596816968179681896819968209682196822968239682496825968269682796828968299683096831968329683396834968359683696837968389683996840968419684296843968449684596846968479684896849968509685196852968539685496855968569685796858968599686096861968629686396864968659686696867968689686996870968719687296873968749687596876968779687896879968809688196882968839688496885968869688796888968899689096891968929689396894968959689696897968989689996900969019690296903969049690596906969079690896909969109691196912969139691496915969169691796918969199692096921969229692396924969259692696927969289692996930969319693296933969349693596936969379693896939969409694196942969439694496945969469694796948969499695096951969529695396954969559695696957969589695996960969619696296963969649696596966969679696896969969709697196972969739697496975969769697796978969799698096981969829698396984969859698696987969889698996990969919699296993969949699596996969979699896999970009700197002970039700497005970069700797008970099701097011970129701397014970159701697017970189701997020970219702297023970249702597026970279702897029970309703197032970339703497035970369703797038970399704097041970429704397044970459704697047970489704997050970519705297053970549705597056970579705897059970609706197062970639706497065970669706797068970699707097071970729707397074970759707697077970789707997080970819708297083970849708597086970879708897089970909709197092970939709497095970969709797098970999710097101971029710397104971059710697107971089710997110971119711297113971149711597116971179711897119971209712197122971239712497125971269712797128971299713097131971329713397134971359713697137971389713997140971419714297143971449714597146971479714897149971509715197152971539715497155971569715797158971599716097161971629716397164971659716697167971689716997170971719717297173971749717597176971779717897179971809718197182971839718497185971869718797188971899719097191971929719397194971959719697197971989719997200972019720297203972049720597206972079720897209972109721197212972139721497215972169721797218972199722097221972229722397224972259722697227972289722997230972319723297233972349723597236972379723897239972409724197242972439724497245972469724797248972499725097251972529725397254972559725697257972589725997260972619726297263972649726597266972679726897269972709727197272972739727497275972769727797278972799728097281972829728397284972859728697287972889728997290972919729297293972949729597296972979729897299973009730197302973039730497305973069730797308973099731097311973129731397314973159731697317973189731997320973219732297323973249732597326973279732897329973309733197332973339733497335973369733797338973399734097341973429734397344973459734697347973489734997350973519735297353973549735597356973579735897359973609736197362973639736497365973669736797368973699737097371973729737397374973759737697377973789737997380973819738297383973849738597386973879738897389973909739197392973939739497395973969739797398973999740097401974029740397404974059740697407974089740997410974119741297413974149741597416974179741897419974209742197422974239742497425974269742797428974299743097431974329743397434974359743697437974389743997440974419744297443974449744597446974479744897449974509745197452974539745497455974569745797458974599746097461974629746397464974659746697467974689746997470974719747297473974749747597476974779747897479974809748197482974839748497485974869748797488974899749097491974929749397494974959749697497974989749997500975019750297503975049750597506975079750897509975109751197512975139751497515975169751797518975199752097521975229752397524975259752697527975289752997530975319753297533975349753597536975379753897539975409754197542975439754497545975469754797548975499755097551975529755397554975559755697557975589755997560975619756297563975649756597566975679756897569975709757197572975739757497575975769757797578975799758097581975829758397584975859758697587975889758997590975919759297593975949759597596975979759897599976009760197602976039760497605976069760797608976099761097611976129761397614976159761697617976189761997620976219762297623976249762597626976279762897629976309763197632976339763497635976369763797638976399764097641976429764397644976459764697647976489764997650976519765297653976549765597656976579765897659976609766197662976639766497665976669766797668976699767097671976729767397674976759767697677976789767997680976819768297683976849768597686976879768897689976909769197692976939769497695976969769797698976999770097701977029770397704977059770697707977089770997710977119771297713977149771597716977179771897719977209772197722977239772497725977269772797728977299773097731977329773397734977359773697737977389773997740977419774297743977449774597746977479774897749977509775197752977539775497755977569775797758977599776097761977629776397764977659776697767977689776997770977719777297773977749777597776977779777897779977809778197782977839778497785977869778797788977899779097791977929779397794977959779697797977989779997800978019780297803978049780597806978079780897809978109781197812978139781497815978169781797818978199782097821978229782397824978259782697827978289782997830978319783297833978349783597836978379783897839978409784197842978439784497845978469784797848978499785097851978529785397854978559785697857978589785997860978619786297863978649786597866978679786897869978709787197872978739787497875978769787797878978799788097881978829788397884978859788697887978889788997890978919789297893978949789597896978979789897899979009790197902979039790497905979069790797908979099791097911979129791397914979159791697917979189791997920979219792297923979249792597926979279792897929979309793197932979339793497935979369793797938979399794097941979429794397944979459794697947979489794997950979519795297953979549795597956979579795897959979609796197962979639796497965979669796797968979699797097971979729797397974979759797697977979789797997980979819798297983979849798597986979879798897989979909799197992979939799497995979969799797998979999800098001980029800398004980059800698007980089800998010980119801298013980149801598016980179801898019980209802198022980239802498025980269802798028980299803098031980329803398034980359803698037980389803998040980419804298043980449804598046980479804898049980509805198052980539805498055980569805798058980599806098061980629806398064980659806698067980689806998070980719807298073980749807598076980779807898079980809808198082980839808498085980869808798088980899809098091980929809398094980959809698097980989809998100981019810298103981049810598106981079810898109981109811198112981139811498115981169811798118981199812098121981229812398124981259812698127981289812998130981319813298133981349813598136981379813898139981409814198142981439814498145981469814798148981499815098151981529815398154981559815698157981589815998160981619816298163981649816598166981679816898169981709817198172981739817498175981769817798178981799818098181981829818398184981859818698187981889818998190981919819298193981949819598196981979819898199982009820198202982039820498205982069820798208982099821098211982129821398214982159821698217982189821998220982219822298223982249822598226982279822898229982309823198232982339823498235982369823798238982399824098241982429824398244982459824698247982489824998250982519825298253982549825598256982579825898259982609826198262982639826498265982669826798268982699827098271982729827398274982759827698277982789827998280982819828298283982849828598286982879828898289982909829198292982939829498295982969829798298982999830098301983029830398304983059830698307983089830998310983119831298313983149831598316983179831898319983209832198322983239832498325983269832798328983299833098331983329833398334983359833698337983389833998340983419834298343983449834598346983479834898349983509835198352983539835498355983569835798358983599836098361983629836398364983659836698367983689836998370983719837298373983749837598376983779837898379983809838198382983839838498385983869838798388983899839098391983929839398394983959839698397983989839998400984019840298403984049840598406984079840898409984109841198412984139841498415984169841798418984199842098421984229842398424984259842698427984289842998430984319843298433984349843598436984379843898439984409844198442984439844498445984469844798448984499845098451984529845398454984559845698457984589845998460984619846298463984649846598466984679846898469984709847198472984739847498475984769847798478984799848098481984829848398484984859848698487984889848998490984919849298493984949849598496984979849898499985009850198502985039850498505985069850798508985099851098511985129851398514985159851698517985189851998520985219852298523985249852598526985279852898529985309853198532985339853498535985369853798538985399854098541985429854398544985459854698547985489854998550985519855298553985549855598556985579855898559985609856198562985639856498565985669856798568985699857098571985729857398574985759857698577985789857998580985819858298583985849858598586985879858898589985909859198592985939859498595985969859798598985999860098601986029860398604986059860698607986089860998610986119861298613986149861598616986179861898619986209862198622986239862498625986269862798628986299863098631986329863398634986359863698637986389863998640986419864298643986449864598646986479864898649986509865198652986539865498655986569865798658986599866098661986629866398664986659866698667986689866998670986719867298673986749867598676986779867898679986809868198682986839868498685986869868798688986899869098691986929869398694986959869698697986989869998700987019870298703987049870598706987079870898709987109871198712987139871498715987169871798718987199872098721987229872398724987259872698727987289872998730987319873298733987349873598736987379873898739987409874198742987439874498745987469874798748987499875098751987529875398754987559875698757987589875998760987619876298763987649876598766987679876898769987709877198772987739877498775987769877798778987799878098781987829878398784987859878698787987889878998790987919879298793987949879598796987979879898799988009880198802988039880498805988069880798808988099881098811988129881398814988159881698817988189881998820988219882298823988249882598826988279882898829988309883198832988339883498835988369883798838988399884098841988429884398844988459884698847988489884998850988519885298853988549885598856988579885898859988609886198862988639886498865988669886798868988699887098871988729887398874988759887698877988789887998880988819888298883988849888598886988879888898889988909889198892988939889498895988969889798898988999890098901989029890398904989059890698907989089890998910989119891298913989149891598916989179891898919989209892198922989239892498925989269892798928989299893098931989329893398934989359893698937989389893998940989419894298943989449894598946989479894898949989509895198952989539895498955989569895798958989599896098961989629896398964989659896698967989689896998970989719897298973989749897598976989779897898979989809898198982989839898498985989869898798988989899899098991989929899398994989959899698997989989899999000990019900299003990049900599006990079900899009990109901199012990139901499015990169901799018990199902099021990229902399024990259902699027990289902999030990319903299033990349903599036990379903899039990409904199042990439904499045990469904799048990499905099051990529905399054990559905699057990589905999060990619906299063990649906599066990679906899069990709907199072990739907499075990769907799078990799908099081990829908399084990859908699087990889908999090990919909299093990949909599096990979909899099991009910199102991039910499105991069910799108991099911099111991129911399114991159911699117991189911999120991219912299123991249912599126991279912899129991309913199132991339913499135991369913799138991399914099141991429914399144991459914699147991489914999150991519915299153991549915599156991579915899159991609916199162991639916499165991669916799168991699917099171991729917399174991759917699177991789917999180991819918299183991849918599186991879918899189991909919199192991939919499195991969919799198991999920099201992029920399204992059920699207992089920999210992119921299213992149921599216992179921899219992209922199222992239922499225992269922799228992299923099231992329923399234992359923699237992389923999240992419924299243992449924599246992479924899249992509925199252992539925499255992569925799258992599926099261992629926399264992659926699267992689926999270992719927299273992749927599276992779927899279992809928199282992839928499285992869928799288992899929099291992929929399294992959929699297992989929999300993019930299303993049930599306993079930899309993109931199312993139931499315993169931799318993199932099321993229932399324993259932699327993289932999330993319933299333993349933599336993379933899339993409934199342993439934499345993469934799348993499935099351993529935399354993559935699357993589935999360993619936299363993649936599366993679936899369993709937199372993739937499375993769937799378993799938099381993829938399384993859938699387993889938999390993919939299393993949939599396993979939899399994009940199402994039940499405994069940799408994099941099411994129941399414994159941699417994189941999420994219942299423994249942599426994279942899429994309943199432994339943499435994369943799438994399944099441994429944399444994459944699447994489944999450994519945299453994549945599456994579945899459994609946199462994639946499465994669946799468994699947099471994729947399474994759947699477994789947999480994819948299483994849948599486994879948899489994909949199492994939949499495994969949799498994999950099501995029950399504995059950699507995089950999510995119951299513995149951599516995179951899519995209952199522995239952499525995269952799528995299953099531995329953399534995359953699537995389953999540995419954299543995449954599546995479954899549995509955199552995539955499555995569955799558995599956099561995629956399564995659956699567995689956999570995719957299573995749957599576995779957899579995809958199582995839958499585995869958799588995899959099591995929959399594995959959699597995989959999600996019960299603996049960599606996079960899609996109961199612996139961499615996169961799618996199962099621996229962399624996259962699627996289962999630996319963299633996349963599636996379963899639996409964199642996439964499645996469964799648996499965099651996529965399654996559965699657996589965999660996619966299663996649966599666996679966899669996709967199672996739967499675996769967799678996799968099681996829968399684996859968699687996889968999690996919969299693996949969599696996979969899699997009970199702997039970499705997069970799708997099971099711997129971399714997159971699717997189971999720997219972299723997249972599726997279972899729997309973199732997339973499735997369973799738997399974099741997429974399744997459974699747997489974999750997519975299753997549975599756997579975899759997609976199762997639976499765997669976799768997699977099771997729977399774997759977699777997789977999780997819978299783997849978599786997879978899789997909979199792997939979499795997969979799798997999980099801998029980399804998059980699807998089980999810998119981299813998149981599816998179981899819998209982199822998239982499825998269982799828998299983099831998329983399834998359983699837998389983999840998419984299843998449984599846998479984899849998509985199852998539985499855998569985799858998599986099861998629986399864998659986699867998689986999870998719987299873998749987599876998779987899879998809988199882998839988499885998869988799888998899989099891998929989399894998959989699897998989989999900999019990299903999049990599906999079990899909999109991199912999139991499915999169991799918999199992099921999229992399924999259992699927999289992999930999319993299933999349993599936999379993899939999409994199942999439994499945999469994799948999499995099951999529995399954999559995699957999589995999960999619996299963999649996599966999679996899969999709997199972999739997499975999769997799978999799998099981999829998399984999859998699987999889998999990999919999299993999949999599996999979999899999100000100001100002100003100004100005100006100007100008100009100010100011100012100013100014100015100016100017100018100019100020100021100022100023100024100025100026100027100028100029100030100031100032100033100034100035100036100037100038100039100040100041100042100043100044100045100046100047100048100049100050100051100052100053100054100055100056100057100058100059100060100061100062100063100064100065100066100067100068100069100070100071100072100073100074100075100076100077100078100079100080100081100082100083100084100085100086100087100088100089100090100091100092100093100094100095100096100097100098100099100100100101100102100103100104100105100106100107100108100109100110100111100112100113100114100115100116100117100118100119100120100121100122100123100124100125100126100127100128100129100130100131100132100133100134100135100136100137100138100139100140100141100142100143100144100145100146100147100148100149100150100151100152100153100154100155100156100157100158100159100160100161100162100163100164100165100166100167100168100169100170100171100172100173100174100175100176100177100178100179100180100181100182100183100184100185100186100187100188100189100190100191100192100193100194100195100196100197100198100199100200100201100202100203100204100205100206100207100208100209100210100211100212100213100214100215100216100217100218100219100220100221100222100223100224100225100226100227100228100229100230100231100232100233100234100235100236100237100238100239100240100241100242100243100244100245100246100247100248100249100250100251100252100253100254100255100256100257100258100259100260100261100262100263100264100265100266100267100268100269100270100271100272100273100274100275100276100277100278100279100280100281100282100283100284100285100286100287100288100289100290100291100292100293100294100295100296100297100298100299100300100301100302100303100304100305100306100307100308100309100310100311100312100313100314100315100316100317100318100319100320100321100322100323100324100325100326100327100328100329100330100331100332100333100334100335100336100337100338100339100340100341100342100343100344100345100346100347100348100349100350100351100352100353100354100355100356100357100358100359100360100361100362100363100364100365100366100367100368100369100370100371100372100373100374100375100376100377100378100379100380100381100382100383100384100385100386100387100388100389100390100391100392100393100394100395100396100397100398100399100400100401100402100403100404100405100406100407100408100409100410100411100412100413100414100415100416100417100418100419100420100421100422100423100424100425100426100427100428100429100430100431100432100433100434100435100436100437100438100439100440100441100442100443100444100445100446100447100448100449100450100451100452100453100454100455100456100457100458100459100460100461100462100463100464100465100466100467100468100469100470100471100472100473100474100475100476100477100478100479100480100481100482100483100484100485100486100487100488100489100490100491100492100493100494100495100496100497100498100499100500100501100502100503100504100505100506100507100508100509100510100511100512100513100514100515100516100517100518100519100520100521100522100523100524100525100526100527100528100529100530100531100532100533100534100535100536100537100538100539100540100541100542100543100544100545100546100547100548100549100550100551100552100553100554100555100556100557100558100559100560100561100562100563100564100565100566100567100568100569100570100571100572100573100574100575100576100577100578100579100580100581100582100583100584100585100586100587100588100589100590100591100592100593100594100595100596100597100598100599100600100601100602100603100604100605100606100607100608100609100610100611100612100613100614100615100616100617100618100619100620100621100622100623100624100625100626100627100628100629100630100631100632100633100634100635100636100637100638100639100640100641100642100643100644100645100646100647100648100649100650100651100652100653100654100655100656100657100658100659100660100661100662100663100664100665100666100667100668100669100670100671100672100673100674100675100676100677100678100679100680100681100682100683100684100685100686100687100688100689100690100691100692100693100694100695100696100697100698100699100700100701100702100703100704100705100706100707100708100709100710100711100712100713100714100715100716100717100718100719100720100721100722100723100724100725100726100727100728100729100730100731100732100733100734100735100736100737100738100739100740100741100742100743100744100745100746100747100748100749100750100751100752100753100754100755100756100757100758100759100760100761100762100763100764100765100766100767100768100769100770100771100772100773100774100775100776100777100778100779100780100781100782100783100784100785100786100787100788100789100790100791100792100793100794100795100796100797100798100799100800100801100802100803100804100805100806100807100808100809100810100811100812100813100814100815100816100817100818100819100820100821100822100823100824100825100826100827100828100829100830100831100832100833100834100835100836100837100838100839100840100841100842100843100844100845100846100847100848100849100850100851100852100853100854100855100856100857100858100859100860100861100862100863100864100865100866100867100868100869100870100871100872100873100874100875100876100877100878100879100880100881100882100883100884100885100886100887100888100889100890100891100892100893100894100895100896100897100898100899100900100901100902100903100904100905100906100907100908100909100910100911100912100913100914100915100916100917100918100919100920100921100922100923100924100925100926100927100928100929100930100931100932100933100934100935100936100937100938100939100940100941100942100943100944100945100946100947100948100949100950100951100952100953100954100955100956100957100958100959100960100961100962100963100964100965100966100967100968100969100970100971100972100973100974100975100976100977100978100979100980100981100982100983100984100985100986100987100988100989100990100991100992100993100994100995100996100997100998100999101000101001101002101003101004101005101006101007101008101009101010101011101012101013101014101015101016101017101018101019101020101021101022101023101024101025101026101027101028101029101030101031101032101033101034101035101036101037101038101039101040101041101042101043101044101045101046101047101048101049101050101051101052101053101054101055101056101057101058101059101060101061101062101063101064101065101066101067101068101069101070101071101072101073101074101075101076101077101078101079101080101081101082101083101084101085101086101087101088101089101090101091101092101093101094101095101096101097101098101099101100101101101102101103101104101105101106101107101108101109101110101111101112101113101114101115101116101117101118101119101120101121101122101123101124101125101126101127101128101129101130101131101132101133101134101135101136101137101138101139101140101141101142101143101144101145101146101147101148101149101150101151101152101153101154101155101156101157101158101159101160101161101162101163101164101165101166101167101168101169101170101171101172101173101174101175101176101177101178101179101180101181101182101183101184101185101186101187101188101189101190101191101192101193101194101195101196101197101198101199101200101201101202101203101204101205101206101207101208101209101210101211101212101213101214101215101216101217101218101219101220101221101222101223101224101225101226101227101228101229101230101231101232101233101234101235101236101237101238101239101240101241101242101243101244101245101246101247101248101249101250101251101252101253101254101255101256101257101258101259101260101261101262101263101264101265101266101267101268101269101270101271101272101273101274101275101276101277101278101279101280101281101282101283101284101285101286101287101288101289101290101291101292101293101294101295101296101297101298101299101300101301101302101303101304101305101306101307101308101309101310101311101312101313101314101315101316101317101318101319101320101321101322101323101324101325101326101327101328101329101330101331101332101333101334101335101336101337101338101339101340101341101342101343101344101345101346101347101348101349101350101351101352101353101354101355101356101357101358101359101360101361101362101363101364101365101366101367101368101369101370101371101372101373101374101375101376101377101378101379101380101381101382101383101384101385101386101387101388101389101390101391101392101393101394101395101396101397101398101399101400101401101402101403101404101405101406101407101408101409101410101411101412101413101414101415101416101417101418101419101420101421101422101423101424101425101426101427101428101429101430101431101432101433101434101435101436101437101438101439101440101441101442101443101444101445101446101447101448101449101450101451101452101453101454101455101456101457101458101459101460101461101462101463101464101465101466101467101468101469101470101471101472101473101474101475101476101477101478101479101480101481101482101483101484101485101486101487101488101489101490101491101492101493101494101495101496101497101498101499101500101501101502101503101504101505101506101507101508101509101510101511101512101513101514101515101516101517101518101519101520101521101522101523101524101525101526101527101528101529101530101531101532101533101534101535101536101537101538101539101540101541101542101543101544101545101546101547101548101549101550101551101552101553101554101555101556101557101558101559101560101561101562101563101564101565101566101567101568101569101570101571101572101573101574101575101576101577101578101579101580101581101582101583101584101585101586101587101588101589101590101591101592101593101594101595101596101597101598101599101600101601101602101603101604101605101606101607101608101609101610101611101612101613101614101615101616101617101618101619101620101621101622101623101624101625101626101627101628101629101630101631101632101633101634101635101636101637101638101639101640101641101642101643101644101645101646101647101648101649101650101651101652101653101654101655101656101657101658101659101660101661101662101663101664101665101666101667101668101669101670101671101672101673101674101675101676101677101678101679101680101681101682101683101684101685101686101687101688101689101690101691101692101693101694101695101696101697101698101699101700101701101702101703101704101705101706101707101708101709101710101711101712101713101714101715101716101717101718101719101720101721101722101723101724101725101726101727101728101729101730101731101732101733101734101735101736101737101738101739101740101741101742101743101744101745101746101747101748101749101750101751101752101753101754101755101756101757101758101759101760101761101762101763101764101765101766101767101768101769101770101771101772101773101774101775101776101777101778101779101780101781101782101783101784101785101786101787101788101789101790101791101792101793101794101795101796101797101798101799101800101801101802101803101804101805101806101807101808101809101810101811101812101813101814101815101816101817101818101819101820101821101822101823101824101825101826101827101828101829101830101831101832101833101834101835101836101837101838101839101840101841101842101843101844101845101846101847101848101849101850101851101852101853101854101855101856101857101858101859101860101861101862101863101864101865101866101867101868101869101870101871101872101873101874101875101876101877101878101879101880101881101882101883101884101885101886101887101888101889101890101891101892101893101894101895101896101897101898101899101900101901101902101903101904101905101906101907101908101909101910101911101912101913101914101915101916101917101918101919101920101921101922101923101924101925101926101927101928101929101930101931101932101933101934101935101936101937101938101939101940101941101942101943101944101945101946101947101948101949101950101951101952101953101954101955101956101957101958101959101960101961101962101963101964101965101966101967101968101969101970101971101972101973101974101975101976101977101978101979101980101981101982101983101984101985101986101987101988101989101990101991101992101993101994101995101996101997101998101999102000102001102002102003102004102005102006102007102008102009102010102011102012102013102014102015102016102017102018102019102020102021102022102023102024102025102026102027102028102029102030102031102032102033102034102035102036102037102038102039102040102041102042102043102044102045102046102047102048102049102050102051102052102053102054102055102056102057102058102059102060102061102062102063102064102065102066102067102068102069102070102071102072102073102074102075102076102077102078102079102080102081102082102083102084102085102086102087102088102089102090102091102092102093102094102095102096102097102098102099102100102101102102102103102104102105102106102107102108102109102110102111102112102113102114102115102116102117102118102119102120102121102122102123102124102125102126102127102128102129102130102131102132102133102134102135102136102137102138102139102140102141102142102143102144102145102146102147102148102149102150102151102152102153102154102155102156102157102158102159102160102161102162102163102164102165102166102167102168102169102170102171102172102173102174102175102176102177102178102179102180102181102182102183102184102185102186102187102188102189102190102191102192102193102194102195102196102197102198102199102200102201102202102203102204102205102206102207102208102209102210102211102212102213102214102215102216102217102218102219102220102221102222102223102224102225102226102227102228102229102230102231102232102233102234102235102236102237102238102239102240102241102242102243102244102245102246102247102248102249102250102251102252102253102254102255102256102257102258102259102260102261102262102263102264102265102266102267102268102269102270102271102272102273102274102275102276102277102278102279102280102281102282102283102284102285102286102287102288102289102290102291102292102293102294102295102296102297102298102299102300102301102302102303102304102305102306102307102308102309102310102311102312102313102314102315102316102317102318102319102320102321102322102323102324102325102326102327102328102329102330102331102332102333102334102335102336102337102338102339102340102341102342102343102344102345102346102347102348102349102350102351102352102353102354102355102356102357102358102359102360102361102362102363102364102365102366102367102368102369102370102371102372102373102374102375102376102377102378102379102380102381102382102383102384102385102386102387102388102389102390102391102392102393102394102395102396102397102398102399102400102401102402102403102404102405102406102407102408102409102410102411102412102413102414102415102416102417102418102419102420102421102422102423102424102425102426102427102428102429102430102431102432102433102434102435102436102437102438102439102440102441102442102443102444102445102446102447102448102449102450102451102452102453102454102455102456102457102458102459102460102461102462102463102464102465102466102467102468102469102470102471102472102473102474102475102476102477102478102479102480102481102482102483102484102485102486102487102488102489102490102491102492102493102494102495102496102497102498102499102500102501102502102503102504102505102506102507102508102509102510102511102512102513102514102515102516102517102518102519102520102521102522102523102524102525102526102527102528102529102530102531102532102533102534102535102536102537102538102539102540102541102542102543102544102545102546102547102548102549102550102551102552102553102554102555102556102557102558102559102560102561102562102563102564102565102566102567102568102569102570102571102572102573102574102575102576102577102578102579102580102581102582102583102584102585102586102587102588102589102590102591102592102593102594102595102596102597102598102599102600102601102602102603102604102605102606102607102608102609102610102611102612102613102614102615102616102617102618102619102620102621102622102623102624102625102626102627102628102629102630102631102632102633102634102635102636102637102638102639102640102641102642102643102644102645102646102647102648102649102650102651102652102653102654102655102656102657102658102659102660102661102662102663102664102665102666102667102668102669102670102671102672102673102674102675102676102677102678102679102680102681102682102683102684102685102686102687102688102689102690102691102692102693102694102695102696102697102698102699102700102701102702102703102704102705102706102707102708102709102710102711102712102713102714102715102716102717102718102719102720102721102722102723102724102725102726102727102728102729102730102731102732102733102734102735102736102737102738102739102740102741102742102743102744102745102746102747102748102749102750102751102752102753102754102755102756102757102758102759102760102761102762102763102764102765102766102767102768102769102770102771102772102773102774102775102776102777102778102779102780102781102782102783102784102785102786102787102788102789102790102791102792102793102794102795102796102797102798102799102800102801102802102803102804102805102806102807102808102809102810102811102812102813102814102815102816102817102818102819102820102821102822102823102824102825102826102827102828102829102830102831102832102833102834102835102836102837102838102839102840102841102842102843102844102845102846102847102848102849102850102851102852102853102854102855102856102857102858102859102860102861102862102863102864102865102866102867102868102869102870102871102872102873102874102875102876102877102878102879102880102881102882102883102884102885102886102887102888102889102890102891102892102893102894102895102896102897102898102899102900102901102902102903102904102905102906102907102908102909102910102911102912102913102914102915102916102917102918102919102920102921102922102923102924102925102926102927102928102929102930102931102932102933102934102935102936102937102938102939102940102941102942102943102944102945102946102947102948102949102950102951102952102953102954102955102956102957102958102959102960102961102962102963102964102965102966102967102968102969102970102971102972102973102974102975102976102977102978102979102980102981102982102983102984102985102986102987102988102989102990102991102992102993102994102995102996102997102998102999103000103001103002103003103004103005103006103007103008103009103010103011103012103013103014103015103016103017103018103019103020103021103022103023103024103025103026103027103028103029103030103031103032103033103034103035103036103037103038103039103040103041103042103043103044103045103046103047103048103049103050103051103052103053103054103055103056103057103058103059103060103061103062103063103064103065103066103067103068103069103070103071103072103073103074103075103076103077103078103079103080103081103082103083103084103085103086103087103088103089103090103091103092103093103094103095103096103097103098103099103100103101103102103103103104103105103106103107103108103109103110103111103112103113103114103115103116103117103118103119103120103121103122103123103124103125103126103127103128103129103130103131103132103133103134103135103136103137103138103139103140103141103142103143103144103145103146103147103148103149103150103151103152103153103154103155103156103157103158103159103160103161103162103163103164103165103166103167103168103169103170103171103172103173103174103175103176103177103178103179103180103181103182103183103184103185103186103187103188103189103190103191103192103193103194103195103196103197103198103199103200103201103202103203103204103205103206103207103208103209103210103211103212103213103214103215103216103217103218103219103220103221103222103223103224103225103226103227103228103229103230103231103232103233103234103235103236103237103238103239103240103241103242103243103244103245103246103247103248103249103250103251103252103253103254103255103256103257103258103259103260103261103262103263103264103265103266103267103268103269103270103271103272103273103274103275103276103277103278103279103280103281103282103283103284103285103286103287103288103289103290103291103292103293103294103295103296103297103298103299103300103301103302103303103304103305103306103307103308103309103310103311103312103313103314103315103316103317103318103319103320103321103322103323103324103325103326103327103328103329103330103331103332103333103334103335103336103337103338103339103340103341103342103343103344103345103346103347103348103349103350103351103352103353103354103355103356103357103358103359103360103361103362103363103364103365103366103367103368103369103370103371103372103373103374103375103376103377103378103379103380103381103382103383103384103385103386103387103388103389103390103391103392103393103394103395103396103397103398103399103400103401103402103403103404103405103406103407103408103409103410103411103412103413103414103415103416103417103418103419103420103421103422103423103424103425103426103427103428103429103430103431103432103433103434103435103436103437103438103439103440103441103442103443103444103445103446103447103448103449103450103451103452103453103454103455103456103457103458103459103460103461103462103463103464103465103466103467103468103469103470103471103472103473103474103475103476103477103478103479103480103481103482103483103484103485103486103487103488103489103490103491103492103493103494103495103496103497103498103499103500103501103502103503103504103505103506103507103508103509103510103511103512103513103514103515103516103517103518103519103520103521103522103523103524103525103526103527103528103529103530103531103532103533103534103535103536103537103538103539103540103541103542103543103544103545103546103547103548103549103550103551103552103553103554103555103556103557103558103559103560103561103562103563103564103565103566103567103568103569103570103571103572103573103574103575103576103577103578103579103580103581103582103583103584103585103586103587103588103589103590103591103592103593103594103595103596103597103598103599103600103601103602103603103604103605103606103607103608103609103610103611103612103613103614103615103616103617103618103619103620103621103622103623103624103625103626103627103628103629103630103631103632103633103634103635103636103637103638103639103640103641103642103643103644103645103646103647103648103649103650103651103652103653103654103655103656103657103658103659103660103661103662103663103664103665103666103667103668103669103670103671103672103673103674103675103676103677103678103679103680103681103682103683103684103685103686103687103688103689103690103691103692103693103694103695103696103697103698103699103700103701103702103703103704103705103706103707103708103709103710103711103712103713103714103715103716103717103718103719103720103721103722103723103724103725103726103727103728103729103730103731103732103733103734103735103736103737103738103739103740103741103742103743103744103745103746103747103748103749103750103751103752103753103754103755103756103757103758103759103760103761103762103763103764103765103766103767103768103769103770103771103772103773103774103775103776103777103778103779103780103781103782103783103784103785103786103787103788103789103790103791103792103793103794103795103796103797103798103799103800103801103802103803103804103805103806103807103808103809103810103811103812103813103814103815103816103817103818103819103820103821103822103823103824103825103826103827103828103829103830103831103832103833103834103835103836103837103838103839103840103841103842103843103844103845103846103847103848103849103850103851103852103853103854103855103856103857103858103859103860103861103862103863103864103865103866103867103868103869103870103871103872103873103874103875103876103877103878103879103880103881103882103883103884103885103886103887103888103889103890103891103892103893103894103895103896103897103898103899103900103901103902103903103904103905103906103907103908103909103910103911103912103913103914103915103916103917103918103919103920103921103922103923103924103925103926103927103928103929103930103931103932103933103934103935103936103937103938103939103940103941103942103943103944103945103946103947103948103949103950103951103952103953103954103955103956103957103958103959103960103961103962103963103964103965103966103967103968103969103970103971103972103973103974103975103976103977103978103979103980103981103982103983103984103985103986103987103988103989103990103991103992103993103994103995103996103997103998103999104000104001104002104003104004104005104006104007104008104009104010104011104012104013104014104015104016104017104018104019104020104021104022104023104024104025104026104027104028104029104030104031104032104033104034104035104036104037104038104039104040104041104042104043104044104045104046104047104048104049104050104051104052104053104054104055104056104057104058104059104060104061104062104063104064104065104066104067104068104069104070104071104072104073104074104075104076104077104078104079104080104081104082104083104084104085104086104087104088104089104090104091104092104093104094104095104096104097104098104099104100104101104102104103104104104105104106104107104108104109104110104111104112104113104114104115104116104117104118104119104120104121104122104123104124104125104126104127104128104129104130104131104132104133104134104135104136104137104138104139104140104141104142104143104144104145104146104147104148104149104150104151104152104153104154104155104156104157104158104159104160104161104162104163104164104165104166104167104168104169104170104171104172104173104174104175104176104177104178104179104180104181104182104183104184104185104186104187104188104189104190104191104192104193104194104195104196104197104198104199104200104201104202104203104204104205104206104207104208104209104210104211104212104213104214104215104216104217104218104219104220104221104222104223104224104225104226104227104228104229104230104231104232104233104234104235104236104237104238104239104240104241104242104243104244104245104246104247104248104249104250104251104252104253104254104255104256104257104258104259104260104261104262104263104264104265104266104267104268104269104270104271104272104273104274104275104276104277104278104279104280104281104282104283104284104285104286104287104288104289104290104291104292104293104294104295104296104297104298104299104300104301104302104303104304104305104306104307104308104309104310104311104312104313104314104315104316104317104318104319104320104321104322104323104324104325104326104327104328104329104330104331104332104333104334104335104336104337104338104339104340104341104342104343104344104345104346104347104348104349104350104351104352104353104354104355104356104357104358104359104360104361104362104363104364104365104366104367104368104369104370104371104372104373104374104375104376104377104378104379104380104381104382104383104384104385104386104387104388104389104390104391104392104393104394104395104396104397104398104399104400104401104402104403104404104405104406104407104408104409104410104411104412104413104414104415104416104417104418104419104420104421104422104423104424104425104426104427104428104429104430104431104432104433104434104435104436104437104438104439104440104441104442104443104444104445104446104447104448104449104450104451104452104453104454104455104456104457104458104459104460104461104462104463104464104465104466104467104468104469104470104471104472104473104474104475104476104477104478104479104480104481104482104483104484104485104486104487104488104489104490104491104492104493104494104495104496104497104498104499104500104501104502104503104504104505104506104507104508104509104510104511104512104513104514104515104516104517104518104519104520104521104522104523104524104525104526104527104528104529104530104531104532104533104534104535104536104537104538104539104540104541104542104543104544104545104546104547104548104549104550104551104552104553104554104555104556104557104558104559104560104561104562104563104564104565104566104567104568104569104570104571104572104573104574104575104576104577104578104579104580104581104582104583104584104585104586104587104588104589104590104591104592104593104594104595104596104597104598104599104600104601104602104603104604104605104606104607104608104609104610104611104612104613104614104615104616104617104618104619104620104621104622104623104624104625104626104627104628104629104630104631104632104633104634104635104636104637104638104639104640104641104642104643104644104645104646104647104648104649104650104651104652104653104654104655104656104657104658104659104660104661104662104663104664104665104666104667104668104669104670104671104672104673104674104675104676104677104678104679104680104681104682104683104684104685104686104687104688104689104690104691104692104693104694104695104696104697104698104699104700104701104702104703104704104705104706104707104708104709104710104711104712104713104714104715104716104717104718104719104720104721104722104723104724104725104726104727104728104729104730104731104732104733104734104735104736104737104738104739104740104741104742104743104744104745104746104747104748104749104750104751104752104753104754104755104756104757104758104759104760104761104762104763104764104765104766104767104768104769104770104771104772104773104774104775104776104777104778104779104780104781104782104783104784104785104786104787104788104789104790104791104792104793104794104795104796104797104798104799104800104801104802104803104804104805104806104807104808104809104810104811104812104813104814104815104816104817104818104819104820104821104822104823104824104825104826104827104828104829104830104831104832104833104834104835104836104837104838104839104840104841104842104843104844104845104846104847104848104849104850104851104852104853104854104855104856104857104858104859104860104861104862104863104864104865104866104867104868104869104870104871104872104873104874104875104876104877104878104879104880104881104882104883104884104885104886104887104888104889104890104891104892104893104894104895104896104897104898104899104900104901104902104903104904104905104906104907104908104909104910104911104912104913104914104915104916104917104918104919104920104921104922104923104924104925104926104927104928104929104930104931104932104933104934104935104936104937104938104939104940104941104942104943104944104945104946104947104948104949104950104951104952104953104954104955104956104957104958104959104960104961104962104963104964104965104966104967104968104969104970104971104972104973104974104975104976104977104978104979104980104981104982104983104984104985104986104987104988104989104990104991104992104993104994104995104996104997104998104999105000105001105002105003105004105005105006105007105008105009105010105011105012105013105014105015105016105017105018105019105020105021105022105023105024105025105026105027105028105029105030105031105032105033105034105035105036105037105038105039105040105041105042105043105044105045105046105047105048105049105050105051105052105053105054105055105056105057105058105059105060105061105062105063105064105065105066105067105068105069105070105071105072105073105074105075105076105077105078105079105080105081105082105083105084105085105086105087105088105089105090105091105092105093105094105095105096105097105098105099105100105101105102105103105104105105105106105107105108105109105110105111105112105113105114105115105116105117105118105119105120105121105122105123105124105125105126105127105128105129105130105131105132105133105134105135105136105137105138105139105140105141105142105143105144105145105146105147105148105149105150105151105152105153105154105155105156105157105158105159105160105161105162105163105164105165105166105167105168105169105170105171105172105173105174105175105176105177105178105179105180105181105182105183105184105185105186105187105188105189105190105191105192105193105194105195105196105197105198105199105200105201105202105203105204105205105206105207105208105209105210105211105212105213105214105215105216105217105218105219105220105221105222105223105224105225105226105227105228105229105230105231105232105233105234105235105236105237105238105239105240105241105242105243105244105245105246105247105248105249105250105251105252105253105254105255105256105257105258105259105260105261105262105263105264105265105266105267105268105269105270105271105272105273105274105275105276105277105278105279105280105281105282105283105284105285105286105287105288105289105290105291105292105293105294105295105296105297105298105299105300105301105302105303105304105305105306105307105308105309105310105311105312105313105314105315105316105317105318105319105320105321105322105323105324105325105326105327105328105329105330105331105332105333105334105335105336105337105338105339105340105341105342105343105344105345105346105347105348105349105350105351105352105353105354105355105356105357105358105359105360105361105362105363105364105365105366105367105368105369105370105371105372105373105374105375105376105377105378105379105380105381105382105383105384105385105386105387105388105389105390105391105392105393105394105395105396105397105398105399105400105401105402105403105404105405105406105407105408105409105410105411105412105413105414105415105416105417105418105419105420105421105422105423105424105425105426105427105428105429105430105431105432105433105434105435105436105437105438105439105440105441105442105443105444105445105446105447105448105449105450105451105452105453105454105455105456105457105458105459105460105461105462105463105464105465105466105467105468105469105470105471105472105473105474105475105476105477105478105479105480105481105482105483105484105485105486105487105488105489105490105491105492105493105494105495105496105497105498105499105500105501105502105503105504105505105506105507105508105509105510105511105512105513105514105515105516105517105518105519105520105521105522105523105524105525105526105527105528105529105530105531105532105533105534105535105536105537105538105539105540105541105542105543105544105545105546105547105548105549105550105551105552105553105554105555105556105557105558105559105560105561105562105563105564105565105566105567105568105569105570105571105572105573105574105575105576105577105578105579105580105581105582105583105584105585105586105587105588105589105590105591105592105593105594105595105596105597105598105599105600105601105602105603105604105605105606105607105608105609105610105611105612105613105614105615105616105617105618105619105620105621105622105623105624105625105626105627105628105629105630105631105632105633105634105635105636105637105638105639105640105641105642105643105644105645105646105647105648105649105650105651105652105653105654105655105656105657105658105659105660105661105662105663105664105665105666105667105668105669105670105671105672105673105674105675105676105677105678105679105680105681105682105683105684105685105686105687105688105689105690105691105692105693105694105695105696105697105698105699105700105701105702105703105704105705105706105707105708105709105710105711105712105713105714105715105716105717105718105719105720105721105722105723105724105725105726105727105728105729105730105731105732105733105734105735105736105737105738105739105740105741105742105743105744105745105746105747105748105749105750105751105752105753105754105755105756105757105758105759105760105761105762105763105764105765105766105767105768105769105770105771105772105773105774105775105776105777105778105779105780105781105782105783105784105785105786105787105788105789105790105791105792105793105794105795105796105797105798105799105800105801105802105803105804105805105806105807105808105809105810105811105812105813105814105815105816105817105818105819105820105821105822105823105824105825105826105827105828105829105830105831105832105833105834105835105836105837105838105839105840105841105842105843105844105845105846105847105848105849105850105851105852105853105854105855105856105857105858105859105860105861105862105863105864105865105866105867105868105869105870105871105872105873105874105875105876105877105878105879105880105881105882105883105884105885105886105887105888105889105890105891105892105893105894105895105896105897105898105899105900105901105902105903105904105905105906105907105908105909105910105911105912105913105914105915105916105917105918105919105920105921105922105923105924105925105926105927105928105929105930105931105932105933105934105935105936105937105938105939105940105941105942105943105944105945105946105947105948105949105950105951105952105953105954105955105956105957105958105959105960105961105962105963105964105965105966105967105968105969105970105971105972105973105974105975105976105977105978105979105980105981105982105983105984105985105986105987105988105989105990105991105992105993105994105995105996105997105998105999106000106001106002106003106004106005106006106007106008106009106010106011106012106013106014106015106016106017106018106019106020106021106022106023106024106025106026106027106028106029106030106031106032106033106034106035106036106037106038106039106040106041106042106043106044106045106046106047106048106049106050106051106052106053106054106055106056106057106058106059106060106061106062106063106064106065106066106067106068106069106070106071106072106073106074106075106076106077106078106079106080106081106082106083106084106085106086106087106088106089106090106091106092106093106094106095106096106097106098106099106100106101106102106103106104106105106106106107106108106109106110106111106112106113106114106115106116106117106118106119106120106121106122106123106124106125106126106127106128106129106130106131106132106133106134106135106136106137106138106139106140106141106142106143106144106145106146106147106148106149106150106151106152106153106154106155106156106157106158106159106160106161106162106163106164106165106166106167106168106169106170106171106172106173106174106175106176106177106178106179106180106181106182106183106184106185106186106187106188106189106190106191106192106193106194106195106196106197106198106199106200106201106202106203106204106205106206106207106208106209106210106211106212106213106214106215106216106217106218106219106220106221106222106223106224106225106226106227106228106229106230106231106232106233106234106235106236106237106238106239106240106241106242106243106244106245106246106247106248106249106250106251106252106253106254106255106256106257106258106259106260106261106262106263106264106265106266106267106268106269106270106271106272106273106274106275106276106277106278106279106280106281106282106283106284106285106286106287106288106289106290106291106292106293106294106295106296106297106298106299106300106301106302106303106304106305106306106307106308106309106310106311106312106313106314106315106316106317106318106319106320106321106322106323106324106325106326106327106328106329106330106331106332106333106334106335106336106337106338106339106340106341106342106343106344106345106346106347106348106349106350106351106352106353106354106355106356106357106358106359106360106361106362106363106364106365106366106367106368106369106370106371106372106373106374106375106376106377106378106379106380106381106382106383106384106385106386106387106388106389106390106391106392106393106394106395106396106397106398106399106400106401106402106403106404106405106406106407106408106409106410106411106412106413106414106415106416106417106418106419106420106421106422106423106424106425106426106427106428106429106430106431106432106433106434106435106436106437106438106439106440106441106442106443106444106445106446106447106448106449106450106451106452106453106454106455106456106457106458106459106460106461106462106463106464106465106466106467106468106469106470106471106472106473106474106475106476106477106478106479106480106481106482106483106484106485106486106487106488106489106490106491106492106493106494106495106496106497106498106499106500106501106502106503106504106505106506106507106508106509106510106511106512106513106514106515106516106517106518106519106520106521106522106523106524106525106526106527106528106529106530106531106532106533106534106535106536106537106538106539106540106541106542106543106544106545106546106547106548106549106550106551106552106553106554106555106556106557106558106559106560106561106562106563106564106565106566106567106568106569106570106571106572106573106574106575106576106577106578106579106580106581106582106583106584106585106586106587106588106589106590106591106592106593106594106595106596106597106598106599106600106601106602106603106604106605106606106607106608106609106610106611106612106613106614106615106616106617106618106619106620106621106622106623106624106625106626106627106628106629106630106631106632106633106634106635106636106637106638106639106640106641106642106643106644106645106646106647106648106649106650106651106652106653106654106655106656106657106658106659106660106661106662106663106664106665106666106667106668106669106670106671106672106673106674106675106676106677106678106679106680106681106682106683106684106685106686106687106688106689106690106691106692106693106694106695106696106697106698106699106700106701106702106703106704106705106706106707106708106709106710106711106712106713106714106715106716106717106718106719106720106721106722106723106724106725106726106727106728106729106730106731106732106733106734106735106736106737106738106739106740106741106742106743106744106745106746106747106748106749106750106751106752106753106754106755106756106757106758106759106760106761106762106763106764106765106766106767106768106769106770106771106772106773106774106775106776106777106778106779106780106781106782106783106784106785106786106787106788106789106790106791106792106793106794106795106796106797106798106799106800106801106802106803106804106805106806106807106808106809106810106811106812106813106814106815106816106817106818106819106820106821106822106823106824106825106826106827106828106829106830106831106832106833106834106835106836106837106838106839106840106841106842106843106844106845106846106847106848106849106850106851106852106853106854106855106856106857106858106859106860106861106862106863106864106865106866106867106868106869106870106871106872106873106874106875106876106877106878106879106880106881106882106883106884106885106886106887106888106889106890106891106892106893106894106895106896106897106898106899106900106901106902106903106904106905106906106907106908106909106910106911106912106913106914106915106916106917106918106919106920106921106922106923106924106925106926106927106928106929106930106931106932106933106934106935106936106937106938106939106940106941106942106943106944106945106946106947106948106949106950106951106952106953106954106955106956106957106958106959106960106961106962106963106964106965106966106967106968106969106970106971106972106973106974106975106976106977106978106979106980106981106982106983106984106985106986106987106988106989106990106991106992106993106994106995106996106997106998106999107000107001107002107003107004107005107006107007107008107009107010107011107012107013107014107015107016107017107018107019107020107021107022107023107024107025107026107027107028107029107030107031107032107033107034107035107036107037107038107039107040107041107042107043107044107045107046107047107048107049107050107051107052107053107054107055107056107057107058107059107060107061107062107063107064107065107066107067107068107069107070107071107072107073107074107075107076107077107078107079107080107081107082107083107084107085107086107087107088107089107090107091107092107093107094107095107096107097107098107099107100107101107102107103107104107105107106107107107108107109107110107111107112107113107114107115107116107117107118107119107120107121107122107123107124107125107126107127107128107129107130107131107132107133107134107135107136107137107138107139107140107141107142107143107144107145107146107147107148107149107150107151107152107153107154107155107156107157107158107159107160107161107162107163107164107165107166107167107168107169107170107171107172107173107174107175107176107177107178107179107180107181107182107183107184107185107186107187107188107189107190107191107192107193107194107195107196107197107198107199107200107201107202107203107204107205107206107207107208107209107210107211107212107213107214107215107216107217107218107219107220107221107222107223107224107225107226107227107228107229107230107231107232107233107234107235107236107237107238107239107240107241107242107243107244107245107246107247107248107249107250107251107252107253107254107255107256107257107258107259107260107261107262107263107264107265107266107267107268107269107270107271107272107273107274107275107276107277107278107279107280107281107282107283107284107285107286107287107288107289107290107291107292107293107294107295107296107297107298107299107300107301107302107303107304107305107306107307107308107309107310107311107312107313107314107315107316107317107318107319107320107321107322107323107324107325107326107327107328107329107330107331107332107333107334107335107336107337107338107339107340107341107342107343107344107345107346107347107348107349107350107351107352107353107354107355107356107357107358107359107360107361107362107363107364107365107366107367107368107369107370107371107372107373107374107375107376107377107378107379107380107381107382107383107384107385107386107387107388107389107390107391107392107393107394107395107396107397107398107399107400107401107402107403107404107405107406107407107408107409107410107411107412107413107414107415107416107417107418107419107420107421107422107423107424107425107426107427107428107429107430107431107432107433107434107435107436107437107438107439107440107441107442107443107444107445107446107447107448107449107450107451107452107453107454107455107456107457107458107459107460107461107462107463107464107465107466107467107468107469107470107471107472107473107474107475107476107477107478107479107480107481107482107483107484107485107486107487107488107489107490107491107492107493107494107495107496107497107498107499107500107501107502107503107504107505107506107507107508107509107510107511107512107513107514107515107516107517107518107519107520107521107522107523107524107525107526107527107528107529107530107531107532107533107534107535107536107537107538107539107540107541107542107543107544107545107546107547107548107549107550107551107552107553107554107555107556107557107558107559107560107561107562107563107564107565107566107567107568107569107570107571107572107573107574107575107576107577107578107579107580107581107582107583107584107585107586107587107588107589107590107591107592107593107594107595107596107597107598107599107600107601107602107603107604107605107606107607107608107609107610107611107612107613107614107615107616107617107618107619107620107621107622107623107624107625107626107627107628107629107630107631107632107633107634107635107636107637107638107639107640107641107642107643107644107645107646107647107648107649107650107651107652107653107654107655107656107657107658107659107660107661107662107663107664107665107666107667107668107669107670107671107672107673107674107675107676107677107678107679107680107681107682107683107684107685107686107687107688107689107690107691107692107693107694107695107696107697107698107699107700107701107702107703107704107705107706107707107708107709107710107711107712107713107714107715107716107717107718107719107720107721107722107723107724107725107726107727107728107729107730107731107732107733107734107735107736107737107738107739107740107741107742107743107744107745107746107747107748107749107750107751107752107753107754107755107756107757107758107759107760107761107762107763107764107765107766107767107768107769107770107771107772107773107774107775107776107777107778107779107780107781107782107783107784107785107786107787107788107789107790107791107792107793107794107795107796107797107798107799107800107801107802107803107804107805107806107807107808107809107810107811107812107813107814107815107816107817107818107819107820107821107822107823107824107825107826107827107828107829107830107831107832107833107834107835107836107837107838107839107840107841107842107843107844107845107846107847107848107849107850107851107852107853107854107855107856107857107858107859107860107861107862107863107864107865107866107867107868107869107870107871107872107873107874107875107876107877107878107879107880107881107882107883107884107885107886107887107888107889107890107891107892107893107894107895107896107897107898107899107900107901107902107903107904107905107906107907107908107909107910107911107912107913107914107915107916107917107918107919107920107921107922107923107924107925107926107927107928107929107930107931107932107933107934107935107936107937107938107939107940107941107942107943107944107945107946107947107948107949107950107951107952107953107954107955107956107957107958107959107960107961107962107963107964107965107966107967107968107969107970107971107972107973107974107975107976107977107978107979107980107981107982107983107984107985107986107987107988107989107990107991107992107993107994107995107996107997107998107999108000108001108002108003108004108005108006108007108008108009108010108011108012108013108014108015108016108017108018108019108020108021108022108023108024108025108026108027108028108029108030108031108032108033108034108035108036108037108038108039108040108041108042108043108044108045108046108047108048108049108050108051108052108053108054108055108056108057108058108059108060108061108062108063108064108065108066108067108068108069108070108071108072108073108074108075108076108077108078108079108080108081108082108083108084108085108086108087108088108089108090108091108092108093108094108095108096108097108098108099108100108101108102108103108104108105108106108107108108108109108110108111108112108113108114108115108116108117108118108119108120108121108122108123108124108125108126108127108128108129108130108131108132108133108134108135108136108137108138108139108140108141108142108143108144108145108146108147108148108149108150108151108152108153108154108155108156108157108158108159108160108161108162108163108164108165108166108167108168108169108170108171108172108173108174108175108176108177108178108179108180108181108182108183108184108185108186108187108188108189108190108191108192108193108194108195108196108197108198108199108200108201108202108203108204108205108206108207108208108209108210108211108212108213108214108215108216108217108218108219108220108221108222108223108224108225108226108227108228108229108230108231108232108233108234108235108236108237108238108239108240108241108242108243108244108245108246108247108248108249108250108251108252108253108254108255108256108257108258108259108260108261108262108263108264108265108266108267108268108269108270108271108272108273108274108275108276108277108278108279108280108281108282108283108284108285108286108287108288108289108290108291108292108293108294108295108296108297108298108299108300108301108302108303108304108305108306108307108308108309108310108311108312108313108314108315108316108317108318108319108320108321108322108323108324108325108326108327108328108329108330108331108332108333108334108335108336108337108338108339108340108341108342108343108344108345108346108347108348108349108350108351108352108353108354108355108356108357108358108359108360108361108362108363108364108365108366108367108368108369108370108371108372108373108374108375108376108377108378108379108380108381108382108383108384108385108386108387108388108389108390108391108392108393108394108395108396108397108398108399108400108401108402108403108404108405108406108407108408108409108410108411108412108413108414108415108416108417108418108419108420108421108422108423108424108425108426108427108428108429108430108431108432108433108434108435108436108437108438108439108440108441108442108443108444108445108446108447108448108449108450108451108452108453108454108455108456108457108458108459108460108461108462108463108464108465108466108467108468108469108470108471108472108473108474108475108476108477108478108479108480108481108482108483108484108485108486108487108488108489108490108491108492108493108494108495108496108497108498108499108500108501108502108503108504108505108506108507108508108509108510108511108512108513108514108515108516108517108518108519108520108521108522108523108524108525108526108527108528108529108530108531108532108533108534108535108536108537108538108539108540108541108542108543108544108545108546108547108548108549108550108551108552108553108554108555108556108557108558108559108560108561108562108563108564108565108566108567108568108569108570108571108572108573108574108575108576108577108578108579108580108581108582108583108584108585108586108587108588108589108590108591108592108593108594108595108596108597108598108599108600108601108602108603108604108605108606108607108608108609108610108611108612108613108614108615108616108617108618108619108620108621108622108623108624108625108626108627108628108629108630108631108632108633108634108635108636108637108638108639108640108641108642108643108644108645108646108647108648108649108650108651108652108653108654108655108656108657108658108659108660108661108662108663108664108665108666108667108668108669108670108671108672108673108674108675108676108677108678108679108680108681108682108683108684108685108686108687108688108689108690108691108692108693108694108695108696108697108698108699108700108701108702108703108704108705108706108707108708108709108710108711108712108713108714108715108716108717108718108719108720108721108722108723108724108725108726108727108728108729108730108731108732108733108734108735108736108737108738108739108740108741108742108743108744108745108746108747108748108749108750108751108752108753108754108755108756108757108758108759108760108761108762108763108764108765108766108767108768108769108770108771108772108773108774108775108776108777108778108779108780108781108782108783108784108785108786108787108788108789108790108791108792108793108794108795108796108797108798108799108800108801108802108803108804108805108806108807108808108809108810108811108812108813108814108815108816108817108818108819108820108821108822108823108824108825108826108827108828108829108830108831108832108833108834108835108836108837108838108839108840108841108842108843108844108845108846108847108848108849108850108851108852108853108854108855108856108857108858108859108860108861108862108863108864108865108866108867108868108869108870108871108872108873108874108875108876108877108878108879108880108881108882108883108884108885108886108887108888108889108890108891108892108893108894108895108896108897108898108899108900108901108902108903108904108905108906108907108908108909108910108911108912108913108914108915108916108917108918108919108920108921108922108923108924108925108926108927108928108929108930108931108932108933108934108935108936108937108938108939108940108941108942108943108944108945108946108947108948108949108950108951108952108953108954108955108956108957108958108959108960108961108962108963108964108965108966108967108968108969108970108971108972108973108974108975108976108977108978108979108980108981108982108983108984108985108986108987108988108989108990108991108992108993108994108995108996108997108998108999109000109001109002109003109004109005109006109007109008109009109010109011109012109013109014109015109016109017109018109019109020109021109022109023109024109025109026109027109028109029109030109031109032109033109034109035109036109037109038109039109040109041109042109043109044109045109046109047109048109049109050109051109052109053109054109055109056109057109058109059109060109061109062109063109064109065109066109067109068109069109070109071109072109073109074109075109076109077109078109079109080109081109082109083109084109085109086109087109088109089109090109091109092109093109094109095109096109097109098109099109100109101109102109103109104109105109106109107109108109109109110109111109112109113109114109115109116109117109118109119109120109121109122109123109124109125109126109127109128109129109130109131109132109133109134109135109136109137109138109139109140109141109142109143109144109145109146109147109148109149109150109151109152109153109154109155109156109157109158109159109160109161109162109163109164109165109166109167109168109169109170109171109172109173109174109175109176109177109178109179109180109181109182109183109184109185109186109187109188109189109190109191109192109193109194109195109196109197109198109199109200109201109202109203109204109205109206109207109208109209109210109211109212109213109214109215109216109217109218109219109220109221109222109223109224109225109226109227109228109229109230109231109232109233109234109235109236109237109238109239109240109241109242109243109244109245109246109247109248109249109250109251109252109253109254109255109256109257109258109259109260109261109262109263109264109265109266109267109268109269109270109271109272109273109274109275109276109277109278109279109280109281109282109283109284109285109286109287109288109289109290109291109292109293109294109295109296109297109298109299109300109301109302109303109304109305109306109307109308109309109310109311109312109313109314109315109316109317109318109319109320109321109322109323109324109325109326109327109328109329109330109331109332109333109334109335109336109337109338109339109340109341109342109343109344109345109346109347109348109349109350109351109352109353109354109355109356109357109358109359109360109361109362109363109364109365109366109367109368109369109370109371109372109373109374109375109376109377109378109379109380109381109382109383109384109385109386109387109388109389109390109391109392109393109394109395109396109397109398109399109400109401109402109403109404109405109406109407109408109409109410109411109412109413109414109415109416109417109418109419109420109421109422109423109424109425109426109427109428109429109430109431109432109433109434109435109436109437109438109439109440109441109442109443109444109445109446109447109448109449109450109451109452109453109454109455109456109457109458109459109460109461109462109463109464109465109466109467109468109469109470109471109472109473109474109475109476109477109478109479109480109481109482109483109484109485109486109487109488109489109490109491109492109493109494109495109496109497109498109499109500109501109502109503109504109505109506109507109508109509109510109511109512109513109514109515109516109517109518109519109520109521109522109523109524109525109526109527109528109529109530109531109532109533109534109535109536109537109538109539109540109541109542109543109544109545109546109547109548109549109550109551109552109553109554109555109556109557109558109559109560109561109562109563109564109565109566109567109568109569109570109571109572109573109574109575109576109577109578109579109580109581109582109583109584109585109586109587109588109589109590109591109592109593109594109595109596109597109598109599109600109601109602109603109604109605109606109607109608109609109610109611109612109613109614109615109616109617109618109619109620109621109622109623109624109625109626109627109628109629109630109631109632109633109634109635109636109637109638109639109640109641109642109643109644109645109646109647109648109649109650109651109652109653109654109655109656109657109658109659109660109661109662109663109664109665109666109667109668109669109670109671109672109673109674109675109676109677109678109679109680109681109682109683109684109685109686109687109688109689109690109691109692109693109694109695109696109697109698109699109700109701109702109703109704109705109706109707109708109709109710109711109712109713109714109715109716109717109718109719109720109721109722109723109724109725109726109727109728109729109730109731109732109733109734109735109736109737109738109739109740109741109742109743109744109745109746109747109748109749109750109751109752109753109754109755109756109757109758109759109760109761109762109763109764109765109766109767109768109769109770109771109772109773109774109775109776109777109778109779109780109781109782109783109784109785109786109787109788109789109790109791109792109793109794109795109796109797109798109799109800109801109802109803109804109805109806109807109808109809109810109811109812109813109814109815109816109817109818109819109820109821109822109823109824109825109826109827109828109829109830109831109832109833109834109835109836109837109838109839109840109841109842109843109844109845109846109847109848109849109850109851109852109853109854109855109856109857109858109859109860109861109862109863109864109865109866109867109868109869109870109871109872109873109874109875109876109877109878109879109880109881109882109883109884109885109886109887109888109889109890109891109892109893109894109895109896109897109898109899109900109901109902109903109904109905109906109907109908109909109910109911109912109913109914109915109916109917109918109919109920109921109922109923109924109925109926109927109928109929109930109931109932109933109934109935109936109937109938109939109940109941109942109943109944109945109946109947109948109949109950109951109952109953109954109955109956109957109958109959109960109961109962109963109964109965109966109967109968109969109970109971109972109973109974109975109976109977109978109979109980109981109982109983109984109985109986109987109988109989109990109991109992109993109994109995109996109997109998109999110000110001110002110003110004110005110006110007110008110009110010110011110012110013110014110015110016110017110018110019110020110021110022110023110024110025110026110027110028110029110030110031110032110033110034110035110036110037110038110039110040110041110042110043110044110045110046110047110048110049110050110051110052110053110054110055110056110057110058110059110060110061110062110063110064110065110066110067110068110069110070110071110072110073110074110075110076110077110078110079110080110081110082110083110084110085110086110087110088110089110090110091110092110093110094110095110096110097110098110099110100110101110102110103110104110105110106110107110108110109110110110111110112110113110114110115110116110117110118110119110120110121110122110123110124110125110126110127110128110129110130110131110132110133110134110135110136110137110138110139110140110141110142110143110144110145110146110147110148110149110150110151110152110153110154110155110156110157110158110159110160110161110162110163110164110165110166110167110168110169110170110171110172110173110174110175110176110177110178110179110180110181110182110183110184110185110186110187110188110189110190110191110192110193110194110195110196110197110198110199110200110201110202110203110204110205110206110207110208110209110210110211110212110213110214110215110216110217110218110219110220110221110222110223110224110225110226110227110228110229110230110231110232110233110234110235110236110237110238110239110240110241110242110243110244110245110246110247110248110249110250110251110252110253110254110255110256110257110258110259110260110261110262110263110264110265110266110267110268110269110270110271110272110273110274110275110276110277110278110279110280110281110282110283110284110285110286110287110288110289110290110291110292110293110294110295110296110297110298110299110300110301110302110303110304110305110306110307110308110309110310110311110312110313110314110315110316110317110318110319110320110321110322110323110324110325110326110327110328110329110330110331110332110333110334110335110336110337110338110339110340110341110342110343110344110345110346110347110348110349110350110351110352110353110354110355110356110357110358110359110360110361110362110363110364110365110366110367110368110369110370110371110372110373110374110375110376110377110378110379110380110381110382110383110384110385110386110387110388110389110390110391110392110393110394110395110396110397110398110399110400110401110402110403110404110405110406110407110408110409110410110411110412110413110414110415110416110417110418110419110420110421110422110423110424110425110426110427110428110429110430110431110432110433110434110435110436110437110438110439110440110441110442110443110444110445110446110447110448110449110450110451110452110453110454110455110456110457110458110459110460110461110462110463110464110465110466110467110468110469110470110471110472110473110474110475110476110477110478110479110480110481110482110483110484110485110486110487110488110489110490110491110492110493110494110495110496110497110498110499110500110501110502110503110504110505110506110507110508110509110510110511110512110513110514110515110516110517110518110519110520110521110522110523110524110525110526110527110528110529110530110531110532110533110534110535110536110537110538110539110540110541110542110543110544110545110546110547110548110549110550110551110552110553110554110555110556110557110558110559110560110561110562110563110564110565110566110567110568110569110570110571110572110573110574110575110576110577110578110579110580110581110582110583110584110585110586110587110588110589110590110591110592110593110594110595110596110597110598110599110600110601110602110603110604110605110606110607110608110609110610110611110612110613110614110615110616110617110618110619110620110621110622110623110624110625110626110627110628110629110630110631110632110633110634110635110636110637110638110639110640110641110642110643110644110645110646110647110648110649110650110651110652110653110654110655110656110657110658110659110660110661110662110663110664110665110666110667110668110669110670110671110672110673110674110675110676110677110678110679110680110681110682110683110684110685110686110687110688110689110690110691110692110693110694110695110696110697110698110699110700110701110702110703110704110705110706110707110708110709110710110711110712110713110714110715110716110717110718110719110720110721110722110723110724110725110726110727110728110729110730110731110732110733110734110735110736110737110738110739110740110741110742110743110744110745110746110747110748110749110750110751110752110753110754110755110756110757110758110759110760110761110762110763110764110765110766110767110768110769110770110771110772110773110774110775110776110777110778110779110780110781110782110783110784110785110786110787110788110789110790110791110792110793110794110795110796110797110798110799110800110801110802110803110804110805110806110807110808110809110810110811110812110813110814110815110816110817110818110819110820110821110822110823110824110825110826110827110828110829110830110831110832110833110834110835110836110837110838110839110840110841110842110843110844110845110846110847110848110849110850110851110852110853110854110855110856110857110858110859110860110861110862110863110864110865110866110867110868110869110870110871110872110873110874110875110876110877110878110879110880110881110882110883110884110885110886110887110888110889110890110891110892110893110894110895110896110897110898110899110900110901110902110903110904110905110906110907110908110909110910110911110912110913110914110915110916110917110918110919110920110921110922110923110924110925110926110927110928110929110930110931110932110933110934110935110936110937110938110939110940110941110942110943110944110945110946110947110948110949110950110951110952110953110954110955110956110957110958110959110960110961110962110963110964110965110966110967110968110969110970110971110972110973110974110975110976110977110978110979110980110981110982110983110984110985110986110987110988110989110990110991110992110993110994110995110996110997110998110999111000111001111002111003111004111005111006111007111008111009111010111011111012111013111014111015111016111017111018111019111020111021111022111023111024111025111026111027111028111029111030111031111032111033111034111035111036111037111038111039111040111041111042111043111044111045111046111047111048111049111050111051111052111053111054111055111056111057111058111059111060111061111062111063111064111065111066111067111068111069111070111071111072111073111074111075111076111077111078111079111080111081111082111083111084111085111086111087111088111089111090111091111092111093111094111095111096111097111098111099111100111101111102111103111104111105111106111107111108111109111110111111111112111113111114111115111116111117111118111119111120111121111122111123111124111125111126111127111128111129111130111131111132111133111134111135111136111137111138111139111140111141111142111143111144111145111146111147111148111149111150111151111152111153111154111155111156111157111158111159111160111161111162111163111164111165111166111167111168111169111170111171111172111173111174111175111176111177111178111179111180111181111182111183111184111185111186111187111188111189111190111191111192111193111194111195111196111197111198111199111200111201111202111203111204111205111206111207111208111209111210111211111212111213111214111215111216111217111218111219111220111221111222111223111224111225111226111227111228111229111230111231111232111233111234111235111236111237111238111239111240111241111242111243111244111245111246111247111248111249111250111251111252111253111254111255111256111257111258111259111260111261111262111263111264111265111266111267111268111269111270111271111272111273111274111275111276111277111278111279111280111281111282111283111284111285111286111287111288111289111290111291111292111293111294111295111296111297111298111299111300111301111302111303111304111305111306111307111308111309111310111311111312111313111314111315111316111317111318111319111320111321111322111323111324111325111326111327111328111329111330111331111332111333111334111335111336111337111338111339111340111341111342111343111344111345111346111347111348111349111350111351111352111353111354111355111356111357111358111359111360111361111362111363111364111365111366111367111368111369111370111371111372111373111374111375111376111377111378111379111380111381111382111383111384111385111386111387111388111389111390111391111392111393111394111395111396111397111398111399111400111401111402111403111404111405111406111407111408111409111410111411111412111413111414111415111416111417111418111419111420111421111422111423111424111425111426111427111428111429111430111431111432111433111434111435111436111437111438111439111440111441111442111443111444111445111446111447111448111449111450111451111452111453111454111455111456111457111458111459111460111461111462111463111464111465111466111467111468111469111470111471111472111473111474111475111476111477111478111479111480111481111482111483111484111485111486111487111488111489111490111491111492111493111494111495111496111497111498111499111500111501111502111503111504111505111506111507111508111509111510111511111512111513111514111515111516111517111518111519111520111521111522111523111524111525111526111527111528111529111530111531111532111533111534111535111536111537111538111539111540111541111542111543111544111545111546111547111548111549111550111551111552111553111554111555111556111557111558111559111560111561111562111563111564111565111566111567111568111569111570111571111572111573111574111575111576111577111578111579111580111581111582111583111584111585111586111587111588111589111590111591111592111593111594111595111596111597111598111599111600111601111602111603111604111605111606111607111608111609111610111611111612111613111614111615111616111617111618111619111620111621111622111623111624111625111626111627111628111629111630111631111632111633111634111635111636111637111638111639111640111641111642111643111644111645111646111647111648111649111650111651111652111653111654111655111656111657111658111659111660111661111662111663111664111665111666111667111668111669111670111671111672111673111674111675111676111677111678111679111680111681111682111683111684111685111686111687111688111689111690111691111692111693111694111695111696111697111698111699111700111701111702111703111704111705111706111707111708111709111710111711111712111713111714111715111716111717111718111719111720111721111722111723111724111725111726111727111728111729111730111731111732111733111734111735111736111737111738111739111740111741111742111743111744111745111746111747111748111749111750111751111752111753111754111755111756111757111758111759111760111761111762111763111764111765111766111767111768111769111770111771111772111773111774111775111776111777111778111779111780111781111782111783111784111785111786111787111788111789111790111791111792111793111794111795111796111797111798111799111800111801111802111803111804111805111806111807111808111809111810111811111812111813111814111815111816111817111818111819111820111821111822111823111824111825111826111827111828111829111830111831111832111833111834111835111836111837111838111839111840111841111842111843111844111845111846111847111848111849111850111851111852111853111854111855111856111857111858111859111860111861111862111863111864111865111866111867111868111869111870111871111872111873111874111875111876111877111878111879111880111881111882111883111884111885111886111887111888111889111890111891111892111893111894111895111896111897111898111899111900111901111902111903111904111905111906111907111908111909111910111911111912111913111914111915111916111917111918111919111920111921111922111923111924111925111926111927111928111929111930111931111932111933111934111935111936111937111938111939111940111941111942111943111944111945111946111947111948111949111950111951111952111953111954111955111956111957111958111959111960111961111962111963111964111965111966111967111968111969111970111971111972111973111974111975111976111977111978111979111980111981111982111983111984111985111986111987111988111989111990111991111992111993111994111995111996111997111998111999112000112001112002112003112004112005112006112007112008112009112010112011112012112013112014112015112016112017112018112019112020112021112022112023112024112025112026112027112028112029112030112031112032112033112034112035112036112037112038112039112040112041112042112043112044112045112046112047112048112049112050112051112052112053112054112055112056112057112058112059112060112061112062112063112064112065112066112067112068112069112070112071112072112073112074112075112076112077112078112079112080112081112082112083112084112085112086112087112088112089112090112091112092112093112094112095112096112097112098112099112100112101112102112103112104112105112106112107112108112109112110112111112112112113112114112115112116112117112118112119112120112121112122112123112124112125112126112127112128112129112130112131112132112133112134112135112136112137112138112139112140112141112142112143112144112145112146112147112148112149112150112151112152112153112154112155112156112157112158112159112160112161112162112163112164112165112166112167112168112169112170112171112172112173112174112175112176112177112178112179112180112181112182112183112184112185112186112187112188112189112190112191112192112193112194112195112196112197112198112199112200112201112202112203112204112205112206112207112208112209112210112211112212112213112214112215112216112217112218112219112220112221112222112223112224112225112226112227112228112229112230112231112232112233112234112235112236112237112238112239112240112241112242112243112244112245112246112247112248112249112250112251112252112253112254112255112256112257112258112259112260112261112262112263112264112265112266112267112268112269112270112271112272112273112274112275112276112277112278112279112280112281112282112283112284112285112286112287112288112289112290112291112292112293112294112295112296112297112298112299112300112301112302112303112304112305112306112307112308112309112310112311112312112313112314112315112316112317112318112319112320112321112322112323112324112325112326112327112328112329112330112331112332112333112334112335112336112337112338112339112340112341112342112343112344112345112346112347112348112349112350112351112352112353112354112355112356112357112358112359112360112361112362112363112364112365112366112367112368112369112370112371112372112373112374112375112376112377112378112379112380112381112382112383112384112385112386112387112388112389112390112391112392112393112394112395112396112397112398112399112400112401112402112403112404112405112406112407112408112409112410112411112412112413112414112415112416112417112418112419112420112421112422112423112424112425112426112427112428112429112430112431112432112433112434112435112436112437112438112439112440112441112442112443112444112445112446112447112448112449112450112451112452112453112454112455112456112457112458112459112460112461112462112463112464112465112466112467112468112469112470112471112472112473112474112475112476112477112478112479112480112481112482112483112484112485112486112487112488112489112490112491112492112493112494112495112496112497112498112499112500112501112502112503112504112505112506112507112508112509112510112511112512112513112514112515112516112517112518112519112520112521112522112523112524112525112526112527112528112529112530112531112532112533112534112535112536112537112538112539112540112541112542112543112544112545112546112547112548112549112550112551112552112553112554112555112556112557112558112559112560112561112562112563112564112565112566112567112568112569112570112571112572112573112574112575112576112577112578112579112580112581112582112583112584112585112586112587112588112589112590112591112592112593112594112595112596112597112598112599112600112601112602112603112604112605112606112607112608112609112610112611112612112613112614112615112616112617112618112619112620112621112622112623112624112625112626112627112628112629112630112631112632112633112634112635112636112637112638112639112640112641112642112643112644112645112646112647112648112649112650112651112652112653112654112655112656112657112658112659112660112661112662112663112664112665112666112667112668112669112670112671112672112673112674112675112676112677112678112679112680112681112682112683112684112685112686112687112688112689112690112691112692112693112694112695112696112697112698112699112700112701112702112703112704112705112706112707112708112709112710112711112712112713112714112715112716112717112718112719112720112721112722112723112724112725112726112727112728112729112730112731112732112733112734112735112736112737112738112739112740112741112742112743112744112745112746112747112748112749112750112751112752112753112754112755112756112757112758112759112760112761112762112763112764112765112766112767112768112769112770112771112772112773112774112775112776112777112778112779112780112781112782112783112784112785112786112787112788112789112790112791112792112793112794112795112796112797112798112799112800112801112802112803112804112805112806112807112808112809112810112811112812112813112814112815112816112817112818112819112820112821112822112823112824112825112826112827112828112829112830112831112832112833112834112835112836112837112838112839112840112841112842112843112844112845112846112847112848112849112850112851112852112853112854112855112856112857112858112859112860112861112862112863112864112865112866112867112868112869112870112871112872112873112874112875112876112877112878112879112880112881112882112883112884112885112886112887112888112889112890112891112892112893112894112895112896112897112898112899112900112901112902112903112904112905112906112907112908112909112910112911112912112913112914112915112916112917112918112919112920112921112922112923112924112925112926112927112928112929112930112931112932112933112934112935112936112937112938112939112940112941112942112943112944112945112946112947112948112949112950112951112952112953112954112955112956112957112958112959112960112961112962112963112964112965112966112967112968112969112970112971112972112973112974112975112976112977112978112979112980112981112982112983112984112985112986112987112988112989112990112991112992112993112994112995112996112997112998112999113000113001113002113003113004113005113006113007113008113009113010113011113012113013113014113015113016113017113018113019113020113021113022113023113024113025113026113027113028113029113030113031113032113033113034113035113036113037113038113039113040113041113042113043113044113045113046113047113048113049113050113051113052113053113054113055113056113057113058113059113060113061113062113063113064113065113066113067113068113069113070113071113072113073113074113075113076113077113078113079113080113081113082113083113084113085113086113087113088113089113090113091113092113093113094113095113096113097113098113099113100113101113102113103113104113105113106113107113108113109113110113111113112113113113114113115113116113117113118113119113120113121113122113123113124113125113126113127113128113129113130113131113132113133113134113135113136113137113138113139113140113141113142113143113144113145113146113147113148113149113150113151113152113153113154113155113156113157113158113159113160113161113162113163113164113165113166113167113168113169113170113171113172113173113174113175113176113177113178113179113180113181113182113183113184113185113186113187113188113189113190113191113192113193113194113195113196113197113198113199113200113201113202113203113204113205113206113207113208113209113210113211113212113213113214113215113216113217113218113219113220113221113222113223113224113225113226113227113228113229113230113231113232113233113234113235113236113237113238113239113240113241113242113243113244113245113246113247113248113249113250113251113252113253113254113255113256113257113258113259113260113261113262113263113264113265113266113267113268113269113270113271113272113273113274113275113276113277113278113279113280113281113282113283113284113285113286113287113288113289113290113291113292113293113294113295113296113297113298113299113300113301113302113303113304113305113306113307113308113309113310113311113312113313113314113315113316113317113318113319113320113321113322113323113324113325113326113327113328113329113330113331113332113333113334113335113336113337113338113339113340113341113342113343113344113345113346113347113348113349113350113351113352113353113354113355113356113357113358113359113360113361113362113363113364113365113366113367113368113369113370113371113372113373113374113375113376113377113378113379113380113381113382113383113384113385113386113387113388113389113390113391113392113393113394113395113396113397113398113399113400113401113402113403113404113405113406113407113408113409113410113411113412113413113414113415113416113417113418113419113420113421113422113423113424113425113426113427113428113429113430113431113432113433113434113435113436113437113438113439113440113441113442113443113444113445113446113447113448113449113450113451113452113453113454113455113456113457113458113459113460113461113462113463113464113465113466113467113468113469113470113471113472113473113474113475113476113477113478113479113480113481113482113483113484113485113486113487113488113489113490113491113492113493113494113495113496113497113498113499113500113501113502113503113504113505113506113507113508113509113510113511113512113513113514113515113516113517113518113519113520113521113522113523113524113525113526113527113528113529113530113531113532113533113534113535113536113537113538113539113540113541113542113543113544113545113546113547113548113549113550113551113552113553113554113555113556113557113558113559113560113561113562113563113564113565113566113567113568113569113570113571113572113573113574113575113576113577113578113579113580113581113582113583113584113585113586113587113588113589113590113591113592113593113594113595113596113597113598113599113600113601113602113603113604113605113606113607113608113609113610113611113612113613113614113615113616113617113618113619113620113621113622113623113624113625113626113627113628113629113630113631113632113633113634113635113636113637113638113639113640113641113642113643113644113645113646113647113648113649113650113651113652113653113654113655113656113657113658113659113660113661113662113663113664113665113666113667113668113669113670113671113672113673113674113675113676113677113678113679113680113681113682113683113684113685113686113687113688113689113690113691113692113693113694113695113696113697113698113699113700113701113702113703113704113705113706113707113708113709113710113711113712113713113714113715113716113717113718113719113720113721113722113723113724113725113726113727113728113729113730113731113732113733113734113735113736113737113738113739113740113741113742113743113744113745113746113747113748113749113750113751113752113753113754113755113756113757113758113759113760113761113762113763113764113765113766113767113768113769113770113771113772113773113774113775113776113777113778113779113780113781113782113783113784113785113786113787113788113789113790113791113792113793113794113795113796113797113798113799113800113801113802113803113804113805113806113807113808113809113810113811113812113813113814113815113816113817113818113819113820113821113822113823113824113825113826113827113828113829113830113831113832113833113834113835113836113837113838113839113840113841113842113843113844113845113846113847113848113849113850113851113852113853113854113855113856113857113858113859113860113861113862113863113864113865113866113867113868113869113870113871113872113873113874113875113876113877113878113879113880113881113882113883113884113885113886113887113888113889113890113891113892113893113894113895113896113897113898113899113900113901113902113903113904113905113906113907113908113909113910113911113912113913113914113915113916113917113918113919113920113921113922113923113924113925113926113927113928113929113930113931113932113933113934113935113936113937113938113939113940113941113942113943113944113945113946113947113948113949113950113951113952113953113954113955113956113957113958113959113960113961113962113963113964113965113966113967113968113969113970113971113972113973113974113975113976113977113978113979113980113981113982113983113984113985113986113987113988113989113990113991113992113993113994113995113996113997113998113999114000114001114002114003114004114005114006114007114008114009114010114011114012114013114014114015114016114017114018114019114020114021114022114023114024114025114026114027114028114029114030114031114032114033114034114035114036114037114038114039114040114041114042114043114044114045114046114047114048114049114050114051114052114053114054114055114056114057114058114059114060114061114062114063114064114065114066114067114068114069114070114071114072114073114074114075114076114077114078114079114080114081114082114083114084114085114086114087114088114089114090114091114092114093114094114095114096114097114098114099114100114101114102114103114104114105114106114107114108114109114110114111114112114113114114114115114116114117114118114119114120114121114122114123114124114125114126114127114128114129114130114131114132114133114134114135114136114137114138114139114140114141114142114143114144114145114146114147114148114149114150114151114152114153114154114155114156114157114158114159114160114161114162114163114164114165114166114167114168114169114170114171114172114173114174114175114176114177114178114179114180114181114182114183114184114185114186114187114188114189114190114191114192114193114194114195114196114197114198114199114200114201114202114203114204114205114206114207114208114209114210114211114212114213114214114215114216114217114218114219114220114221114222114223114224114225114226114227114228114229114230114231114232114233114234114235114236114237114238114239114240114241114242114243114244114245114246114247114248114249114250114251114252114253114254114255114256114257114258114259114260114261114262114263114264114265114266114267114268114269114270114271114272114273114274114275114276114277114278114279114280114281114282114283114284114285114286114287114288114289114290114291114292114293114294114295114296114297114298114299114300114301114302114303114304114305114306114307114308114309114310114311114312114313114314114315114316114317114318114319114320114321114322114323114324114325114326114327114328114329114330114331114332114333114334114335114336114337114338114339114340114341114342114343114344114345114346114347114348114349114350114351114352114353114354114355114356114357114358114359114360114361114362114363114364114365114366114367114368114369114370114371114372114373114374114375114376114377114378114379114380114381114382114383114384114385114386114387114388114389114390114391114392114393114394114395114396114397114398114399114400114401114402114403114404114405114406114407114408114409114410114411114412114413114414114415114416114417114418114419114420114421114422114423114424114425114426114427114428114429114430114431114432114433114434114435114436114437114438114439114440114441114442114443114444114445114446114447114448114449114450114451114452114453114454114455114456114457114458114459114460114461114462114463114464114465114466114467114468114469114470114471114472114473114474114475114476114477114478114479114480114481114482114483114484114485114486114487114488114489114490114491114492114493114494114495114496114497114498114499114500114501114502114503114504114505114506114507114508114509114510114511114512114513114514114515114516114517114518114519114520114521114522114523114524114525114526114527114528114529114530114531114532114533114534114535114536114537114538114539114540114541114542114543114544114545114546114547114548114549114550114551114552114553114554114555114556114557114558114559114560114561114562114563114564114565114566114567114568114569114570114571114572114573114574114575114576114577114578114579114580114581114582114583114584114585114586114587114588114589114590114591114592114593114594114595114596114597114598114599114600114601114602114603114604114605114606114607114608114609114610114611114612114613114614114615114616114617114618114619114620114621114622114623114624114625114626114627114628114629114630114631114632114633114634114635114636114637114638114639114640114641114642114643114644114645114646114647114648114649114650114651114652114653114654114655114656114657114658114659114660114661114662114663114664114665114666114667114668114669114670114671114672114673114674114675114676114677114678114679114680114681114682114683114684114685114686114687114688114689114690114691114692114693114694114695114696114697114698114699114700114701114702114703114704114705114706114707114708114709114710114711114712114713114714114715114716114717114718114719114720114721114722114723114724114725114726114727114728114729114730114731114732114733114734114735114736114737114738114739114740114741114742114743114744114745114746114747114748114749114750114751114752114753114754114755114756114757114758114759114760114761114762114763114764114765114766114767114768114769114770114771114772114773114774114775114776114777114778114779114780114781114782114783114784114785114786114787114788114789114790114791114792114793114794114795114796114797114798114799114800114801114802114803114804114805114806114807114808114809114810114811114812114813114814114815114816114817114818114819114820114821114822114823114824114825114826114827114828114829114830114831114832114833114834114835114836114837114838114839114840114841114842114843114844114845114846114847114848114849114850114851114852114853114854114855114856114857114858114859114860114861114862114863114864114865114866114867114868114869114870114871114872114873114874114875114876114877114878114879114880114881114882114883114884114885114886114887114888114889114890114891114892114893114894114895114896114897114898114899114900114901114902114903114904114905114906114907114908114909114910114911114912114913114914114915114916114917114918114919114920114921114922114923114924114925114926114927114928114929114930114931114932114933114934114935114936114937114938114939114940114941114942114943114944114945114946114947114948114949114950114951114952114953114954114955114956114957114958114959114960114961114962114963114964114965114966114967114968114969114970114971114972114973114974114975114976114977114978114979114980114981114982114983114984114985114986114987114988114989114990114991114992114993114994114995114996114997114998114999115000115001115002115003115004115005115006115007115008115009115010115011115012115013115014115015115016115017115018115019115020115021115022115023115024115025115026115027115028115029115030115031115032115033115034115035115036115037115038115039115040115041115042115043115044115045115046115047115048115049115050115051115052115053115054115055115056115057115058115059115060115061115062115063115064115065115066115067115068115069115070115071115072115073115074115075115076115077115078115079115080115081115082115083115084115085115086115087115088115089115090115091115092115093115094115095115096115097115098115099115100115101115102115103115104115105115106115107115108115109115110115111115112115113115114115115115116115117115118115119115120115121115122115123115124115125115126115127115128115129115130115131115132115133115134115135115136115137115138115139115140115141115142115143115144115145115146115147115148115149115150115151115152115153115154115155115156115157115158115159115160115161115162115163115164115165115166115167115168115169115170115171115172115173115174115175115176115177115178115179115180115181115182115183115184115185115186115187115188115189115190115191115192115193115194115195115196115197115198115199115200115201115202115203115204115205115206115207115208115209115210115211115212115213115214115215115216115217115218115219115220115221115222115223115224115225115226115227115228115229115230115231115232115233115234115235115236115237115238115239115240115241115242115243115244115245115246115247115248115249115250115251115252115253115254115255115256115257115258115259115260115261115262115263115264115265115266115267115268115269115270115271115272115273115274115275115276115277115278115279115280115281115282115283115284115285115286115287115288115289115290115291115292115293115294115295115296115297115298115299115300115301115302115303115304115305115306115307115308115309115310115311115312115313115314115315115316115317115318115319115320115321115322115323115324115325115326115327115328115329115330115331115332115333115334115335115336115337115338115339115340115341115342115343115344115345115346115347115348115349115350115351115352115353115354115355115356115357115358115359115360115361115362115363115364115365115366115367115368115369115370115371115372115373115374115375115376115377115378115379115380115381115382115383115384115385115386115387115388115389115390115391115392115393115394115395115396115397115398115399115400115401115402115403115404115405115406115407115408115409115410115411115412115413115414115415115416115417115418115419115420115421115422115423115424115425115426115427115428115429115430115431115432115433115434115435115436115437115438115439115440115441115442115443115444115445115446115447115448115449115450115451115452115453115454115455115456115457115458115459115460115461115462115463115464115465115466115467115468115469115470115471115472115473115474115475115476115477115478115479115480115481115482115483115484115485115486115487115488115489115490115491115492115493115494115495115496115497115498115499115500115501115502115503115504115505115506115507115508115509115510115511115512115513115514115515115516115517115518115519115520115521115522115523115524115525115526115527115528115529115530115531115532115533115534115535115536115537115538115539115540115541115542115543115544115545115546115547115548115549115550115551115552115553115554115555115556115557115558115559115560115561115562115563115564115565115566115567115568115569115570115571115572115573115574115575115576115577115578115579115580115581115582115583115584115585115586115587115588115589115590115591115592115593115594115595115596115597115598115599115600115601115602115603115604115605115606115607115608115609115610115611115612115613115614115615115616115617115618115619115620115621115622115623115624115625115626115627115628115629115630115631115632115633115634115635115636115637115638115639115640115641115642115643115644115645115646115647115648115649115650115651115652115653115654115655115656115657115658115659115660115661115662115663115664115665115666115667115668115669115670115671115672115673115674115675115676115677115678115679115680115681115682115683115684115685115686115687115688115689115690115691115692115693115694115695115696115697115698115699115700115701115702115703115704115705115706115707115708115709115710115711115712115713115714115715115716115717115718115719115720115721115722115723115724115725115726115727115728115729115730115731115732115733115734115735115736115737115738115739115740115741115742115743115744115745115746115747115748115749115750115751115752115753115754115755115756115757115758115759115760115761115762115763115764115765115766115767115768115769115770115771115772115773115774115775115776115777115778115779115780115781115782115783115784115785115786115787115788115789115790115791115792115793115794115795115796115797115798115799115800115801115802115803115804115805115806115807115808115809115810115811115812115813115814115815115816115817115818115819115820115821115822115823115824115825115826115827115828115829115830115831115832115833115834115835115836115837115838115839115840115841115842115843115844115845115846115847115848115849115850115851115852115853115854115855115856115857115858115859115860115861115862115863115864115865115866115867115868115869115870115871115872115873115874115875115876115877115878115879115880115881115882115883115884115885115886115887115888115889115890115891115892115893115894115895115896115897115898115899115900115901115902115903115904115905115906115907115908115909115910115911115912115913115914115915115916115917115918115919115920115921115922115923115924115925115926115927115928115929115930115931115932115933115934115935115936115937115938115939115940115941115942115943115944115945115946115947115948115949115950115951115952115953115954115955115956115957115958115959115960115961115962115963115964115965115966115967115968115969115970115971115972115973115974115975115976115977115978115979115980115981115982115983115984115985115986115987115988115989115990115991115992115993115994115995115996115997115998115999116000116001116002116003116004116005116006116007116008116009116010116011116012116013116014116015116016116017116018116019116020116021116022116023116024116025116026116027116028116029116030116031116032116033116034116035116036116037116038116039116040116041116042116043116044116045116046116047116048116049116050116051116052116053116054116055116056116057116058116059116060116061116062116063116064116065116066116067116068116069116070116071116072116073116074116075116076116077116078116079116080116081116082116083116084116085116086116087116088116089116090116091116092116093116094116095116096116097116098116099116100116101116102116103116104116105116106116107116108116109116110116111116112116113116114116115116116116117116118116119116120116121116122116123116124116125116126116127116128116129116130116131116132116133116134116135116136116137116138116139116140116141116142116143116144116145116146116147116148116149116150116151116152116153116154116155116156116157116158116159116160116161116162116163116164116165116166116167116168116169116170116171116172116173116174116175116176116177116178116179116180116181116182116183116184116185116186116187116188116189116190116191116192116193116194116195116196116197116198116199116200116201116202116203116204116205116206116207116208116209116210116211116212116213116214116215116216116217116218116219116220116221116222116223116224116225116226116227116228116229116230116231116232116233116234116235116236116237116238116239116240116241116242116243116244116245116246116247116248116249116250116251116252116253116254116255116256116257116258116259116260116261116262116263116264116265116266116267116268116269116270116271116272116273116274116275116276116277116278116279116280116281116282116283116284116285116286116287116288116289116290116291116292116293116294116295116296116297116298116299116300116301116302116303116304116305116306116307116308116309116310116311116312116313116314116315116316116317116318116319116320116321116322116323116324116325116326116327116328116329116330116331116332116333116334116335116336116337116338116339116340116341116342116343116344116345116346116347116348116349116350116351116352116353116354116355116356116357116358116359116360116361116362116363116364116365116366116367116368116369116370116371116372116373116374116375116376116377116378116379116380116381116382116383116384116385116386116387116388116389116390116391116392116393116394116395116396116397116398116399116400116401116402116403116404116405116406116407116408116409116410116411116412116413116414116415116416116417116418116419116420116421116422116423116424116425116426116427116428116429116430116431116432116433116434116435116436116437116438116439116440116441116442116443116444116445116446116447116448116449116450116451116452116453116454116455116456116457116458116459116460116461116462116463116464116465116466116467116468116469116470116471116472116473116474116475116476116477116478116479116480116481116482116483116484116485116486116487116488116489116490116491116492116493116494116495116496116497116498116499116500116501116502116503116504116505116506116507116508116509116510116511116512116513116514116515116516116517116518116519116520116521116522116523116524116525116526116527116528116529116530116531116532116533116534116535116536116537116538116539116540116541116542116543116544116545116546116547116548116549116550116551116552116553116554116555116556116557116558116559116560116561116562116563116564116565116566116567116568116569116570116571116572116573116574116575116576116577116578116579116580116581116582116583116584116585116586116587116588116589116590116591116592116593116594116595116596116597116598116599116600116601116602116603116604116605116606116607116608116609116610116611116612116613116614116615116616116617116618116619116620116621116622116623116624116625116626116627116628116629116630116631116632116633116634116635116636116637116638116639116640116641116642116643116644116645116646116647116648116649116650116651116652116653116654116655116656116657116658116659116660116661116662116663116664116665116666116667116668116669116670116671116672116673116674116675116676116677116678116679116680116681116682116683116684116685116686116687116688116689116690116691116692116693116694116695116696116697116698116699116700116701116702116703116704116705116706116707116708116709116710116711116712116713116714116715116716116717116718116719116720116721116722116723116724116725116726116727116728116729116730116731116732116733116734116735116736116737116738116739116740116741116742116743116744116745116746116747116748116749116750116751116752116753116754116755116756116757116758116759116760116761116762116763116764116765116766116767116768116769116770116771116772116773116774116775116776116777116778116779116780116781116782116783116784116785116786116787116788116789116790116791116792116793116794116795116796116797116798116799116800116801116802116803116804116805116806116807116808116809116810116811116812116813116814116815116816116817116818116819116820116821116822116823116824116825116826116827116828116829116830116831116832116833116834116835116836116837116838116839116840116841116842116843116844116845116846116847116848116849116850116851116852116853116854116855116856116857116858116859116860116861116862116863116864116865116866116867116868116869116870116871116872116873116874116875116876116877116878116879116880116881116882116883116884116885116886116887116888116889116890116891116892116893116894116895116896116897116898116899116900116901116902116903116904116905116906116907116908116909116910116911116912116913116914116915116916116917116918116919116920116921116922116923116924116925116926116927116928116929116930116931116932116933116934116935116936116937116938116939116940116941116942116943116944116945116946116947116948116949116950116951116952116953116954116955116956116957116958116959116960116961116962116963116964116965116966116967116968116969116970116971116972116973116974116975116976116977116978116979116980116981116982116983116984116985116986116987116988116989116990116991116992116993116994116995116996116997116998116999117000117001117002117003117004117005117006117007117008117009117010117011117012117013117014117015117016117017117018117019117020117021117022117023117024117025117026117027117028117029117030117031117032117033117034117035117036117037117038117039117040117041117042117043117044117045117046117047117048117049117050117051117052117053117054117055117056117057117058117059117060117061117062117063117064117065117066117067117068117069117070117071117072117073117074117075117076117077117078117079117080117081117082117083117084117085117086117087117088117089117090117091117092117093117094117095117096117097117098117099117100117101117102117103117104117105117106117107117108117109117110117111117112117113117114117115117116117117117118117119117120117121117122117123117124117125117126117127117128117129117130117131117132117133117134117135117136117137117138117139117140117141117142117143117144117145117146117147117148117149117150117151117152117153117154117155117156117157117158117159117160117161117162117163117164117165117166117167117168117169117170117171117172117173117174117175117176117177117178117179117180117181117182117183117184117185117186117187117188117189117190117191117192117193117194117195117196117197117198117199117200117201117202117203117204117205117206117207117208117209117210117211117212117213117214117215117216117217117218117219117220117221117222117223117224117225117226117227117228117229117230117231117232117233117234117235117236117237117238117239117240117241117242117243117244117245117246117247117248117249117250117251117252117253117254117255117256117257117258117259117260117261117262117263117264117265117266117267117268117269117270117271117272117273117274117275117276117277117278117279117280117281117282117283117284117285117286117287117288117289117290117291117292117293117294117295117296117297117298117299117300117301117302117303117304117305117306117307117308117309117310117311117312117313117314117315117316117317117318117319117320117321117322117323117324117325117326117327117328117329117330117331117332117333117334117335117336117337117338117339117340117341117342117343117344117345117346117347117348117349117350117351117352117353117354117355117356117357117358117359117360117361117362117363117364117365117366117367117368117369117370117371117372117373117374117375117376117377117378117379117380117381117382117383117384117385117386117387117388117389117390117391117392117393117394117395117396117397117398117399117400117401117402117403117404117405117406117407117408117409117410117411117412117413117414117415117416117417117418117419117420117421117422117423117424117425117426117427117428117429117430117431117432117433117434117435117436117437117438117439117440117441117442117443117444117445117446117447117448117449117450117451117452117453117454117455117456117457117458117459117460117461117462117463117464117465117466117467117468117469117470117471117472117473117474117475117476117477117478117479117480117481117482117483117484117485117486117487117488117489117490117491117492117493117494117495117496117497117498117499117500117501117502117503117504117505117506117507117508117509117510117511117512117513117514117515117516117517117518117519117520117521117522117523117524117525117526117527117528117529117530117531117532117533117534117535117536117537117538117539117540117541117542117543117544117545117546117547117548117549117550117551117552117553117554117555117556117557117558117559117560117561117562117563117564117565117566117567117568117569117570117571117572117573117574117575117576117577117578117579117580117581117582117583117584117585117586117587117588117589117590117591117592117593117594117595117596117597117598117599117600117601117602117603117604117605117606117607117608117609117610117611117612117613117614117615117616117617117618117619117620117621117622117623117624117625117626117627117628117629117630117631117632117633117634117635117636117637117638117639117640117641117642117643117644117645117646117647117648117649117650117651117652117653117654117655117656117657117658117659117660117661117662117663117664117665117666117667117668117669117670117671117672117673117674117675117676117677117678117679117680117681117682117683117684117685117686117687117688117689117690117691117692117693117694117695117696117697117698117699117700117701117702117703117704117705117706117707117708117709117710117711117712117713117714117715117716117717117718117719117720117721117722117723117724117725117726117727117728117729117730117731117732117733117734117735117736117737117738117739117740117741117742117743117744117745117746117747117748117749117750117751117752117753117754117755117756117757117758117759117760117761117762117763117764117765117766117767117768117769117770117771117772117773117774117775117776117777117778117779117780117781117782117783117784117785117786117787117788117789117790117791117792117793117794117795117796117797117798117799117800117801117802117803117804117805117806117807117808117809117810117811117812117813117814117815117816117817117818117819117820117821117822117823117824117825117826117827117828117829117830117831117832117833117834117835117836117837117838117839117840117841117842117843117844117845117846117847117848117849117850117851117852117853117854117855117856117857117858117859117860117861117862117863117864117865117866117867117868117869117870117871117872117873117874117875117876117877117878117879117880117881117882117883117884117885117886117887117888117889117890117891117892117893117894117895117896117897117898117899117900117901117902117903117904117905117906117907117908117909117910117911117912117913117914117915117916117917117918117919117920117921117922117923117924117925117926117927117928117929117930117931117932117933117934117935117936117937117938117939117940117941117942117943117944117945117946117947117948117949117950117951117952117953117954117955117956117957117958117959117960117961117962117963117964117965117966117967117968117969117970117971117972117973117974117975117976117977117978117979117980117981117982117983117984117985117986117987117988117989117990117991117992117993117994117995117996117997117998117999118000118001118002118003118004118005118006118007118008118009118010118011118012118013118014118015118016118017118018118019118020118021118022118023118024118025118026118027118028118029118030118031118032118033118034118035118036118037118038118039118040118041118042118043118044118045118046118047118048118049118050118051118052118053118054118055118056118057118058118059118060118061118062118063118064118065118066118067118068118069118070118071118072118073118074118075118076118077118078118079118080118081118082118083118084118085118086118087118088118089118090118091118092118093118094118095118096118097118098118099118100118101118102118103118104118105118106118107118108118109118110118111118112118113118114118115118116118117118118118119118120118121118122118123118124118125118126118127118128118129118130118131118132118133118134118135118136118137118138118139118140118141118142118143118144118145118146118147118148118149118150118151118152118153118154118155118156118157118158118159118160118161118162118163118164118165118166118167118168118169118170118171118172118173118174118175118176118177118178118179118180118181118182118183118184118185118186118187118188118189118190118191118192118193118194118195118196118197118198118199118200118201118202118203118204118205118206118207118208118209118210118211118212118213118214118215118216118217118218118219118220118221118222118223118224118225118226118227118228118229118230118231118232118233118234118235118236118237118238118239118240118241118242118243118244118245118246118247118248118249118250118251118252118253118254118255118256118257118258118259118260118261118262118263118264118265118266118267118268118269118270118271118272118273118274118275118276118277118278118279118280118281118282118283118284118285118286118287118288118289118290118291118292118293118294118295118296118297118298118299118300118301118302118303118304118305118306118307118308118309118310118311118312118313118314118315118316118317118318118319118320118321118322118323118324118325118326118327118328118329118330118331118332118333118334118335118336118337118338118339118340118341118342118343118344118345118346118347118348118349118350118351118352118353118354118355118356118357118358118359118360118361118362118363118364118365118366118367118368118369118370118371118372118373118374118375118376118377118378118379118380118381118382118383118384118385118386118387118388118389118390118391118392118393118394118395118396118397118398118399118400118401118402118403118404118405118406118407118408118409118410118411118412118413118414118415118416118417118418118419118420118421118422118423118424118425118426118427118428118429118430118431118432118433118434118435118436118437118438118439118440118441118442118443118444118445118446118447118448118449118450118451118452118453118454118455118456118457118458118459118460118461118462118463118464118465118466118467118468118469118470118471118472118473118474118475118476118477118478118479118480118481118482118483118484118485118486118487118488118489118490118491118492118493118494118495118496118497118498118499118500118501118502118503118504118505118506118507118508118509118510118511118512118513118514118515118516118517118518118519118520118521118522118523118524118525118526118527118528118529118530118531118532118533118534118535118536118537118538118539118540118541118542118543118544118545118546118547118548118549118550118551118552118553118554118555118556118557118558118559118560118561118562118563118564118565118566118567118568118569118570118571118572118573118574118575118576118577118578118579118580118581118582118583118584118585118586118587118588118589118590118591118592118593118594118595118596118597118598118599118600118601118602118603118604118605118606118607118608118609118610118611118612118613118614118615118616118617118618118619118620118621118622118623118624118625118626118627118628118629118630118631118632118633118634118635118636118637118638118639118640118641118642118643118644118645118646118647118648118649118650118651118652118653118654118655118656118657118658118659118660118661118662118663118664118665118666118667118668118669118670118671118672118673118674118675118676118677118678118679118680118681118682118683118684118685118686118687118688118689118690118691118692118693118694118695118696118697118698118699118700118701118702118703118704118705118706118707118708118709118710118711118712118713118714118715118716118717118718118719118720118721118722118723118724118725118726118727118728118729118730118731118732118733118734118735118736118737118738118739118740118741118742118743118744118745118746118747118748118749118750118751118752118753118754118755118756118757118758118759118760118761118762118763118764118765118766118767118768118769118770118771118772118773118774118775118776118777118778118779118780118781118782118783118784118785118786118787118788118789118790118791118792118793118794118795118796118797118798118799118800118801118802118803118804118805118806118807118808118809118810118811118812118813118814118815118816118817118818118819118820118821118822118823118824118825118826118827118828118829118830118831118832118833118834118835118836118837118838118839118840118841118842118843118844118845118846118847118848118849118850118851118852118853118854118855118856118857118858118859118860118861118862118863118864118865118866118867118868118869118870118871118872118873118874118875118876118877118878118879118880118881118882118883118884118885118886118887118888118889118890118891118892118893118894118895118896118897118898118899118900118901118902118903118904118905118906118907118908118909118910118911118912118913118914118915118916118917118918118919118920118921118922118923118924118925118926118927118928118929118930118931118932118933118934118935118936118937118938118939118940118941118942118943118944118945118946118947118948118949118950118951118952118953118954118955118956118957118958118959118960118961118962118963118964118965118966118967118968118969118970118971118972118973118974118975118976118977118978118979118980118981118982118983118984118985118986118987118988118989118990118991118992118993118994118995118996118997118998118999119000119001119002119003119004119005119006119007119008119009119010119011119012119013119014119015119016119017119018119019119020119021119022119023119024119025119026119027119028119029119030119031119032119033119034119035119036119037119038119039119040119041119042119043119044119045119046119047119048119049119050119051119052119053119054119055119056119057119058119059119060119061119062119063119064119065119066119067119068119069119070119071119072119073119074119075119076119077119078119079119080119081119082119083119084119085119086119087119088119089119090119091119092119093119094119095119096119097119098119099119100119101119102119103119104119105119106119107119108119109119110119111119112119113119114119115119116119117119118119119119120119121119122119123119124119125119126119127119128119129119130119131119132119133119134119135119136119137119138119139119140119141119142119143119144119145119146119147119148119149119150119151119152119153119154119155119156119157119158119159119160119161119162119163119164119165119166119167119168119169119170119171119172119173119174119175119176119177119178119179119180119181119182119183119184119185119186119187119188119189119190119191119192119193119194119195119196119197119198119199119200119201119202119203119204119205119206119207119208119209119210119211119212119213119214119215119216119217119218119219119220119221119222119223119224119225119226119227119228119229119230119231119232119233119234119235119236119237119238119239119240119241119242119243119244119245119246119247119248119249119250119251119252119253119254119255119256119257119258119259119260119261119262119263119264119265119266119267119268119269119270119271119272119273119274119275119276119277119278119279119280119281119282119283119284119285119286119287119288119289119290119291119292119293119294119295119296119297119298119299119300119301119302119303119304119305119306119307119308119309119310119311119312119313119314119315119316119317119318119319119320119321119322119323119324119325119326119327119328119329119330119331119332119333119334119335119336119337119338119339119340119341119342119343119344119345119346119347119348119349119350119351119352119353119354119355119356119357119358119359119360119361119362119363119364119365119366119367119368119369119370119371119372119373119374119375119376119377119378119379119380119381119382119383119384119385119386119387119388119389119390119391119392119393119394119395119396119397119398119399119400119401119402119403119404119405119406119407119408119409119410119411119412119413119414119415119416119417119418119419119420119421119422119423119424119425119426119427119428119429119430119431119432119433119434119435119436119437119438119439119440119441119442119443119444119445119446119447119448119449119450119451119452119453119454119455119456119457119458119459119460119461119462119463119464119465119466119467119468119469119470119471119472119473119474119475119476119477119478119479119480119481119482119483119484119485119486119487119488119489119490119491119492119493119494119495119496119497119498119499119500119501119502119503119504119505119506119507119508119509119510119511119512119513119514119515119516119517119518119519119520119521119522119523119524119525119526119527119528119529119530119531119532119533119534119535119536119537119538119539119540119541119542119543119544119545119546119547119548119549119550119551119552119553119554119555119556119557119558119559119560119561119562119563119564119565119566119567119568119569119570119571119572119573119574119575119576119577119578119579119580119581119582119583119584119585119586119587119588119589119590119591119592119593119594119595119596119597119598119599119600119601119602119603119604119605119606119607119608119609119610119611119612119613119614119615119616119617119618119619119620119621119622119623119624119625119626119627119628119629119630119631119632119633119634119635119636119637119638119639119640119641119642119643119644119645119646119647119648119649119650119651119652119653119654119655119656119657119658119659119660119661119662119663119664119665119666119667119668119669119670119671119672119673119674119675119676119677119678119679119680119681119682119683119684119685119686119687119688119689119690119691119692119693119694119695119696119697119698119699119700119701119702119703119704119705119706119707119708119709119710119711119712119713119714119715119716119717119718119719119720119721119722119723119724119725119726119727119728119729119730119731119732119733119734119735119736119737119738119739119740119741119742119743119744119745119746119747119748119749119750119751119752119753119754119755119756119757119758119759119760119761119762119763119764119765119766119767119768119769119770119771119772119773119774119775119776119777119778119779119780119781119782119783119784119785119786119787119788119789119790119791119792119793119794119795119796119797119798119799119800119801119802119803119804119805119806119807119808119809119810119811119812119813119814119815119816119817119818119819119820119821119822119823119824119825119826119827119828119829119830119831119832119833119834119835119836119837119838119839119840119841119842119843119844119845119846119847119848119849119850119851119852119853119854119855119856119857119858119859119860119861119862119863119864119865119866119867119868119869119870119871119872119873119874119875119876119877119878119879119880119881119882119883119884119885119886119887119888119889119890119891119892119893119894119895119896119897119898119899119900119901119902119903119904119905119906119907119908119909119910119911119912119913119914119915119916119917119918119919119920119921119922119923119924119925119926119927119928119929119930119931119932119933119934119935119936119937119938119939119940119941119942119943119944119945119946119947119948119949119950119951119952119953119954119955119956119957119958119959119960119961119962119963119964119965119966119967119968119969119970119971119972119973119974119975119976119977119978119979119980119981119982119983119984119985119986119987119988119989119990119991119992119993119994119995119996119997119998119999120000120001120002120003120004120005120006120007120008120009120010120011120012120013120014120015120016120017120018120019120020120021120022120023120024120025120026120027120028120029120030120031120032120033120034120035120036120037120038120039120040120041120042120043120044120045120046120047120048120049120050120051120052120053120054120055120056120057120058120059120060120061120062120063120064120065120066120067120068120069120070120071120072120073120074120075120076120077120078120079120080120081120082120083120084120085120086120087120088120089120090120091120092120093120094120095120096120097120098120099120100120101120102120103120104120105120106120107120108120109120110120111120112120113120114120115120116120117120118120119120120120121120122120123120124120125120126120127120128120129120130120131120132120133120134120135120136120137120138120139120140120141120142120143120144120145120146120147120148120149120150120151120152120153120154120155120156120157120158120159120160120161120162120163120164120165120166120167120168120169120170120171120172120173120174120175120176120177120178120179120180120181120182120183120184120185120186120187120188120189120190120191120192120193120194120195120196120197120198120199120200120201120202120203120204120205120206120207120208120209120210120211120212120213120214120215120216120217120218120219120220120221120222120223120224120225120226120227120228120229120230120231120232120233120234120235120236120237120238120239120240120241120242120243120244120245120246120247120248120249120250120251120252120253120254120255120256120257120258120259120260120261120262120263120264120265120266120267120268120269120270120271120272120273120274120275120276120277120278120279120280120281120282120283120284120285120286120287120288120289120290120291120292120293120294120295120296120297120298120299120300120301120302120303120304120305120306120307120308120309120310120311120312120313120314120315120316120317120318120319120320120321120322120323120324120325120326120327120328120329120330120331120332120333120334120335120336120337120338120339120340120341120342120343120344120345120346120347120348120349120350120351120352120353120354120355120356120357120358120359120360120361120362120363120364120365120366120367120368120369120370120371120372120373120374120375120376120377120378120379120380120381120382120383120384120385120386120387120388120389120390120391120392120393120394120395120396120397120398120399120400120401120402120403120404120405120406120407120408120409120410120411120412120413120414120415120416120417120418120419120420120421120422120423120424120425120426120427120428120429120430120431120432120433120434120435120436120437120438120439120440120441120442120443120444120445120446120447120448120449120450120451120452120453120454120455120456120457120458120459120460120461120462120463120464120465120466120467120468120469120470120471120472120473120474120475120476120477120478120479120480120481120482120483120484120485120486120487120488120489120490120491120492120493120494120495120496120497120498120499120500120501120502120503120504120505120506120507120508120509120510120511120512120513120514120515120516120517120518120519120520120521120522120523120524120525120526120527120528120529120530120531120532120533120534120535120536120537120538120539120540120541120542120543120544120545120546120547120548120549120550120551120552120553120554120555120556120557120558120559120560120561120562120563120564120565120566120567120568120569120570120571120572120573120574120575120576120577120578120579120580120581120582120583120584120585120586120587120588120589120590120591120592120593120594120595120596120597120598120599120600120601120602120603120604120605120606120607120608120609120610120611120612120613120614120615120616120617120618120619120620120621120622120623120624120625120626120627120628120629120630120631120632120633120634120635120636120637120638120639120640120641120642120643120644120645120646120647120648120649120650120651120652120653120654120655120656120657120658120659120660120661120662120663120664120665120666120667120668120669120670120671120672120673120674120675120676120677120678120679120680120681120682120683120684120685120686120687120688120689120690120691120692120693120694120695120696120697120698120699120700120701120702120703120704120705120706120707120708120709120710120711120712120713120714120715120716120717120718120719120720120721120722120723120724120725120726120727120728120729120730120731120732120733120734120735120736120737120738120739120740120741120742120743120744120745120746120747120748120749120750120751120752120753120754120755120756120757120758120759120760120761120762120763120764120765120766120767120768120769120770120771120772120773120774120775120776120777120778120779120780120781120782120783120784120785120786120787120788120789120790120791120792120793120794120795120796120797120798120799120800120801120802120803120804120805120806120807120808120809120810120811120812120813120814120815120816120817120818120819120820120821120822120823120824120825120826120827120828120829120830120831120832120833120834120835120836120837120838120839120840120841120842120843120844120845120846120847120848120849120850120851120852120853120854120855120856120857120858120859120860120861120862120863120864120865120866120867120868120869120870120871120872120873120874120875120876120877120878120879120880120881120882120883120884120885120886120887120888120889120890120891120892120893120894120895120896120897120898120899120900120901120902120903120904120905120906120907120908120909120910120911120912120913120914120915120916120917120918120919120920120921120922120923120924120925120926120927120928120929120930120931120932120933120934120935120936120937120938120939120940120941120942120943120944120945120946120947120948120949120950120951120952120953120954120955120956120957120958120959120960120961120962120963120964120965120966120967120968120969120970120971120972120973120974120975120976120977120978120979120980120981120982120983120984120985120986120987120988120989120990120991120992120993120994120995120996120997120998120999121000121001121002121003121004121005121006121007121008121009121010121011121012121013121014121015121016121017121018121019121020121021121022121023121024121025121026121027121028121029121030121031121032121033121034121035121036121037121038121039121040121041121042121043121044121045121046121047121048121049121050121051121052121053121054121055121056121057121058121059121060121061121062121063121064121065121066121067121068121069121070121071121072121073121074121075121076121077121078121079121080121081121082121083121084121085121086121087121088121089121090121091121092121093121094121095121096121097121098121099121100121101121102121103121104121105121106121107121108121109121110121111121112121113121114121115121116121117121118121119121120121121121122121123121124121125121126121127121128121129121130121131121132121133121134121135121136121137121138121139121140121141121142121143121144121145121146121147121148121149121150121151121152121153121154121155121156121157121158121159121160121161121162121163121164121165121166121167121168121169121170121171121172121173121174121175121176121177121178121179121180121181121182121183121184121185121186121187121188121189121190121191121192121193121194121195121196121197121198121199121200121201121202121203121204121205121206121207121208121209121210121211121212121213121214121215121216121217121218121219121220121221121222121223121224121225121226121227121228121229121230121231121232121233121234121235121236121237121238121239121240121241121242121243121244121245121246121247121248121249121250121251121252121253121254121255121256121257121258121259121260121261121262121263121264121265121266121267121268121269121270121271121272121273121274121275121276121277121278121279121280121281121282121283121284121285121286121287121288121289121290121291121292121293121294121295121296121297121298121299121300121301121302121303121304121305121306121307121308121309121310121311121312121313121314121315121316121317121318121319121320121321121322121323121324121325121326121327121328121329121330121331121332121333121334121335121336121337121338121339121340121341121342121343121344121345121346121347121348121349121350121351121352121353121354121355121356121357121358121359121360121361121362121363121364121365121366121367121368121369121370121371121372121373121374121375121376121377121378121379121380121381121382121383121384121385121386121387121388121389121390121391121392121393121394121395121396121397121398121399121400121401121402121403121404121405121406121407121408121409121410121411121412121413121414121415121416121417121418121419121420121421121422121423121424121425121426121427121428121429121430121431121432121433121434121435121436121437121438121439121440121441121442121443121444121445121446121447121448121449121450121451121452121453121454121455121456121457121458121459121460121461121462121463121464121465121466121467121468121469121470121471121472121473121474121475121476121477121478121479121480121481121482121483121484121485121486121487121488121489121490121491121492121493121494121495121496121497121498121499121500121501121502121503121504121505121506121507121508121509121510121511121512121513121514121515121516121517121518121519121520121521121522121523121524121525121526121527121528121529121530121531121532121533121534121535121536121537121538121539121540121541121542121543121544121545121546121547121548121549121550121551121552121553121554121555121556121557121558121559121560121561121562121563121564121565121566121567121568121569121570121571121572121573121574121575121576121577121578121579121580121581121582121583121584121585121586121587121588121589121590121591121592121593121594121595121596121597121598121599121600121601121602121603121604121605121606121607121608121609121610121611121612121613121614121615121616121617121618121619121620121621121622121623121624121625121626121627121628121629121630121631121632121633121634121635121636121637121638121639121640121641121642121643121644121645121646121647121648121649121650121651121652121653121654121655121656121657121658121659121660121661121662121663121664121665121666121667121668121669121670121671121672121673121674121675121676121677121678121679121680121681121682121683121684121685121686121687121688121689121690121691121692121693121694121695121696121697121698121699121700121701121702121703121704121705121706121707121708121709121710121711121712121713121714121715121716121717121718121719121720121721121722121723121724121725121726121727121728121729121730121731121732121733121734121735121736121737121738121739121740121741121742121743121744121745121746121747121748121749121750121751121752121753121754121755121756121757121758121759121760121761121762121763121764121765121766121767121768121769121770121771121772121773121774121775121776121777121778121779121780121781121782121783121784121785121786121787121788121789121790121791121792121793121794121795121796121797121798121799121800121801121802121803121804121805121806121807121808121809121810121811121812121813121814121815121816121817121818121819121820121821121822121823121824121825121826121827121828121829121830121831121832121833121834121835121836121837121838121839121840121841121842121843121844121845121846121847121848121849121850121851121852121853121854121855121856121857121858121859121860121861121862121863121864121865121866121867121868121869121870121871121872121873121874121875121876121877121878121879121880121881121882121883121884121885121886121887121888121889121890121891121892121893121894121895121896121897121898121899121900121901121902121903121904121905121906121907121908121909121910121911121912121913121914121915121916121917121918121919121920121921121922121923121924121925121926121927121928121929121930121931121932121933121934121935121936121937121938121939121940121941121942121943121944121945121946121947121948121949121950121951121952121953121954121955121956121957121958121959121960121961121962121963121964121965121966121967121968121969121970121971121972121973121974121975121976121977121978121979121980121981121982121983121984121985121986121987121988121989121990121991121992121993121994121995121996121997121998121999122000122001122002122003122004122005122006122007122008122009122010122011122012122013122014122015122016122017122018122019122020122021122022122023122024122025122026122027122028122029122030122031122032122033122034122035122036122037122038122039122040122041122042122043122044122045122046122047122048122049122050122051122052122053122054122055122056122057122058122059122060122061122062122063122064122065122066122067122068122069122070122071122072122073122074122075122076122077122078122079122080122081122082122083122084122085122086122087122088122089122090122091122092122093122094122095122096122097122098122099122100122101122102122103122104122105122106122107122108122109122110122111122112122113122114122115122116122117122118122119122120122121122122122123122124122125122126122127122128122129122130122131122132122133122134122135122136122137122138122139122140122141122142122143122144122145122146122147122148122149122150122151122152122153122154122155122156122157122158122159122160122161122162122163122164122165122166122167122168122169122170122171122172122173122174122175122176122177122178122179122180122181122182122183122184122185122186122187122188122189122190122191122192122193122194122195122196122197122198122199122200122201122202122203122204122205122206122207122208122209122210122211122212122213122214122215122216122217122218122219122220122221122222122223122224122225122226122227122228122229122230122231122232122233122234122235122236122237122238122239122240122241122242122243122244122245122246122247122248122249122250122251122252122253122254122255122256122257122258122259122260122261122262122263122264122265122266122267122268122269122270122271122272122273122274122275122276122277122278122279122280122281122282122283122284122285122286122287122288122289122290122291122292122293122294122295122296122297122298122299122300122301122302122303122304122305122306122307122308122309122310122311122312
  1. (function universalModuleDefinition(root, factory) {
  2. var amdDependencies = [];
  3. var CANNON = root.CANNON || this.CANNON;
  4. var OIMO = root.OIMO || this.OIMO;
  5. var earcut = root.earcut || this.earcut;
  6. if(typeof exports === 'object' && typeof module === 'object') {
  7. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  8. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  9. try { earcut = earcut || require("earcut"); } catch(e) {}
  10. module.exports = factory(CANNON,OIMO,earcut);
  11. } else if(typeof define === 'function' && define.amd) {
  12. if(require.specified && require.specified("cannon")) amdDependencies.push("cannon");
  13. if(require.specified && require.specified("oimo")) amdDependencies.push("oimo");
  14. if(require.specified && require.specified("earcut")) amdDependencies.push("earcut");
  15. define("babylonjs", amdDependencies, factory);
  16. } else if(typeof exports === 'object') {
  17. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  18. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  19. try { earcut = earcut || require("earcut"); } catch(e) {}
  20. exports["babylonjs"] = factory(CANNON,OIMO,earcut);
  21. } else {
  22. root["BABYLON"] = factory(CANNON,OIMO,earcut);
  23. }
  24. })(this, function(CANNON,OIMO,earcut) {
  25. CANNON = CANNON || this.CANNON;
  26. OIMO = OIMO || this.OIMO;
  27. earcut = earcut || this.earcut;
  28. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  29. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  30. var BABYLON;
  31. (function (BABYLON) {
  32. /**
  33. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  34. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  35. */
  36. var EffectFallbacks = /** @class */ (function () {
  37. function EffectFallbacks() {
  38. this._defines = {};
  39. this._currentRank = 32;
  40. this._maxRank = -1;
  41. }
  42. /**
  43. * Removes the fallback from the bound mesh.
  44. */
  45. EffectFallbacks.prototype.unBindMesh = function () {
  46. this._mesh = null;
  47. };
  48. /**
  49. * Adds a fallback on the specified property.
  50. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  51. * @param define The name of the define in the shader
  52. */
  53. EffectFallbacks.prototype.addFallback = function (rank, define) {
  54. if (!this._defines[rank]) {
  55. if (rank < this._currentRank) {
  56. this._currentRank = rank;
  57. }
  58. if (rank > this._maxRank) {
  59. this._maxRank = rank;
  60. }
  61. this._defines[rank] = new Array();
  62. }
  63. this._defines[rank].push(define);
  64. };
  65. /**
  66. * Sets the mesh to use CPU skinning when needing to fallback.
  67. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  68. * @param mesh The mesh to use the fallbacks.
  69. */
  70. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  71. this._mesh = mesh;
  72. if (rank < this._currentRank) {
  73. this._currentRank = rank;
  74. }
  75. if (rank > this._maxRank) {
  76. this._maxRank = rank;
  77. }
  78. };
  79. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  80. /**
  81. * Checks to see if more fallbacks are still availible.
  82. */
  83. get: function () {
  84. return this._currentRank <= this._maxRank;
  85. },
  86. enumerable: true,
  87. configurable: true
  88. });
  89. /**
  90. * Removes the defines that shoould be removed when falling back.
  91. * @param currentDefines defines the current define statements for the shader.
  92. * @param effect defines the current effect we try to compile
  93. * @returns The resulting defines with defines of the current rank removed.
  94. */
  95. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  96. // First we try to switch to CPU skinning
  97. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  98. this._mesh.computeBonesUsingShaders = false;
  99. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  100. effect._bonesComputationForcedToCPU = true;
  101. var scene = this._mesh.getScene();
  102. for (var index = 0; index < scene.meshes.length; index++) {
  103. var otherMesh = scene.meshes[index];
  104. if (!otherMesh.material) {
  105. continue;
  106. }
  107. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  108. continue;
  109. }
  110. if (otherMesh.material.getEffect() === effect) {
  111. otherMesh.computeBonesUsingShaders = false;
  112. }
  113. else if (otherMesh.subMeshes) {
  114. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  115. var subMesh = _a[_i];
  116. var subMeshEffect = subMesh.effect;
  117. if (subMeshEffect === effect) {
  118. otherMesh.computeBonesUsingShaders = false;
  119. break;
  120. }
  121. }
  122. }
  123. }
  124. }
  125. else {
  126. var currentFallbacks = this._defines[this._currentRank];
  127. if (currentFallbacks) {
  128. for (var index = 0; index < currentFallbacks.length; index++) {
  129. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  130. }
  131. }
  132. this._currentRank++;
  133. }
  134. return currentDefines;
  135. };
  136. return EffectFallbacks;
  137. }());
  138. BABYLON.EffectFallbacks = EffectFallbacks;
  139. /**
  140. * Options to be used when creating an effect.
  141. */
  142. var EffectCreationOptions = /** @class */ (function () {
  143. function EffectCreationOptions() {
  144. }
  145. return EffectCreationOptions;
  146. }());
  147. BABYLON.EffectCreationOptions = EffectCreationOptions;
  148. /**
  149. * Effect containing vertex and fragment shader that can be executed on an object.
  150. */
  151. var Effect = /** @class */ (function () {
  152. /**
  153. * Instantiates an effect.
  154. * An effect can be used to create/manage/execute vertex and fragment shaders.
  155. * @param baseName Name of the effect.
  156. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  157. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  158. * @param samplers List of sampler variables that will be passed to the shader.
  159. * @param engine Engine to be used to render the effect
  160. * @param defines Define statements to be added to the shader.
  161. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  162. * @param onCompiled Callback that will be called when the shader is compiled.
  163. * @param onError Callback that will be called if an error occurs during shader compilation.
  164. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  165. */
  166. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  167. if (samplers === void 0) { samplers = null; }
  168. if (defines === void 0) { defines = null; }
  169. if (fallbacks === void 0) { fallbacks = null; }
  170. if (onCompiled === void 0) { onCompiled = null; }
  171. if (onError === void 0) { onError = null; }
  172. var _this = this;
  173. /**
  174. * Unique ID of the effect.
  175. */
  176. this.uniqueId = 0;
  177. /**
  178. * Observable that will be called when the shader is compiled.
  179. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  180. */
  181. this.onCompileObservable = new BABYLON.Observable();
  182. /**
  183. * Observable that will be called if an error occurs during shader compilation.
  184. */
  185. this.onErrorObservable = new BABYLON.Observable();
  186. /** @hidden */
  187. this._bonesComputationForcedToCPU = false;
  188. this._uniformBuffersNames = {};
  189. this._isReady = false;
  190. this._compilationError = "";
  191. this.name = baseName;
  192. if (attributesNamesOrOptions.attributes) {
  193. var options = attributesNamesOrOptions;
  194. this._engine = uniformsNamesOrEngine;
  195. this._attributesNames = options.attributes;
  196. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  197. this._samplers = options.samplers.slice();
  198. this.defines = options.defines;
  199. this.onError = options.onError;
  200. this.onCompiled = options.onCompiled;
  201. this._fallbacks = options.fallbacks;
  202. this._indexParameters = options.indexParameters;
  203. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  204. if (options.uniformBuffersNames) {
  205. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  206. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  207. }
  208. }
  209. }
  210. else {
  211. this._engine = engine;
  212. this.defines = defines;
  213. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  214. this._samplers = samplers ? samplers.slice() : [];
  215. this._attributesNames = attributesNamesOrOptions;
  216. this.onError = onError;
  217. this.onCompiled = onCompiled;
  218. this._indexParameters = indexParameters;
  219. this._fallbacks = fallbacks;
  220. }
  221. this.uniqueId = Effect._uniqueIdSeed++;
  222. var vertexSource;
  223. var fragmentSource;
  224. if (baseName.vertexElement) {
  225. vertexSource = document.getElementById(baseName.vertexElement);
  226. if (!vertexSource) {
  227. vertexSource = baseName.vertexElement;
  228. }
  229. }
  230. else {
  231. vertexSource = baseName.vertex || baseName;
  232. }
  233. if (baseName.fragmentElement) {
  234. fragmentSource = document.getElementById(baseName.fragmentElement);
  235. if (!fragmentSource) {
  236. fragmentSource = baseName.fragmentElement;
  237. }
  238. }
  239. else {
  240. fragmentSource = baseName.fragment || baseName;
  241. }
  242. this._loadVertexShader(vertexSource, function (vertexCode) {
  243. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  244. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  245. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  246. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  247. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  248. if (baseName) {
  249. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  250. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  251. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  252. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  253. }
  254. else {
  255. _this._vertexSourceCode = migratedVertexCode;
  256. _this._fragmentSourceCode = migratedFragmentCode;
  257. }
  258. _this._prepareEffect();
  259. });
  260. });
  261. });
  262. });
  263. });
  264. });
  265. }
  266. Object.defineProperty(Effect.prototype, "onBindObservable", {
  267. /**
  268. * Observable that will be called when effect is bound.
  269. */
  270. get: function () {
  271. if (!this._onBindObservable) {
  272. this._onBindObservable = new BABYLON.Observable();
  273. }
  274. return this._onBindObservable;
  275. },
  276. enumerable: true,
  277. configurable: true
  278. });
  279. Object.defineProperty(Effect.prototype, "key", {
  280. /**
  281. * Unique key for this effect
  282. */
  283. get: function () {
  284. return this._key;
  285. },
  286. enumerable: true,
  287. configurable: true
  288. });
  289. /**
  290. * If the effect has been compiled and prepared.
  291. * @returns if the effect is compiled and prepared.
  292. */
  293. Effect.prototype.isReady = function () {
  294. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  295. return this._engine._isProgramCompiled(this._program);
  296. }
  297. return this._isReady;
  298. };
  299. /**
  300. * The engine the effect was initialized with.
  301. * @returns the engine.
  302. */
  303. Effect.prototype.getEngine = function () {
  304. return this._engine;
  305. };
  306. /**
  307. * The compiled webGL program for the effect
  308. * @returns the webGL program.
  309. */
  310. Effect.prototype.getProgram = function () {
  311. return this._program;
  312. };
  313. /**
  314. * The set of names of attribute variables for the shader.
  315. * @returns An array of attribute names.
  316. */
  317. Effect.prototype.getAttributesNames = function () {
  318. return this._attributesNames;
  319. };
  320. /**
  321. * Returns the attribute at the given index.
  322. * @param index The index of the attribute.
  323. * @returns The location of the attribute.
  324. */
  325. Effect.prototype.getAttributeLocation = function (index) {
  326. return this._attributes[index];
  327. };
  328. /**
  329. * Returns the attribute based on the name of the variable.
  330. * @param name of the attribute to look up.
  331. * @returns the attribute location.
  332. */
  333. Effect.prototype.getAttributeLocationByName = function (name) {
  334. var index = this._attributesNames.indexOf(name);
  335. return this._attributes[index];
  336. };
  337. /**
  338. * The number of attributes.
  339. * @returns the numnber of attributes.
  340. */
  341. Effect.prototype.getAttributesCount = function () {
  342. return this._attributes.length;
  343. };
  344. /**
  345. * Gets the index of a uniform variable.
  346. * @param uniformName of the uniform to look up.
  347. * @returns the index.
  348. */
  349. Effect.prototype.getUniformIndex = function (uniformName) {
  350. return this._uniformsNames.indexOf(uniformName);
  351. };
  352. /**
  353. * Returns the attribute based on the name of the variable.
  354. * @param uniformName of the uniform to look up.
  355. * @returns the location of the uniform.
  356. */
  357. Effect.prototype.getUniform = function (uniformName) {
  358. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  359. };
  360. /**
  361. * Returns an array of sampler variable names
  362. * @returns The array of sampler variable neames.
  363. */
  364. Effect.prototype.getSamplers = function () {
  365. return this._samplers;
  366. };
  367. /**
  368. * The error from the last compilation.
  369. * @returns the error string.
  370. */
  371. Effect.prototype.getCompilationError = function () {
  372. return this._compilationError;
  373. };
  374. /**
  375. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  376. * @param func The callback to be used.
  377. */
  378. Effect.prototype.executeWhenCompiled = function (func) {
  379. var _this = this;
  380. if (this.isReady()) {
  381. func(this);
  382. return;
  383. }
  384. this.onCompileObservable.add(function (effect) {
  385. func(effect);
  386. });
  387. if (!this._program || this._program.isParallelCompiled) {
  388. setTimeout(function () {
  389. _this._checkIsReady();
  390. }, 16);
  391. }
  392. };
  393. Effect.prototype._checkIsReady = function () {
  394. var _this = this;
  395. if (this.isReady()) {
  396. return;
  397. }
  398. setTimeout(function () {
  399. _this._checkIsReady();
  400. }, 16);
  401. };
  402. /** @hidden */
  403. Effect.prototype._loadVertexShader = function (vertex, callback) {
  404. if (BABYLON.Tools.IsWindowObjectExist()) {
  405. // DOM element ?
  406. if (vertex instanceof HTMLElement) {
  407. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  408. callback(vertexCode);
  409. return;
  410. }
  411. }
  412. // Base64 encoded ?
  413. if (vertex.substr(0, 7) === "base64:") {
  414. var vertexBinary = window.atob(vertex.substr(7));
  415. callback(vertexBinary);
  416. return;
  417. }
  418. // Is in local store ?
  419. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  420. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  421. return;
  422. }
  423. var vertexShaderUrl;
  424. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  425. vertexShaderUrl = vertex;
  426. }
  427. else {
  428. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  429. }
  430. // Vertex shader
  431. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  432. };
  433. /** @hidden */
  434. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  435. if (BABYLON.Tools.IsWindowObjectExist()) {
  436. // DOM element ?
  437. if (fragment instanceof HTMLElement) {
  438. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  439. callback(fragmentCode);
  440. return;
  441. }
  442. }
  443. // Base64 encoded ?
  444. if (fragment.substr(0, 7) === "base64:") {
  445. var fragmentBinary = window.atob(fragment.substr(7));
  446. callback(fragmentBinary);
  447. return;
  448. }
  449. // Is in local store ?
  450. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  451. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  452. return;
  453. }
  454. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  455. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  456. return;
  457. }
  458. var fragmentShaderUrl;
  459. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  460. fragmentShaderUrl = fragment;
  461. }
  462. else {
  463. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  464. }
  465. // Fragment shader
  466. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  467. };
  468. /** @hidden */
  469. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  470. // Rebuild shaders source code
  471. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  472. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  473. vertexCode = prefix + vertexCode;
  474. fragmentCode = prefix + fragmentCode;
  475. // Number lines of shaders source code
  476. var i = 2;
  477. var regex = /\n/gm;
  478. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  479. i = 2;
  480. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  481. // Dump shaders name and formatted source code
  482. if (this.name.vertexElement) {
  483. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  484. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  485. }
  486. else if (this.name.vertex) {
  487. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  488. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  489. }
  490. else {
  491. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  492. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  493. }
  494. };
  495. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  496. var preparedSourceCode = this._processPrecision(sourceCode);
  497. if (this._engine.webGLVersion == 1) {
  498. callback(preparedSourceCode);
  499. return;
  500. }
  501. // Already converted
  502. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  503. callback(preparedSourceCode.replace("#version 300 es", ""));
  504. return;
  505. }
  506. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  507. // Remove extensions
  508. // #extension GL_OES_standard_derivatives : enable
  509. // #extension GL_EXT_shader_texture_lod : enable
  510. // #extension GL_EXT_frag_depth : enable
  511. // #extension GL_EXT_draw_buffers : require
  512. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  513. var result = preparedSourceCode.replace(regex, "");
  514. // Migrate to GLSL v300
  515. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  516. result = result.replace(/attribute[ \t]/g, "in ");
  517. result = result.replace(/[ \t]attribute/g, " in");
  518. result = result.replace(/texture2D\s*\(/g, "texture(");
  519. if (isFragment) {
  520. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  521. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  522. result = result.replace(/textureCube\s*\(/g, "texture(");
  523. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  524. result = result.replace(/gl_FragColor/g, "glFragColor");
  525. result = result.replace(/gl_FragData/g, "glFragData");
  526. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  527. }
  528. callback(result);
  529. };
  530. Effect.prototype._processIncludes = function (sourceCode, callback) {
  531. var _this = this;
  532. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  533. var match = regex.exec(sourceCode);
  534. var returnValue = new String(sourceCode);
  535. while (match != null) {
  536. var includeFile = match[1];
  537. // Uniform declaration
  538. if (includeFile.indexOf("__decl__") !== -1) {
  539. includeFile = includeFile.replace(/__decl__/, "");
  540. if (this._engine.supportsUniformBuffers) {
  541. includeFile = includeFile.replace(/Vertex/, "Ubo");
  542. includeFile = includeFile.replace(/Fragment/, "Ubo");
  543. }
  544. includeFile = includeFile + "Declaration";
  545. }
  546. if (Effect.IncludesShadersStore[includeFile]) {
  547. // Substitution
  548. var includeContent = Effect.IncludesShadersStore[includeFile];
  549. if (match[2]) {
  550. var splits = match[3].split(",");
  551. for (var index = 0; index < splits.length; index += 2) {
  552. var source = new RegExp(splits[index], "g");
  553. var dest = splits[index + 1];
  554. includeContent = includeContent.replace(source, dest);
  555. }
  556. }
  557. if (match[4]) {
  558. var indexString = match[5];
  559. if (indexString.indexOf("..") !== -1) {
  560. var indexSplits = indexString.split("..");
  561. var minIndex = parseInt(indexSplits[0]);
  562. var maxIndex = parseInt(indexSplits[1]);
  563. var sourceIncludeContent = includeContent.slice(0);
  564. includeContent = "";
  565. if (isNaN(maxIndex)) {
  566. maxIndex = this._indexParameters[indexSplits[1]];
  567. }
  568. for (var i = minIndex; i < maxIndex; i++) {
  569. if (!this._engine.supportsUniformBuffers) {
  570. // Ubo replacement
  571. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  572. return p1 + "{X}";
  573. });
  574. }
  575. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  576. }
  577. }
  578. else {
  579. if (!this._engine.supportsUniformBuffers) {
  580. // Ubo replacement
  581. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  582. return p1 + "{X}";
  583. });
  584. }
  585. includeContent = includeContent.replace(/\{X\}/g, indexString);
  586. }
  587. }
  588. // Replace
  589. returnValue = returnValue.replace(match[0], includeContent);
  590. }
  591. else {
  592. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  593. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  594. Effect.IncludesShadersStore[includeFile] = fileContent;
  595. _this._processIncludes(returnValue, callback);
  596. });
  597. return;
  598. }
  599. match = regex.exec(sourceCode);
  600. }
  601. callback(returnValue);
  602. };
  603. Effect.prototype._processPrecision = function (source) {
  604. if (source.indexOf("precision highp float") === -1) {
  605. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  606. source = "precision mediump float;\n" + source;
  607. }
  608. else {
  609. source = "precision highp float;\n" + source;
  610. }
  611. }
  612. else {
  613. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  614. source = source.replace("precision highp float", "precision mediump float");
  615. }
  616. }
  617. return source;
  618. };
  619. /**
  620. * Recompiles the webGL program
  621. * @param vertexSourceCode The source code for the vertex shader.
  622. * @param fragmentSourceCode The source code for the fragment shader.
  623. * @param onCompiled Callback called when completed.
  624. * @param onError Callback called on error.
  625. * @hidden
  626. */
  627. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  628. var _this = this;
  629. this._isReady = false;
  630. this._vertexSourceCodeOverride = vertexSourceCode;
  631. this._fragmentSourceCodeOverride = fragmentSourceCode;
  632. this.onError = function (effect, error) {
  633. if (onError) {
  634. onError(error);
  635. }
  636. };
  637. this.onCompiled = function () {
  638. var scenes = _this.getEngine().scenes;
  639. for (var i = 0; i < scenes.length; i++) {
  640. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  641. }
  642. if (onCompiled) {
  643. onCompiled(_this._program);
  644. }
  645. };
  646. this._fallbacks = null;
  647. this._prepareEffect();
  648. };
  649. /**
  650. * Gets the uniform locations of the the specified variable names
  651. * @param names THe names of the variables to lookup.
  652. * @returns Array of locations in the same order as variable names.
  653. */
  654. Effect.prototype.getSpecificUniformLocations = function (names) {
  655. var engine = this._engine;
  656. return engine.getUniforms(this._program, names);
  657. };
  658. /**
  659. * Prepares the effect
  660. * @hidden
  661. */
  662. Effect.prototype._prepareEffect = function () {
  663. var _this = this;
  664. var attributesNames = this._attributesNames;
  665. var defines = this.defines;
  666. var fallbacks = this._fallbacks;
  667. this._valueCache = {};
  668. var previousProgram = this._program;
  669. try {
  670. var engine_1 = this._engine;
  671. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  672. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  673. }
  674. else {
  675. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  676. }
  677. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  678. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  679. if (engine_1.supportsUniformBuffers) {
  680. for (var name in _this._uniformBuffersNames) {
  681. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  682. }
  683. }
  684. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  685. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  686. var index;
  687. for (index = 0; index < _this._samplers.length; index++) {
  688. var sampler = _this.getUniform(_this._samplers[index]);
  689. if (sampler == null) {
  690. _this._samplers.splice(index, 1);
  691. index--;
  692. }
  693. }
  694. engine_1.bindSamplers(_this);
  695. _this._compilationError = "";
  696. _this._isReady = true;
  697. if (_this.onCompiled) {
  698. _this.onCompiled(_this);
  699. }
  700. _this.onCompileObservable.notifyObservers(_this);
  701. _this.onCompileObservable.clear();
  702. // Unbind mesh reference in fallbacks
  703. if (_this._fallbacks) {
  704. _this._fallbacks.unBindMesh();
  705. }
  706. if (previousProgram) {
  707. _this.getEngine()._deleteProgram(previousProgram);
  708. }
  709. });
  710. if (this._program.isParallelCompiled) {
  711. this._checkIsReady();
  712. }
  713. }
  714. catch (e) {
  715. this._compilationError = e.message;
  716. // Let's go through fallbacks then
  717. BABYLON.Tools.Error("Unable to compile effect:");
  718. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  719. return " " + uniform;
  720. }));
  721. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  722. return " " + attribute;
  723. }));
  724. BABYLON.Tools.Error("Error: " + this._compilationError);
  725. if (previousProgram) {
  726. this._program = previousProgram;
  727. this._isReady = true;
  728. if (this.onError) {
  729. this.onError(this, this._compilationError);
  730. }
  731. this.onErrorObservable.notifyObservers(this);
  732. }
  733. if (fallbacks && fallbacks.isMoreFallbacks) {
  734. BABYLON.Tools.Error("Trying next fallback.");
  735. this.defines = fallbacks.reduce(this.defines, this);
  736. this._prepareEffect();
  737. }
  738. else { // Sorry we did everything we can
  739. if (this.onError) {
  740. this.onError(this, this._compilationError);
  741. }
  742. this.onErrorObservable.notifyObservers(this);
  743. this.onErrorObservable.clear();
  744. // Unbind mesh reference in fallbacks
  745. if (this._fallbacks) {
  746. this._fallbacks.unBindMesh();
  747. }
  748. }
  749. }
  750. };
  751. Object.defineProperty(Effect.prototype, "isSupported", {
  752. /**
  753. * Checks if the effect is supported. (Must be called after compilation)
  754. */
  755. get: function () {
  756. return this._compilationError === "";
  757. },
  758. enumerable: true,
  759. configurable: true
  760. });
  761. /**
  762. * Binds a texture to the engine to be used as output of the shader.
  763. * @param channel Name of the output variable.
  764. * @param texture Texture to bind.
  765. * @hidden
  766. */
  767. Effect.prototype._bindTexture = function (channel, texture) {
  768. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  769. };
  770. /**
  771. * Sets a texture on the engine to be used in the shader.
  772. * @param channel Name of the sampler variable.
  773. * @param texture Texture to set.
  774. */
  775. Effect.prototype.setTexture = function (channel, texture) {
  776. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  777. };
  778. /**
  779. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  780. * @param channel Name of the sampler variable.
  781. * @param texture Texture to set.
  782. */
  783. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  784. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  785. };
  786. /**
  787. * Sets an array of textures on the engine to be used in the shader.
  788. * @param channel Name of the variable.
  789. * @param textures Textures to set.
  790. */
  791. Effect.prototype.setTextureArray = function (channel, textures) {
  792. if (this._samplers.indexOf(channel + "Ex") === -1) {
  793. var initialPos = this._samplers.indexOf(channel);
  794. for (var index = 1; index < textures.length; index++) {
  795. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  796. }
  797. }
  798. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  799. };
  800. /**
  801. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  802. * @param channel Name of the sampler variable.
  803. * @param postProcess Post process to get the input texture from.
  804. */
  805. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  806. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  807. };
  808. /**
  809. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  810. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  811. * @param channel Name of the sampler variable.
  812. * @param postProcess Post process to get the output texture from.
  813. */
  814. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  815. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  816. };
  817. /** @hidden */
  818. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  819. var cache = this._valueCache[uniformName];
  820. var flag = matrix.updateFlag;
  821. if (cache !== undefined && cache === flag) {
  822. return false;
  823. }
  824. this._valueCache[uniformName] = flag;
  825. return true;
  826. };
  827. /** @hidden */
  828. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  829. var cache = this._valueCache[uniformName];
  830. if (!cache) {
  831. cache = [x, y];
  832. this._valueCache[uniformName] = cache;
  833. return true;
  834. }
  835. var changed = false;
  836. if (cache[0] !== x) {
  837. cache[0] = x;
  838. changed = true;
  839. }
  840. if (cache[1] !== y) {
  841. cache[1] = y;
  842. changed = true;
  843. }
  844. return changed;
  845. };
  846. /** @hidden */
  847. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  848. var cache = this._valueCache[uniformName];
  849. if (!cache) {
  850. cache = [x, y, z];
  851. this._valueCache[uniformName] = cache;
  852. return true;
  853. }
  854. var changed = false;
  855. if (cache[0] !== x) {
  856. cache[0] = x;
  857. changed = true;
  858. }
  859. if (cache[1] !== y) {
  860. cache[1] = y;
  861. changed = true;
  862. }
  863. if (cache[2] !== z) {
  864. cache[2] = z;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /** @hidden */
  870. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  871. var cache = this._valueCache[uniformName];
  872. if (!cache) {
  873. cache = [x, y, z, w];
  874. this._valueCache[uniformName] = cache;
  875. return true;
  876. }
  877. var changed = false;
  878. if (cache[0] !== x) {
  879. cache[0] = x;
  880. changed = true;
  881. }
  882. if (cache[1] !== y) {
  883. cache[1] = y;
  884. changed = true;
  885. }
  886. if (cache[2] !== z) {
  887. cache[2] = z;
  888. changed = true;
  889. }
  890. if (cache[3] !== w) {
  891. cache[3] = w;
  892. changed = true;
  893. }
  894. return changed;
  895. };
  896. /**
  897. * Binds a buffer to a uniform.
  898. * @param buffer Buffer to bind.
  899. * @param name Name of the uniform variable to bind to.
  900. */
  901. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  902. var bufferName = this._uniformBuffersNames[name];
  903. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  904. return;
  905. }
  906. Effect._baseCache[bufferName] = buffer;
  907. this._engine.bindUniformBufferBase(buffer, bufferName);
  908. };
  909. /**
  910. * Binds block to a uniform.
  911. * @param blockName Name of the block to bind.
  912. * @param index Index to bind.
  913. */
  914. Effect.prototype.bindUniformBlock = function (blockName, index) {
  915. this._engine.bindUniformBlock(this._program, blockName, index);
  916. };
  917. /**
  918. * Sets an interger value on a uniform variable.
  919. * @param uniformName Name of the variable.
  920. * @param value Value to be set.
  921. * @returns this effect.
  922. */
  923. Effect.prototype.setInt = function (uniformName, value) {
  924. var cache = this._valueCache[uniformName];
  925. if (cache !== undefined && cache === value) {
  926. return this;
  927. }
  928. this._valueCache[uniformName] = value;
  929. this._engine.setInt(this.getUniform(uniformName), value);
  930. return this;
  931. };
  932. /**
  933. * Sets an int array on a uniform variable.
  934. * @param uniformName Name of the variable.
  935. * @param array array to be set.
  936. * @returns this effect.
  937. */
  938. Effect.prototype.setIntArray = function (uniformName, array) {
  939. this._valueCache[uniformName] = null;
  940. this._engine.setIntArray(this.getUniform(uniformName), array);
  941. return this;
  942. };
  943. /**
  944. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  945. * @param uniformName Name of the variable.
  946. * @param array array to be set.
  947. * @returns this effect.
  948. */
  949. Effect.prototype.setIntArray2 = function (uniformName, array) {
  950. this._valueCache[uniformName] = null;
  951. this._engine.setIntArray2(this.getUniform(uniformName), array);
  952. return this;
  953. };
  954. /**
  955. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  956. * @param uniformName Name of the variable.
  957. * @param array array to be set.
  958. * @returns this effect.
  959. */
  960. Effect.prototype.setIntArray3 = function (uniformName, array) {
  961. this._valueCache[uniformName] = null;
  962. this._engine.setIntArray3(this.getUniform(uniformName), array);
  963. return this;
  964. };
  965. /**
  966. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  967. * @param uniformName Name of the variable.
  968. * @param array array to be set.
  969. * @returns this effect.
  970. */
  971. Effect.prototype.setIntArray4 = function (uniformName, array) {
  972. this._valueCache[uniformName] = null;
  973. this._engine.setIntArray4(this.getUniform(uniformName), array);
  974. return this;
  975. };
  976. /**
  977. * Sets an float array on a uniform variable.
  978. * @param uniformName Name of the variable.
  979. * @param array array to be set.
  980. * @returns this effect.
  981. */
  982. Effect.prototype.setFloatArray = function (uniformName, array) {
  983. this._valueCache[uniformName] = null;
  984. this._engine.setFloatArray(this.getUniform(uniformName), array);
  985. return this;
  986. };
  987. /**
  988. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  989. * @param uniformName Name of the variable.
  990. * @param array array to be set.
  991. * @returns this effect.
  992. */
  993. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  994. this._valueCache[uniformName] = null;
  995. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  996. return this;
  997. };
  998. /**
  999. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1000. * @param uniformName Name of the variable.
  1001. * @param array array to be set.
  1002. * @returns this effect.
  1003. */
  1004. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  1005. this._valueCache[uniformName] = null;
  1006. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  1007. return this;
  1008. };
  1009. /**
  1010. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1011. * @param uniformName Name of the variable.
  1012. * @param array array to be set.
  1013. * @returns this effect.
  1014. */
  1015. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  1016. this._valueCache[uniformName] = null;
  1017. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  1018. return this;
  1019. };
  1020. /**
  1021. * Sets an array on a uniform variable.
  1022. * @param uniformName Name of the variable.
  1023. * @param array array to be set.
  1024. * @returns this effect.
  1025. */
  1026. Effect.prototype.setArray = function (uniformName, array) {
  1027. this._valueCache[uniformName] = null;
  1028. this._engine.setArray(this.getUniform(uniformName), array);
  1029. return this;
  1030. };
  1031. /**
  1032. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1033. * @param uniformName Name of the variable.
  1034. * @param array array to be set.
  1035. * @returns this effect.
  1036. */
  1037. Effect.prototype.setArray2 = function (uniformName, array) {
  1038. this._valueCache[uniformName] = null;
  1039. this._engine.setArray2(this.getUniform(uniformName), array);
  1040. return this;
  1041. };
  1042. /**
  1043. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1044. * @param uniformName Name of the variable.
  1045. * @param array array to be set.
  1046. * @returns this effect.
  1047. */
  1048. Effect.prototype.setArray3 = function (uniformName, array) {
  1049. this._valueCache[uniformName] = null;
  1050. this._engine.setArray3(this.getUniform(uniformName), array);
  1051. return this;
  1052. };
  1053. /**
  1054. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1055. * @param uniformName Name of the variable.
  1056. * @param array array to be set.
  1057. * @returns this effect.
  1058. */
  1059. Effect.prototype.setArray4 = function (uniformName, array) {
  1060. this._valueCache[uniformName] = null;
  1061. this._engine.setArray4(this.getUniform(uniformName), array);
  1062. return this;
  1063. };
  1064. /**
  1065. * Sets matrices on a uniform variable.
  1066. * @param uniformName Name of the variable.
  1067. * @param matrices matrices to be set.
  1068. * @returns this effect.
  1069. */
  1070. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1071. if (!matrices) {
  1072. return this;
  1073. }
  1074. this._valueCache[uniformName] = null;
  1075. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1076. return this;
  1077. };
  1078. /**
  1079. * Sets matrix on a uniform variable.
  1080. * @param uniformName Name of the variable.
  1081. * @param matrix matrix to be set.
  1082. * @returns this effect.
  1083. */
  1084. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1085. if (this._cacheMatrix(uniformName, matrix)) {
  1086. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1087. }
  1088. return this;
  1089. };
  1090. /**
  1091. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1092. * @param uniformName Name of the variable.
  1093. * @param matrix matrix to be set.
  1094. * @returns this effect.
  1095. */
  1096. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1097. this._valueCache[uniformName] = null;
  1098. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1099. return this;
  1100. };
  1101. /**
  1102. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1103. * @param uniformName Name of the variable.
  1104. * @param matrix matrix to be set.
  1105. * @returns this effect.
  1106. */
  1107. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1108. this._valueCache[uniformName] = null;
  1109. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1110. return this;
  1111. };
  1112. /**
  1113. * Sets a float on a uniform variable.
  1114. * @param uniformName Name of the variable.
  1115. * @param value value to be set.
  1116. * @returns this effect.
  1117. */
  1118. Effect.prototype.setFloat = function (uniformName, value) {
  1119. var cache = this._valueCache[uniformName];
  1120. if (cache !== undefined && cache === value) {
  1121. return this;
  1122. }
  1123. this._valueCache[uniformName] = value;
  1124. this._engine.setFloat(this.getUniform(uniformName), value);
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a boolean on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param bool value to be set.
  1131. * @returns this effect.
  1132. */
  1133. Effect.prototype.setBool = function (uniformName, bool) {
  1134. var cache = this._valueCache[uniformName];
  1135. if (cache !== undefined && cache === bool) {
  1136. return this;
  1137. }
  1138. this._valueCache[uniformName] = bool;
  1139. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1140. return this;
  1141. };
  1142. /**
  1143. * Sets a Vector2 on a uniform variable.
  1144. * @param uniformName Name of the variable.
  1145. * @param vector2 vector2 to be set.
  1146. * @returns this effect.
  1147. */
  1148. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1149. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1150. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1151. }
  1152. return this;
  1153. };
  1154. /**
  1155. * Sets a float2 on a uniform variable.
  1156. * @param uniformName Name of the variable.
  1157. * @param x First float in float2.
  1158. * @param y Second float in float2.
  1159. * @returns this effect.
  1160. */
  1161. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1162. if (this._cacheFloat2(uniformName, x, y)) {
  1163. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1164. }
  1165. return this;
  1166. };
  1167. /**
  1168. * Sets a Vector3 on a uniform variable.
  1169. * @param uniformName Name of the variable.
  1170. * @param vector3 Value to be set.
  1171. * @returns this effect.
  1172. */
  1173. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1174. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1175. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1176. }
  1177. return this;
  1178. };
  1179. /**
  1180. * Sets a float3 on a uniform variable.
  1181. * @param uniformName Name of the variable.
  1182. * @param x First float in float3.
  1183. * @param y Second float in float3.
  1184. * @param z Third float in float3.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1188. if (this._cacheFloat3(uniformName, x, y, z)) {
  1189. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Vector4 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param vector4 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1200. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1201. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a float4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param x First float in float4.
  1209. * @param y Second float in float4.
  1210. * @param z Third float in float4.
  1211. * @param w Fourth float in float4.
  1212. * @returns this effect.
  1213. */
  1214. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1215. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1216. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1217. }
  1218. return this;
  1219. };
  1220. /**
  1221. * Sets a Color3 on a uniform variable.
  1222. * @param uniformName Name of the variable.
  1223. * @param color3 Value to be set.
  1224. * @returns this effect.
  1225. */
  1226. Effect.prototype.setColor3 = function (uniformName, color3) {
  1227. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1228. this._engine.setColor3(this.getUniform(uniformName), color3);
  1229. }
  1230. return this;
  1231. };
  1232. /**
  1233. * Sets a Color4 on a uniform variable.
  1234. * @param uniformName Name of the variable.
  1235. * @param color3 Value to be set.
  1236. * @param alpha Alpha value to be set.
  1237. * @returns this effect.
  1238. */
  1239. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1240. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1241. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1242. }
  1243. return this;
  1244. };
  1245. /**
  1246. * Sets a Color4 on a uniform variable
  1247. * @param uniformName defines the name of the variable
  1248. * @param color4 defines the value to be set
  1249. * @returns this effect.
  1250. */
  1251. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1252. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1253. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1254. }
  1255. return this;
  1256. };
  1257. /**
  1258. * This function will add a new shader to the shader store
  1259. * @param name the name of the shader
  1260. * @param pixelShader optional pixel shader content
  1261. * @param vertexShader optional vertex shader content
  1262. */
  1263. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1264. if (pixelShader) {
  1265. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1266. }
  1267. if (vertexShader) {
  1268. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1269. }
  1270. };
  1271. /**
  1272. * Resets the cache of effects.
  1273. */
  1274. Effect.ResetCache = function () {
  1275. Effect._baseCache = {};
  1276. };
  1277. Effect._uniqueIdSeed = 0;
  1278. Effect._baseCache = {};
  1279. /**
  1280. * Store of each shader (The can be looked up using effect.key)
  1281. */
  1282. Effect.ShadersStore = {};
  1283. /**
  1284. * Store of each included file for a shader (The can be looked up using effect.key)
  1285. */
  1286. Effect.IncludesShadersStore = {};
  1287. return Effect;
  1288. }());
  1289. BABYLON.Effect = Effect;
  1290. })(BABYLON || (BABYLON = {}));
  1291. //# sourceMappingURL=babylon.effect.js.map
  1292. //# sourceMappingURL=babylon.types.js.map
  1293. var BABYLON;
  1294. (function (BABYLON) {
  1295. /**
  1296. * Gather the list of keyboard event types as constants.
  1297. */
  1298. var KeyboardEventTypes = /** @class */ (function () {
  1299. function KeyboardEventTypes() {
  1300. }
  1301. /**
  1302. * The keydown event is fired when a key becomes active (pressed).
  1303. */
  1304. KeyboardEventTypes.KEYDOWN = 0x01;
  1305. /**
  1306. * The keyup event is fired when a key has been released.
  1307. */
  1308. KeyboardEventTypes.KEYUP = 0x02;
  1309. return KeyboardEventTypes;
  1310. }());
  1311. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1312. /**
  1313. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1314. */
  1315. var KeyboardInfo = /** @class */ (function () {
  1316. /**
  1317. * Instantiates a new keyboard info.
  1318. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfo(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. this.type = type;
  1332. this.event = event;
  1333. }
  1334. return KeyboardInfo;
  1335. }());
  1336. BABYLON.KeyboardInfo = KeyboardInfo;
  1337. /**
  1338. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1339. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1340. */
  1341. var KeyboardInfoPre = /** @class */ (function (_super) {
  1342. __extends(KeyboardInfoPre, _super);
  1343. /**
  1344. * Instantiates a new keyboard pre info.
  1345. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1346. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1347. * @param event Defines the related dom event
  1348. */
  1349. function KeyboardInfoPre(
  1350. /**
  1351. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1352. */
  1353. type,
  1354. /**
  1355. * Defines the related dom event
  1356. */
  1357. event) {
  1358. var _this = _super.call(this, type, event) || this;
  1359. _this.type = type;
  1360. _this.event = event;
  1361. _this.skipOnPointerObservable = false;
  1362. return _this;
  1363. }
  1364. return KeyboardInfoPre;
  1365. }(KeyboardInfo));
  1366. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1367. })(BABYLON || (BABYLON = {}));
  1368. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1369. var BABYLON;
  1370. (function (BABYLON) {
  1371. /**
  1372. * Gather the list of pointer event types as constants.
  1373. */
  1374. var PointerEventTypes = /** @class */ (function () {
  1375. function PointerEventTypes() {
  1376. }
  1377. /**
  1378. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1379. */
  1380. PointerEventTypes.POINTERDOWN = 0x01;
  1381. /**
  1382. * The pointerup event is fired when a pointer is no longer active.
  1383. */
  1384. PointerEventTypes.POINTERUP = 0x02;
  1385. /**
  1386. * The pointermove event is fired when a pointer changes coordinates.
  1387. */
  1388. PointerEventTypes.POINTERMOVE = 0x04;
  1389. /**
  1390. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1391. */
  1392. PointerEventTypes.POINTERWHEEL = 0x08;
  1393. /**
  1394. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1395. */
  1396. PointerEventTypes.POINTERPICK = 0x10;
  1397. /**
  1398. * The pointertap event is fired when a the object has been touched and released without drag.
  1399. */
  1400. PointerEventTypes.POINTERTAP = 0x20;
  1401. /**
  1402. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1403. */
  1404. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1405. return PointerEventTypes;
  1406. }());
  1407. BABYLON.PointerEventTypes = PointerEventTypes;
  1408. /**
  1409. * Base class of pointer info types.
  1410. */
  1411. var PointerInfoBase = /** @class */ (function () {
  1412. /**
  1413. * Instantiates the base class of pointers info.
  1414. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1415. * @param event Defines the related dom event
  1416. */
  1417. function PointerInfoBase(
  1418. /**
  1419. * Defines the type of event (BABYLON.PointerEventTypes)
  1420. */
  1421. type,
  1422. /**
  1423. * Defines the related dom event
  1424. */
  1425. event) {
  1426. this.type = type;
  1427. this.event = event;
  1428. }
  1429. return PointerInfoBase;
  1430. }());
  1431. BABYLON.PointerInfoBase = PointerInfoBase;
  1432. /**
  1433. * This class is used to store pointer related info for the onPrePointerObservable event.
  1434. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1435. */
  1436. var PointerInfoPre = /** @class */ (function (_super) {
  1437. __extends(PointerInfoPre, _super);
  1438. /**
  1439. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1440. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1441. * @param event Defines the related dom event
  1442. * @param localX Defines the local x coordinates of the pointer when the event occured
  1443. * @param localY Defines the local y coordinates of the pointer when the event occured
  1444. */
  1445. function PointerInfoPre(type, event, localX, localY) {
  1446. var _this = _super.call(this, type, event) || this;
  1447. /**
  1448. * Ray from a pointer if availible (eg. 6dof controller)
  1449. */
  1450. _this.ray = null;
  1451. _this.skipOnPointerObservable = false;
  1452. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1453. return _this;
  1454. }
  1455. return PointerInfoPre;
  1456. }(PointerInfoBase));
  1457. BABYLON.PointerInfoPre = PointerInfoPre;
  1458. /**
  1459. * This type contains all the data related to a pointer event in Babylon.js.
  1460. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1461. */
  1462. var PointerInfo = /** @class */ (function (_super) {
  1463. __extends(PointerInfo, _super);
  1464. /**
  1465. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1466. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1467. * @param event Defines the related dom event
  1468. * @param pickInfo Defines the picking info associated to the info (if any)\
  1469. */
  1470. function PointerInfo(type, event,
  1471. /**
  1472. * Defines the picking info associated to the info (if any)\
  1473. */
  1474. pickInfo) {
  1475. var _this = _super.call(this, type, event) || this;
  1476. _this.pickInfo = pickInfo;
  1477. return _this;
  1478. }
  1479. return PointerInfo;
  1480. }(PointerInfoBase));
  1481. BABYLON.PointerInfo = PointerInfo;
  1482. })(BABYLON || (BABYLON = {}));
  1483. //# sourceMappingURL=babylon.pointerEvents.js.map
  1484. var BABYLON;
  1485. (function (BABYLON) {
  1486. /**
  1487. * Gather the list of clipboard event types as constants.
  1488. */
  1489. var ClipboardEventTypes = /** @class */ (function () {
  1490. function ClipboardEventTypes() {
  1491. }
  1492. /**
  1493. * The clipboard event is fired when a copy command is active (pressed).
  1494. */
  1495. ClipboardEventTypes.COPY = 0x01; //
  1496. /**
  1497. * The clipboard event is fired when a cut command is active (pressed).
  1498. */
  1499. ClipboardEventTypes.CUT = 0x02;
  1500. /**
  1501. * The clipboard event is fired when a paste command is active (pressed).
  1502. */
  1503. ClipboardEventTypes.PASTE = 0x03;
  1504. return ClipboardEventTypes;
  1505. }());
  1506. BABYLON.ClipboardEventTypes = ClipboardEventTypes;
  1507. /**
  1508. * This class is used to store clipboard related info for the onClipboardObservable event.
  1509. */
  1510. var ClipboardInfo = /** @class */ (function () {
  1511. /**
  1512. *Creates an instance of ClipboardInfo.
  1513. * @param {number} type
  1514. * @param {ClipboardEvent} event
  1515. */
  1516. function ClipboardInfo(
  1517. /**
  1518. * Defines the type of event (BABYLON.ClipboardEventTypes)
  1519. */
  1520. type,
  1521. /**
  1522. * Defines the related dom event
  1523. */
  1524. event) {
  1525. this.type = type;
  1526. this.event = event;
  1527. }
  1528. /**
  1529. * Get the clipboard event's type from the keycode.
  1530. * @param keyCode Defines the keyCode for the current keyboard event.
  1531. * @return {number}
  1532. */
  1533. ClipboardInfo.GetTypeFromCharacter = function (keyCode) {
  1534. var charCode = keyCode;
  1535. //TODO: add codes for extended ASCII
  1536. switch (charCode) {
  1537. case 67: return ClipboardEventTypes.COPY;
  1538. case 86: return ClipboardEventTypes.PASTE;
  1539. case 88: return ClipboardEventTypes.CUT;
  1540. default: return -1;
  1541. }
  1542. };
  1543. return ClipboardInfo;
  1544. }());
  1545. BABYLON.ClipboardInfo = ClipboardInfo;
  1546. })(BABYLON || (BABYLON = {}));
  1547. //# sourceMappingURL=babylon.clipboardEvents.js.map
  1548. var BABYLON;
  1549. (function (BABYLON) {
  1550. /** Class used to store color4 gradient */
  1551. var ColorGradient = /** @class */ (function () {
  1552. function ColorGradient() {
  1553. }
  1554. /**
  1555. * Will get a color picked randomly between color1 and color2.
  1556. * If color2 is undefined then color1 will be used
  1557. * @param result defines the target Color4 to store the result in
  1558. */
  1559. ColorGradient.prototype.getColorToRef = function (result) {
  1560. if (!this.color2) {
  1561. result.copyFrom(this.color1);
  1562. return;
  1563. }
  1564. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1565. };
  1566. return ColorGradient;
  1567. }());
  1568. BABYLON.ColorGradient = ColorGradient;
  1569. /** Class used to store color 3 gradient */
  1570. var Color3Gradient = /** @class */ (function () {
  1571. function Color3Gradient() {
  1572. }
  1573. return Color3Gradient;
  1574. }());
  1575. BABYLON.Color3Gradient = Color3Gradient;
  1576. /** Class used to store factor gradient */
  1577. var FactorGradient = /** @class */ (function () {
  1578. function FactorGradient() {
  1579. }
  1580. /**
  1581. * Will get a number picked randomly between factor1 and factor2.
  1582. * If factor2 is undefined then factor1 will be used
  1583. * @returns the picked number
  1584. */
  1585. FactorGradient.prototype.getFactor = function () {
  1586. if (this.factor2 === undefined) {
  1587. return this.factor1;
  1588. }
  1589. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1590. };
  1591. return FactorGradient;
  1592. }());
  1593. BABYLON.FactorGradient = FactorGradient;
  1594. /**
  1595. * @ignore
  1596. * Application error to support additional information when loading a file
  1597. */
  1598. var LoadFileError = /** @class */ (function (_super) {
  1599. __extends(LoadFileError, _super);
  1600. /**
  1601. * Creates a new LoadFileError
  1602. * @param message defines the message of the error
  1603. * @param request defines the optional XHR request
  1604. */
  1605. function LoadFileError(message,
  1606. /** defines the optional XHR request */
  1607. request) {
  1608. var _this = _super.call(this, message) || this;
  1609. _this.request = request;
  1610. _this.name = "LoadFileError";
  1611. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1612. return _this;
  1613. }
  1614. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1615. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1616. // Polyfill for Object.setPrototypeOf if necessary.
  1617. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1618. return LoadFileError;
  1619. }(Error));
  1620. BABYLON.LoadFileError = LoadFileError;
  1621. /**
  1622. * Class used to define a retry strategy when error happens while loading assets
  1623. */
  1624. var RetryStrategy = /** @class */ (function () {
  1625. function RetryStrategy() {
  1626. }
  1627. /**
  1628. * Function used to defines an exponential back off strategy
  1629. * @param maxRetries defines the maximum number of retries (3 by default)
  1630. * @param baseInterval defines the interval between retries
  1631. * @returns the strategy function to use
  1632. */
  1633. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1634. if (maxRetries === void 0) { maxRetries = 3; }
  1635. if (baseInterval === void 0) { baseInterval = 500; }
  1636. return function (url, request, retryIndex) {
  1637. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1638. return -1;
  1639. }
  1640. return Math.pow(2, retryIndex) * baseInterval;
  1641. };
  1642. };
  1643. return RetryStrategy;
  1644. }());
  1645. BABYLON.RetryStrategy = RetryStrategy;
  1646. // Screenshots
  1647. var screenshotCanvas;
  1648. var cloneValue = function (source, destinationObject) {
  1649. if (!source) {
  1650. return null;
  1651. }
  1652. if (source instanceof BABYLON.Mesh) {
  1653. return null;
  1654. }
  1655. if (source instanceof BABYLON.SubMesh) {
  1656. return source.clone(destinationObject);
  1657. }
  1658. else if (source.clone) {
  1659. return source.clone();
  1660. }
  1661. return null;
  1662. };
  1663. /**
  1664. * Class containing a set of static utilities functions
  1665. */
  1666. var Tools = /** @class */ (function () {
  1667. function Tools() {
  1668. }
  1669. /**
  1670. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1671. * @param u defines the coordinate on X axis
  1672. * @param v defines the coordinate on Y axis
  1673. * @param width defines the width of the source data
  1674. * @param height defines the height of the source data
  1675. * @param pixels defines the source byte array
  1676. * @param color defines the output color
  1677. */
  1678. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1679. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1680. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1681. var position = (wrappedU + wrappedV * width) * 4;
  1682. color.r = pixels[position] / 255;
  1683. color.g = pixels[position + 1] / 255;
  1684. color.b = pixels[position + 2] / 255;
  1685. color.a = pixels[position + 3] / 255;
  1686. };
  1687. /**
  1688. * Interpolates between a and b via alpha
  1689. * @param a The lower value (returned when alpha = 0)
  1690. * @param b The upper value (returned when alpha = 1)
  1691. * @param alpha The interpolation-factor
  1692. * @return The mixed value
  1693. */
  1694. Tools.Mix = function (a, b, alpha) {
  1695. return a * (1 - alpha) + b * alpha;
  1696. };
  1697. /**
  1698. * Tries to instantiate a new object from a given class name
  1699. * @param className defines the class name to instantiate
  1700. * @returns the new object or null if the system was not able to do the instantiation
  1701. */
  1702. Tools.Instantiate = function (className) {
  1703. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1704. return Tools.RegisteredExternalClasses[className];
  1705. }
  1706. var arr = className.split(".");
  1707. var fn = (window || this);
  1708. for (var i = 0, len = arr.length; i < len; i++) {
  1709. fn = fn[arr[i]];
  1710. }
  1711. if (typeof fn !== "function") {
  1712. return null;
  1713. }
  1714. return fn;
  1715. };
  1716. /**
  1717. * Provides a slice function that will work even on IE
  1718. * @param data defines the array to slice
  1719. * @param start defines the start of the data (optional)
  1720. * @param end defines the end of the data (optional)
  1721. * @returns the new sliced array
  1722. */
  1723. Tools.Slice = function (data, start, end) {
  1724. if (data.slice) {
  1725. return data.slice(start, end);
  1726. }
  1727. return Array.prototype.slice.call(data, start, end);
  1728. };
  1729. /**
  1730. * Polyfill for setImmediate
  1731. * @param action defines the action to execute after the current execution block
  1732. */
  1733. Tools.SetImmediate = function (action) {
  1734. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1735. window.setImmediate(action);
  1736. }
  1737. else {
  1738. setTimeout(action, 1);
  1739. }
  1740. };
  1741. /**
  1742. * Function indicating if a number is an exponent of 2
  1743. * @param value defines the value to test
  1744. * @returns true if the value is an exponent of 2
  1745. */
  1746. Tools.IsExponentOfTwo = function (value) {
  1747. var count = 1;
  1748. do {
  1749. count *= 2;
  1750. } while (count < value);
  1751. return count === value;
  1752. };
  1753. /**
  1754. * Returns the nearest 32-bit single precision float representation of a Number
  1755. * @param value A Number. If the parameter is of a different type, it will get converted
  1756. * to a number or to NaN if it cannot be converted
  1757. * @returns number
  1758. */
  1759. Tools.FloatRound = function (value) {
  1760. if (Math.fround) {
  1761. return Math.fround(value);
  1762. }
  1763. return (Tools._tmpFloatArray[0] = value);
  1764. };
  1765. /**
  1766. * Find the next highest power of two.
  1767. * @param x Number to start search from.
  1768. * @return Next highest power of two.
  1769. */
  1770. Tools.CeilingPOT = function (x) {
  1771. x--;
  1772. x |= x >> 1;
  1773. x |= x >> 2;
  1774. x |= x >> 4;
  1775. x |= x >> 8;
  1776. x |= x >> 16;
  1777. x++;
  1778. return x;
  1779. };
  1780. /**
  1781. * Find the next lowest power of two.
  1782. * @param x Number to start search from.
  1783. * @return Next lowest power of two.
  1784. */
  1785. Tools.FloorPOT = function (x) {
  1786. x = x | (x >> 1);
  1787. x = x | (x >> 2);
  1788. x = x | (x >> 4);
  1789. x = x | (x >> 8);
  1790. x = x | (x >> 16);
  1791. return x - (x >> 1);
  1792. };
  1793. /**
  1794. * Find the nearest power of two.
  1795. * @param x Number to start search from.
  1796. * @return Next nearest power of two.
  1797. */
  1798. Tools.NearestPOT = function (x) {
  1799. var c = Tools.CeilingPOT(x);
  1800. var f = Tools.FloorPOT(x);
  1801. return (c - x) > (x - f) ? f : c;
  1802. };
  1803. /**
  1804. * Get the closest exponent of two
  1805. * @param value defines the value to approximate
  1806. * @param max defines the maximum value to return
  1807. * @param mode defines how to define the closest value
  1808. * @returns closest exponent of two of the given value
  1809. */
  1810. Tools.GetExponentOfTwo = function (value, max, mode) {
  1811. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1812. var pot;
  1813. switch (mode) {
  1814. case BABYLON.Engine.SCALEMODE_FLOOR:
  1815. pot = Tools.FloorPOT(value);
  1816. break;
  1817. case BABYLON.Engine.SCALEMODE_NEAREST:
  1818. pot = Tools.NearestPOT(value);
  1819. break;
  1820. case BABYLON.Engine.SCALEMODE_CEILING:
  1821. default:
  1822. pot = Tools.CeilingPOT(value);
  1823. break;
  1824. }
  1825. return Math.min(pot, max);
  1826. };
  1827. /**
  1828. * Extracts the filename from a path
  1829. * @param path defines the path to use
  1830. * @returns the filename
  1831. */
  1832. Tools.GetFilename = function (path) {
  1833. var index = path.lastIndexOf("/");
  1834. if (index < 0) {
  1835. return path;
  1836. }
  1837. return path.substring(index + 1);
  1838. };
  1839. /**
  1840. * Extracts the "folder" part of a path (everything before the filename).
  1841. * @param uri The URI to extract the info from
  1842. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1843. * @returns The "folder" part of the path
  1844. */
  1845. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1846. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1847. var index = uri.lastIndexOf("/");
  1848. if (index < 0) {
  1849. if (returnUnchangedIfNoSlash) {
  1850. return uri;
  1851. }
  1852. return "";
  1853. }
  1854. return uri.substring(0, index + 1);
  1855. };
  1856. /**
  1857. * Extracts text content from a DOM element hierarchy
  1858. * @param element defines the root element
  1859. * @returns a string
  1860. */
  1861. Tools.GetDOMTextContent = function (element) {
  1862. var result = "";
  1863. var child = element.firstChild;
  1864. while (child) {
  1865. if (child.nodeType === 3) {
  1866. result += child.textContent;
  1867. }
  1868. child = (child.nextSibling);
  1869. }
  1870. return result;
  1871. };
  1872. /**
  1873. * Convert an angle in radians to degrees
  1874. * @param angle defines the angle to convert
  1875. * @returns the angle in degrees
  1876. */
  1877. Tools.ToDegrees = function (angle) {
  1878. return angle * 180 / Math.PI;
  1879. };
  1880. /**
  1881. * Convert an angle in degrees to radians
  1882. * @param angle defines the angle to convert
  1883. * @returns the angle in radians
  1884. */
  1885. Tools.ToRadians = function (angle) {
  1886. return angle * Math.PI / 180;
  1887. };
  1888. /**
  1889. * Encode a buffer to a base64 string
  1890. * @param buffer defines the buffer to encode
  1891. * @returns the encoded string
  1892. */
  1893. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1894. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1895. var output = "";
  1896. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1897. var i = 0;
  1898. var bytes = new Uint8Array(buffer);
  1899. while (i < bytes.length) {
  1900. chr1 = bytes[i++];
  1901. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1902. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1903. enc1 = chr1 >> 2;
  1904. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1905. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1906. enc4 = chr3 & 63;
  1907. if (isNaN(chr2)) {
  1908. enc3 = enc4 = 64;
  1909. }
  1910. else if (isNaN(chr3)) {
  1911. enc4 = 64;
  1912. }
  1913. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1914. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1915. }
  1916. return "data:image/png;base64," + output;
  1917. };
  1918. /**
  1919. * Extracts minimum and maximum values from a list of indexed positions
  1920. * @param positions defines the positions to use
  1921. * @param indices defines the indices to the positions
  1922. * @param indexStart defines the start index
  1923. * @param indexCount defines the end index
  1924. * @param bias defines bias value to add to the result
  1925. * @return minimum and maximum values
  1926. */
  1927. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1928. if (bias === void 0) { bias = null; }
  1929. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1930. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1931. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1932. var offset = indices[index] * 3;
  1933. var x = positions[offset];
  1934. var y = positions[offset + 1];
  1935. var z = positions[offset + 2];
  1936. minimum.minimizeInPlaceFromFloats(x, y, z);
  1937. maximum.maximizeInPlaceFromFloats(x, y, z);
  1938. }
  1939. if (bias) {
  1940. minimum.x -= minimum.x * bias.x + bias.y;
  1941. minimum.y -= minimum.y * bias.x + bias.y;
  1942. minimum.z -= minimum.z * bias.x + bias.y;
  1943. maximum.x += maximum.x * bias.x + bias.y;
  1944. maximum.y += maximum.y * bias.x + bias.y;
  1945. maximum.z += maximum.z * bias.x + bias.y;
  1946. }
  1947. return {
  1948. minimum: minimum,
  1949. maximum: maximum
  1950. };
  1951. };
  1952. /**
  1953. * Extracts minimum and maximum values from a list of positions
  1954. * @param positions defines the positions to use
  1955. * @param start defines the start index in the positions array
  1956. * @param count defines the number of positions to handle
  1957. * @param bias defines bias value to add to the result
  1958. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1959. * @return minimum and maximum values
  1960. */
  1961. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1962. if (bias === void 0) { bias = null; }
  1963. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1964. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1965. if (!stride) {
  1966. stride = 3;
  1967. }
  1968. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1969. var x = positions[offset];
  1970. var y = positions[offset + 1];
  1971. var z = positions[offset + 2];
  1972. minimum.minimizeInPlaceFromFloats(x, y, z);
  1973. maximum.maximizeInPlaceFromFloats(x, y, z);
  1974. }
  1975. if (bias) {
  1976. minimum.x -= minimum.x * bias.x + bias.y;
  1977. minimum.y -= minimum.y * bias.x + bias.y;
  1978. minimum.z -= minimum.z * bias.x + bias.y;
  1979. maximum.x += maximum.x * bias.x + bias.y;
  1980. maximum.y += maximum.y * bias.x + bias.y;
  1981. maximum.z += maximum.z * bias.x + bias.y;
  1982. }
  1983. return {
  1984. minimum: minimum,
  1985. maximum: maximum
  1986. };
  1987. };
  1988. /**
  1989. * Returns an array if obj is not an array
  1990. * @param obj defines the object to evaluate as an array
  1991. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1992. * @returns either obj directly if obj is an array or a new array containing obj
  1993. */
  1994. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1995. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1996. return null;
  1997. }
  1998. return Array.isArray(obj) ? obj : [obj];
  1999. };
  2000. /**
  2001. * Returns an array of the given size filled with element built from the given constructor and the paramters
  2002. * @param size the number of element to construct and put in the array
  2003. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  2004. * @returns a new array filled with new objects
  2005. */
  2006. Tools.BuildArray = function (size, itemBuilder) {
  2007. var a = [];
  2008. for (var i = 0; i < size; ++i) {
  2009. a.push(itemBuilder());
  2010. }
  2011. return a;
  2012. };
  2013. /**
  2014. * Gets the pointer prefix to use
  2015. * @returns "pointer" if touch is enabled. Else returns "mouse"
  2016. */
  2017. Tools.GetPointerPrefix = function () {
  2018. var eventPrefix = "pointer";
  2019. // Check if pointer events are supported
  2020. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  2021. eventPrefix = "mouse";
  2022. }
  2023. return eventPrefix;
  2024. };
  2025. /**
  2026. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  2027. * @param func - the function to be called
  2028. * @param requester - the object that will request the next frame. Falls back to window.
  2029. * @returns frame number
  2030. */
  2031. Tools.QueueNewFrame = function (func, requester) {
  2032. if (!Tools.IsWindowObjectExist()) {
  2033. return setTimeout(func, 16);
  2034. }
  2035. if (!requester) {
  2036. requester = window;
  2037. }
  2038. if (requester.requestAnimationFrame) {
  2039. return requester.requestAnimationFrame(func);
  2040. }
  2041. else if (requester.msRequestAnimationFrame) {
  2042. return requester.msRequestAnimationFrame(func);
  2043. }
  2044. else if (requester.webkitRequestAnimationFrame) {
  2045. return requester.webkitRequestAnimationFrame(func);
  2046. }
  2047. else if (requester.mozRequestAnimationFrame) {
  2048. return requester.mozRequestAnimationFrame(func);
  2049. }
  2050. else if (requester.oRequestAnimationFrame) {
  2051. return requester.oRequestAnimationFrame(func);
  2052. }
  2053. else {
  2054. return window.setTimeout(func, 16);
  2055. }
  2056. };
  2057. /**
  2058. * Ask the browser to promote the current element to fullscreen rendering mode
  2059. * @param element defines the DOM element to promote
  2060. */
  2061. Tools.RequestFullscreen = function (element) {
  2062. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  2063. if (!requestFunction) {
  2064. return;
  2065. }
  2066. requestFunction.call(element);
  2067. };
  2068. /**
  2069. * Asks the browser to exit fullscreen mode
  2070. */
  2071. Tools.ExitFullscreen = function () {
  2072. if (document.exitFullscreen) {
  2073. document.exitFullscreen();
  2074. }
  2075. else if (document.mozCancelFullScreen) {
  2076. document.mozCancelFullScreen();
  2077. }
  2078. else if (document.webkitCancelFullScreen) {
  2079. document.webkitCancelFullScreen();
  2080. }
  2081. else if (document.msCancelFullScreen) {
  2082. document.msCancelFullScreen();
  2083. }
  2084. };
  2085. /**
  2086. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2087. * @param url define the url we are trying
  2088. * @param element define the dom element where to configure the cors policy
  2089. */
  2090. Tools.SetCorsBehavior = function (url, element) {
  2091. if (url && url.indexOf("data:") === 0) {
  2092. return;
  2093. }
  2094. if (Tools.CorsBehavior) {
  2095. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2096. element.crossOrigin = Tools.CorsBehavior;
  2097. }
  2098. else {
  2099. var result = Tools.CorsBehavior(url);
  2100. if (result) {
  2101. element.crossOrigin = result;
  2102. }
  2103. }
  2104. }
  2105. };
  2106. // External files
  2107. /**
  2108. * Removes unwanted characters from an url
  2109. * @param url defines the url to clean
  2110. * @returns the cleaned url
  2111. */
  2112. Tools.CleanUrl = function (url) {
  2113. url = url.replace(/#/mg, "%23");
  2114. return url;
  2115. };
  2116. /**
  2117. * Loads an image as an HTMLImageElement.
  2118. * @param input url string, ArrayBuffer, or Blob to load
  2119. * @param onLoad callback called when the image successfully loads
  2120. * @param onError callback called when the image fails to load
  2121. * @param offlineProvider offline provider for caching
  2122. * @returns the HTMLImageElement of the loaded image
  2123. */
  2124. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2125. var url;
  2126. var usingObjectURL = false;
  2127. if (input instanceof ArrayBuffer) {
  2128. url = URL.createObjectURL(new Blob([input]));
  2129. usingObjectURL = true;
  2130. }
  2131. else if (input instanceof Blob) {
  2132. url = URL.createObjectURL(input);
  2133. usingObjectURL = true;
  2134. }
  2135. else {
  2136. url = Tools.CleanUrl(input);
  2137. url = Tools.PreprocessUrl(input);
  2138. }
  2139. var img = new Image();
  2140. Tools.SetCorsBehavior(url, img);
  2141. var loadHandler = function () {
  2142. if (usingObjectURL && img.src) {
  2143. URL.revokeObjectURL(img.src);
  2144. }
  2145. img.removeEventListener("load", loadHandler);
  2146. img.removeEventListener("error", errorHandler);
  2147. onLoad(img);
  2148. };
  2149. var errorHandler = function (err) {
  2150. if (usingObjectURL && img.src) {
  2151. URL.revokeObjectURL(img.src);
  2152. }
  2153. img.removeEventListener("load", loadHandler);
  2154. img.removeEventListener("error", errorHandler);
  2155. Tools.Error("Error while trying to load image: " + input);
  2156. if (onError) {
  2157. onError("Error while trying to load image: " + input, err);
  2158. }
  2159. };
  2160. img.addEventListener("load", loadHandler);
  2161. img.addEventListener("error", errorHandler);
  2162. var noOfflineSupport = function () {
  2163. img.src = url;
  2164. };
  2165. var loadFromOfflineSupport = function () {
  2166. if (offlineProvider) {
  2167. offlineProvider.loadImage(url, img);
  2168. }
  2169. };
  2170. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2171. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2172. }
  2173. else {
  2174. if (url.indexOf("file:") !== -1) {
  2175. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2176. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2177. try {
  2178. var blobURL;
  2179. try {
  2180. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2181. }
  2182. catch (ex) {
  2183. // Chrome doesn't support oneTimeOnly parameter
  2184. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2185. }
  2186. img.src = blobURL;
  2187. usingObjectURL = true;
  2188. }
  2189. catch (e) {
  2190. img.src = "";
  2191. }
  2192. return img;
  2193. }
  2194. }
  2195. noOfflineSupport();
  2196. }
  2197. return img;
  2198. };
  2199. /**
  2200. * Loads a file
  2201. * @param url url string, ArrayBuffer, or Blob to load
  2202. * @param onSuccess callback called when the file successfully loads
  2203. * @param onProgress callback called while file is loading (if the server supports this mode)
  2204. * @param offlineProvider defines the offline provider for caching
  2205. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2206. * @param onError callback called when the file fails to load
  2207. * @returns a file request object
  2208. */
  2209. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2210. url = Tools.CleanUrl(url);
  2211. url = Tools.PreprocessUrl(url);
  2212. // If file and file input are set
  2213. if (url.indexOf("file:") !== -1) {
  2214. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2215. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2216. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2217. }
  2218. }
  2219. var loadUrl = Tools.BaseUrl + url;
  2220. var aborted = false;
  2221. var fileRequest = {
  2222. onCompleteObservable: new BABYLON.Observable(),
  2223. abort: function () { return aborted = true; },
  2224. };
  2225. var requestFile = function () {
  2226. var request = new XMLHttpRequest();
  2227. var retryHandle = null;
  2228. fileRequest.abort = function () {
  2229. aborted = true;
  2230. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2231. request.abort();
  2232. }
  2233. if (retryHandle !== null) {
  2234. clearTimeout(retryHandle);
  2235. retryHandle = null;
  2236. }
  2237. };
  2238. var retryLoop = function (retryIndex) {
  2239. request.open('GET', loadUrl, true);
  2240. if (useArrayBuffer) {
  2241. request.responseType = "arraybuffer";
  2242. }
  2243. if (onProgress) {
  2244. request.addEventListener("progress", onProgress);
  2245. }
  2246. var onLoadEnd = function () {
  2247. request.removeEventListener("loadend", onLoadEnd);
  2248. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2249. fileRequest.onCompleteObservable.clear();
  2250. };
  2251. request.addEventListener("loadend", onLoadEnd);
  2252. var onReadyStateChange = function () {
  2253. if (aborted) {
  2254. return;
  2255. }
  2256. // In case of undefined state in some browsers.
  2257. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2258. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2259. request.removeEventListener("readystatechange", onReadyStateChange);
  2260. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2261. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2262. return;
  2263. }
  2264. var retryStrategy = Tools.DefaultRetryStrategy;
  2265. if (retryStrategy) {
  2266. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2267. if (waitTime !== -1) {
  2268. // Prevent the request from completing for retry.
  2269. request.removeEventListener("loadend", onLoadEnd);
  2270. request = new XMLHttpRequest();
  2271. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2272. return;
  2273. }
  2274. }
  2275. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2276. if (onError) {
  2277. onError(request, e);
  2278. }
  2279. else {
  2280. throw e;
  2281. }
  2282. }
  2283. };
  2284. request.addEventListener("readystatechange", onReadyStateChange);
  2285. if (Tools.UseCustomRequestHeaders) {
  2286. Tools.InjectCustomRequestHeaders(request);
  2287. }
  2288. request.send();
  2289. };
  2290. retryLoop(0);
  2291. };
  2292. // Caching all files
  2293. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2294. var noOfflineSupport_1 = function (request) {
  2295. if (request && request.status > 400) {
  2296. if (onError) {
  2297. onError(request);
  2298. }
  2299. }
  2300. else {
  2301. if (!aborted) {
  2302. requestFile();
  2303. }
  2304. }
  2305. };
  2306. var loadFromOfflineSupport = function () {
  2307. // TODO: database needs to support aborting and should return a IFileRequest
  2308. if (aborted) {
  2309. return;
  2310. }
  2311. if (offlineProvider) {
  2312. offlineProvider.loadFile(url, function (data) {
  2313. if (!aborted) {
  2314. onSuccess(data);
  2315. }
  2316. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2317. }, onProgress ? function (event) {
  2318. if (!aborted) {
  2319. onProgress(event);
  2320. }
  2321. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2322. }
  2323. };
  2324. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2325. }
  2326. else {
  2327. requestFile();
  2328. }
  2329. return fileRequest;
  2330. };
  2331. /**
  2332. * Load a script (identified by an url). When the url returns, the
  2333. * content of this file is added into a new script element, attached to the DOM (body element)
  2334. * @param scriptUrl defines the url of the script to laod
  2335. * @param onSuccess defines the callback called when the script is loaded
  2336. * @param onError defines the callback to call if an error occurs
  2337. */
  2338. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2339. if (!Tools.IsWindowObjectExist()) {
  2340. return;
  2341. }
  2342. var head = document.getElementsByTagName('head')[0];
  2343. var script = document.createElement('script');
  2344. script.type = 'text/javascript';
  2345. script.src = scriptUrl;
  2346. script.onload = function () {
  2347. if (onSuccess) {
  2348. onSuccess();
  2349. }
  2350. };
  2351. script.onerror = function (e) {
  2352. if (onError) {
  2353. onError("Unable to load script '" + scriptUrl + "'", e);
  2354. }
  2355. };
  2356. head.appendChild(script);
  2357. };
  2358. /**
  2359. * Loads a file from a blob
  2360. * @param fileToLoad defines the blob to use
  2361. * @param callback defines the callback to call when data is loaded
  2362. * @param progressCallback defines the callback to call during loading process
  2363. * @returns a file request object
  2364. */
  2365. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2366. var reader = new FileReader();
  2367. var request = {
  2368. onCompleteObservable: new BABYLON.Observable(),
  2369. abort: function () { return reader.abort(); },
  2370. };
  2371. reader.onloadend = function (e) {
  2372. request.onCompleteObservable.notifyObservers(request);
  2373. };
  2374. reader.onload = function (e) {
  2375. //target doesn't have result from ts 1.3
  2376. callback(e.target['result']);
  2377. };
  2378. reader.onprogress = progressCallback;
  2379. reader.readAsDataURL(fileToLoad);
  2380. return request;
  2381. };
  2382. /**
  2383. * Loads a file
  2384. * @param fileToLoad defines the file to load
  2385. * @param callback defines the callback to call when data is loaded
  2386. * @param progressCallBack defines the callback to call during loading process
  2387. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2388. * @returns a file request object
  2389. */
  2390. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2391. var reader = new FileReader();
  2392. var request = {
  2393. onCompleteObservable: new BABYLON.Observable(),
  2394. abort: function () { return reader.abort(); },
  2395. };
  2396. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2397. reader.onerror = function (e) {
  2398. Tools.Log("Error while reading file: " + fileToLoad.name);
  2399. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2400. };
  2401. reader.onload = function (e) {
  2402. //target doesn't have result from ts 1.3
  2403. callback(e.target['result']);
  2404. };
  2405. if (progressCallBack) {
  2406. reader.onprogress = progressCallBack;
  2407. }
  2408. if (!useArrayBuffer) {
  2409. // Asynchronous read
  2410. reader.readAsText(fileToLoad);
  2411. }
  2412. else {
  2413. reader.readAsArrayBuffer(fileToLoad);
  2414. }
  2415. return request;
  2416. };
  2417. /**
  2418. * Creates a data url from a given string content
  2419. * @param content defines the content to convert
  2420. * @returns the new data url link
  2421. */
  2422. Tools.FileAsURL = function (content) {
  2423. var fileBlob = new Blob([content]);
  2424. var url = window.URL || window.webkitURL;
  2425. var link = url.createObjectURL(fileBlob);
  2426. return link;
  2427. };
  2428. /**
  2429. * Format the given number to a specific decimal format
  2430. * @param value defines the number to format
  2431. * @param decimals defines the number of decimals to use
  2432. * @returns the formatted string
  2433. */
  2434. Tools.Format = function (value, decimals) {
  2435. if (decimals === void 0) { decimals = 2; }
  2436. return value.toFixed(decimals);
  2437. };
  2438. /**
  2439. * Checks if a given vector is inside a specific range
  2440. * @param v defines the vector to test
  2441. * @param min defines the minimum range
  2442. * @param max defines the maximum range
  2443. */
  2444. Tools.CheckExtends = function (v, min, max) {
  2445. min.minimizeInPlace(v);
  2446. max.maximizeInPlace(v);
  2447. };
  2448. /**
  2449. * Tries to copy an object by duplicating every property
  2450. * @param source defines the source object
  2451. * @param destination defines the target object
  2452. * @param doNotCopyList defines a list of properties to avoid
  2453. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2454. */
  2455. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2456. for (var prop in source) {
  2457. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2458. continue;
  2459. }
  2460. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2461. continue;
  2462. }
  2463. var sourceValue = source[prop];
  2464. var typeOfSourceValue = typeof sourceValue;
  2465. if (typeOfSourceValue === "function") {
  2466. continue;
  2467. }
  2468. try {
  2469. if (typeOfSourceValue === "object") {
  2470. if (sourceValue instanceof Array) {
  2471. destination[prop] = [];
  2472. if (sourceValue.length > 0) {
  2473. if (typeof sourceValue[0] == "object") {
  2474. for (var index = 0; index < sourceValue.length; index++) {
  2475. var clonedValue = cloneValue(sourceValue[index], destination);
  2476. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2477. destination[prop].push(clonedValue);
  2478. }
  2479. }
  2480. }
  2481. else {
  2482. destination[prop] = sourceValue.slice(0);
  2483. }
  2484. }
  2485. }
  2486. else {
  2487. destination[prop] = cloneValue(sourceValue, destination);
  2488. }
  2489. }
  2490. else {
  2491. destination[prop] = sourceValue;
  2492. }
  2493. }
  2494. catch (e) {
  2495. // Just ignore error (it could be because of a read-only property)
  2496. }
  2497. }
  2498. };
  2499. /**
  2500. * Gets a boolean indicating if the given object has no own property
  2501. * @param obj defines the object to test
  2502. * @returns true if object has no own property
  2503. */
  2504. Tools.IsEmpty = function (obj) {
  2505. for (var i in obj) {
  2506. if (obj.hasOwnProperty(i)) {
  2507. return false;
  2508. }
  2509. }
  2510. return true;
  2511. };
  2512. /**
  2513. * Function used to register events at window level
  2514. * @param events defines the events to register
  2515. */
  2516. Tools.RegisterTopRootEvents = function (events) {
  2517. for (var index = 0; index < events.length; index++) {
  2518. var event = events[index];
  2519. window.addEventListener(event.name, event.handler, false);
  2520. try {
  2521. if (window.parent) {
  2522. window.parent.addEventListener(event.name, event.handler, false);
  2523. }
  2524. }
  2525. catch (e) {
  2526. // Silently fails...
  2527. }
  2528. }
  2529. };
  2530. /**
  2531. * Function used to unregister events from window level
  2532. * @param events defines the events to unregister
  2533. */
  2534. Tools.UnregisterTopRootEvents = function (events) {
  2535. for (var index = 0; index < events.length; index++) {
  2536. var event = events[index];
  2537. window.removeEventListener(event.name, event.handler);
  2538. try {
  2539. if (window.parent) {
  2540. window.parent.removeEventListener(event.name, event.handler);
  2541. }
  2542. }
  2543. catch (e) {
  2544. // Silently fails...
  2545. }
  2546. }
  2547. };
  2548. /**
  2549. * Dumps the current bound framebuffer
  2550. * @param width defines the rendering width
  2551. * @param height defines the rendering height
  2552. * @param engine defines the hosting engine
  2553. * @param successCallback defines the callback triggered once the data are available
  2554. * @param mimeType defines the mime type of the result
  2555. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2556. */
  2557. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2558. if (mimeType === void 0) { mimeType = "image/png"; }
  2559. // Read the contents of the framebuffer
  2560. var numberOfChannelsByLine = width * 4;
  2561. var halfHeight = height / 2;
  2562. //Reading datas from WebGL
  2563. var data = engine.readPixels(0, 0, width, height);
  2564. //To flip image on Y axis.
  2565. for (var i = 0; i < halfHeight; i++) {
  2566. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2567. var currentCell = j + i * numberOfChannelsByLine;
  2568. var targetLine = height - i - 1;
  2569. var targetCell = j + targetLine * numberOfChannelsByLine;
  2570. var temp = data[currentCell];
  2571. data[currentCell] = data[targetCell];
  2572. data[targetCell] = temp;
  2573. }
  2574. }
  2575. // Create a 2D canvas to store the result
  2576. if (!screenshotCanvas) {
  2577. screenshotCanvas = document.createElement('canvas');
  2578. }
  2579. screenshotCanvas.width = width;
  2580. screenshotCanvas.height = height;
  2581. var context = screenshotCanvas.getContext('2d');
  2582. if (context) {
  2583. // Copy the pixels to a 2D canvas
  2584. var imageData = context.createImageData(width, height);
  2585. var castData = (imageData.data);
  2586. castData.set(data);
  2587. context.putImageData(imageData, 0, 0);
  2588. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2589. }
  2590. };
  2591. /**
  2592. * Converts the canvas data to blob.
  2593. * This acts as a polyfill for browsers not supporting the to blob function.
  2594. * @param canvas Defines the canvas to extract the data from
  2595. * @param successCallback Defines the callback triggered once the data are available
  2596. * @param mimeType Defines the mime type of the result
  2597. */
  2598. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2599. if (mimeType === void 0) { mimeType = "image/png"; }
  2600. // We need HTMLCanvasElement.toBlob for HD screenshots
  2601. if (!canvas.toBlob) {
  2602. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2603. canvas.toBlob = function (callback, type, quality) {
  2604. var _this = this;
  2605. setTimeout(function () {
  2606. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2607. for (var i = 0; i < len; i++) {
  2608. arr[i] = binStr.charCodeAt(i);
  2609. }
  2610. callback(new Blob([arr]));
  2611. });
  2612. };
  2613. }
  2614. canvas.toBlob(function (blob) {
  2615. successCallback(blob);
  2616. }, mimeType);
  2617. };
  2618. /**
  2619. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2620. * @param successCallback defines the callback triggered once the data are available
  2621. * @param mimeType defines the mime type of the result
  2622. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2623. */
  2624. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2625. if (mimeType === void 0) { mimeType = "image/png"; }
  2626. if (successCallback) {
  2627. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2628. successCallback(base64Image);
  2629. }
  2630. else {
  2631. this.ToBlob(screenshotCanvas, function (blob) {
  2632. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2633. if (("download" in document.createElement("a"))) {
  2634. if (!fileName) {
  2635. var date = new Date();
  2636. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2637. fileName = "screenshot_" + stringDate + ".png";
  2638. }
  2639. Tools.Download(blob, fileName);
  2640. }
  2641. else {
  2642. var url = URL.createObjectURL(blob);
  2643. var newWindow = window.open("");
  2644. if (!newWindow) {
  2645. return;
  2646. }
  2647. var img = newWindow.document.createElement("img");
  2648. img.onload = function () {
  2649. // no longer need to read the blob so it's revoked
  2650. URL.revokeObjectURL(url);
  2651. };
  2652. img.src = url;
  2653. newWindow.document.body.appendChild(img);
  2654. }
  2655. }, mimeType);
  2656. }
  2657. };
  2658. /**
  2659. * Downloads a blob in the browser
  2660. * @param blob defines the blob to download
  2661. * @param fileName defines the name of the downloaded file
  2662. */
  2663. Tools.Download = function (blob, fileName) {
  2664. if (navigator && navigator.msSaveBlob) {
  2665. navigator.msSaveBlob(blob, fileName);
  2666. return;
  2667. }
  2668. var url = window.URL.createObjectURL(blob);
  2669. var a = document.createElement("a");
  2670. document.body.appendChild(a);
  2671. a.style.display = "none";
  2672. a.href = url;
  2673. a.download = fileName;
  2674. a.addEventListener("click", function () {
  2675. if (a.parentElement) {
  2676. a.parentElement.removeChild(a);
  2677. }
  2678. });
  2679. a.click();
  2680. window.URL.revokeObjectURL(url);
  2681. };
  2682. /**
  2683. * Captures a screenshot of the current rendering
  2684. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2685. * @param engine defines the rendering engine
  2686. * @param camera defines the source camera
  2687. * @param size This parameter can be set to a single number or to an object with the
  2688. * following (optional) properties: precision, width, height. If a single number is passed,
  2689. * it will be used for both width and height. If an object is passed, the screenshot size
  2690. * will be derived from the parameters. The precision property is a multiplier allowing
  2691. * rendering at a higher or lower resolution
  2692. * @param successCallback defines the callback receives a single parameter which contains the
  2693. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2694. * src parameter of an <img> to display it
  2695. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2696. * Check your browser for supported MIME types
  2697. */
  2698. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2699. if (mimeType === void 0) { mimeType = "image/png"; }
  2700. var width;
  2701. var height;
  2702. // If a precision value is specified
  2703. if (size.precision) {
  2704. width = Math.round(engine.getRenderWidth() * size.precision);
  2705. height = Math.round(width / engine.getAspectRatio(camera));
  2706. }
  2707. else if (size.width && size.height) {
  2708. width = size.width;
  2709. height = size.height;
  2710. }
  2711. //If passing only width, computing height to keep display canvas ratio.
  2712. else if (size.width && !size.height) {
  2713. width = size.width;
  2714. height = Math.round(width / engine.getAspectRatio(camera));
  2715. }
  2716. //If passing only height, computing width to keep display canvas ratio.
  2717. else if (size.height && !size.width) {
  2718. height = size.height;
  2719. width = Math.round(height * engine.getAspectRatio(camera));
  2720. }
  2721. //Assuming here that "size" parameter is a number
  2722. else if (!isNaN(size)) {
  2723. height = size;
  2724. width = size;
  2725. }
  2726. else {
  2727. Tools.Error("Invalid 'size' parameter !");
  2728. return;
  2729. }
  2730. if (!screenshotCanvas) {
  2731. screenshotCanvas = document.createElement('canvas');
  2732. }
  2733. screenshotCanvas.width = width;
  2734. screenshotCanvas.height = height;
  2735. var renderContext = screenshotCanvas.getContext("2d");
  2736. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2737. var newWidth = width;
  2738. var newHeight = newWidth / ratio;
  2739. if (newHeight > height) {
  2740. newHeight = height;
  2741. newWidth = newHeight * ratio;
  2742. }
  2743. var offsetX = Math.max(0, width - newWidth) / 2;
  2744. var offsetY = Math.max(0, height - newHeight) / 2;
  2745. var renderingCanvas = engine.getRenderingCanvas();
  2746. if (renderContext && renderingCanvas) {
  2747. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2748. }
  2749. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2750. };
  2751. /**
  2752. * Generates an image screenshot from the specified camera.
  2753. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2754. * @param engine The engine to use for rendering
  2755. * @param camera The camera to use for rendering
  2756. * @param size This parameter can be set to a single number or to an object with the
  2757. * following (optional) properties: precision, width, height. If a single number is passed,
  2758. * it will be used for both width and height. If an object is passed, the screenshot size
  2759. * will be derived from the parameters. The precision property is a multiplier allowing
  2760. * rendering at a higher or lower resolution
  2761. * @param successCallback The callback receives a single parameter which contains the
  2762. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2763. * src parameter of an <img> to display it
  2764. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2765. * Check your browser for supported MIME types
  2766. * @param samples Texture samples (default: 1)
  2767. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2768. * @param fileName A name for for the downloaded file.
  2769. */
  2770. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2771. if (mimeType === void 0) { mimeType = "image/png"; }
  2772. if (samples === void 0) { samples = 1; }
  2773. if (antialiasing === void 0) { antialiasing = false; }
  2774. var width;
  2775. var height;
  2776. //If a precision value is specified
  2777. if (size.precision) {
  2778. width = Math.round(engine.getRenderWidth() * size.precision);
  2779. height = Math.round(width / engine.getAspectRatio(camera));
  2780. size = { width: width, height: height };
  2781. }
  2782. else if (size.width && size.height) {
  2783. width = size.width;
  2784. height = size.height;
  2785. }
  2786. //If passing only width, computing height to keep display canvas ratio.
  2787. else if (size.width && !size.height) {
  2788. width = size.width;
  2789. height = Math.round(width / engine.getAspectRatio(camera));
  2790. size = { width: width, height: height };
  2791. }
  2792. //If passing only height, computing width to keep display canvas ratio.
  2793. else if (size.height && !size.width) {
  2794. height = size.height;
  2795. width = Math.round(height * engine.getAspectRatio(camera));
  2796. size = { width: width, height: height };
  2797. }
  2798. //Assuming here that "size" parameter is a number
  2799. else if (!isNaN(size)) {
  2800. height = size;
  2801. width = size;
  2802. }
  2803. else {
  2804. Tools.Error("Invalid 'size' parameter !");
  2805. return;
  2806. }
  2807. var scene = camera.getScene();
  2808. var previousCamera = null;
  2809. if (scene.activeCamera !== camera) {
  2810. previousCamera = scene.activeCamera;
  2811. scene.activeCamera = camera;
  2812. }
  2813. var renderCanvas = engine.getRenderingCanvas();
  2814. if (!renderCanvas) {
  2815. Tools.Error("No rendering canvas found !");
  2816. return;
  2817. }
  2818. var originalSize = { width: renderCanvas.width, height: renderCanvas.height };
  2819. engine.setSize(width, height);
  2820. scene.render();
  2821. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2822. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2823. texture.renderList = null;
  2824. texture.samples = samples;
  2825. if (antialiasing) {
  2826. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2827. }
  2828. texture.onAfterRenderObservable.add(function () {
  2829. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2830. });
  2831. scene.incrementRenderId();
  2832. scene.resetCachedMaterial();
  2833. texture.render(true);
  2834. texture.dispose();
  2835. if (previousCamera) {
  2836. scene.activeCamera = previousCamera;
  2837. }
  2838. engine.setSize(originalSize.width, originalSize.height);
  2839. camera.getProjectionMatrix(true); // Force cache refresh;
  2840. };
  2841. /**
  2842. * Validates if xhr data is correct
  2843. * @param xhr defines the request to validate
  2844. * @param dataType defines the expected data type
  2845. * @returns true if data is correct
  2846. */
  2847. Tools.ValidateXHRData = function (xhr, dataType) {
  2848. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2849. if (dataType === void 0) { dataType = 7; }
  2850. try {
  2851. if (dataType & 1) {
  2852. if (xhr.responseText && xhr.responseText.length > 0) {
  2853. return true;
  2854. }
  2855. else if (dataType === 1) {
  2856. return false;
  2857. }
  2858. }
  2859. if (dataType & 2) {
  2860. // Check header width and height since there is no "TGA" magic number
  2861. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2862. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2863. return true;
  2864. }
  2865. else if (dataType === 2) {
  2866. return false;
  2867. }
  2868. }
  2869. if (dataType & 4) {
  2870. // Check for the "DDS" magic number
  2871. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2872. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2873. return true;
  2874. }
  2875. else {
  2876. return false;
  2877. }
  2878. }
  2879. }
  2880. catch (e) {
  2881. // Global protection
  2882. }
  2883. return false;
  2884. };
  2885. /**
  2886. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2887. * Be aware Math.random() could cause collisions, but:
  2888. * "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"
  2889. * @returns a pseudo random id
  2890. */
  2891. Tools.RandomId = function () {
  2892. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2893. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2894. return v.toString(16);
  2895. });
  2896. };
  2897. /**
  2898. * Test if the given uri is a base64 string
  2899. * @param uri The uri to test
  2900. * @return True if the uri is a base64 string or false otherwise
  2901. */
  2902. Tools.IsBase64 = function (uri) {
  2903. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2904. };
  2905. /**
  2906. * Decode the given base64 uri.
  2907. * @param uri The uri to decode
  2908. * @return The decoded base64 data.
  2909. */
  2910. Tools.DecodeBase64 = function (uri) {
  2911. var decodedString = atob(uri.split(",")[1]);
  2912. var bufferLength = decodedString.length;
  2913. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2914. for (var i = 0; i < bufferLength; i++) {
  2915. bufferView[i] = decodedString.charCodeAt(i);
  2916. }
  2917. return bufferView.buffer;
  2918. };
  2919. Tools._AddLogEntry = function (entry) {
  2920. Tools._LogCache = entry + Tools._LogCache;
  2921. if (Tools.OnNewCacheEntry) {
  2922. Tools.OnNewCacheEntry(entry);
  2923. }
  2924. };
  2925. Tools._FormatMessage = function (message) {
  2926. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2927. var date = new Date();
  2928. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2929. };
  2930. Tools._LogDisabled = function (message) {
  2931. // nothing to do
  2932. };
  2933. Tools._LogEnabled = function (message) {
  2934. var formattedMessage = Tools._FormatMessage(message);
  2935. console.log("BJS - " + formattedMessage);
  2936. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2937. Tools._AddLogEntry(entry);
  2938. };
  2939. Tools._WarnDisabled = function (message) {
  2940. // nothing to do
  2941. };
  2942. Tools._WarnEnabled = function (message) {
  2943. var formattedMessage = Tools._FormatMessage(message);
  2944. console.warn("BJS - " + formattedMessage);
  2945. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2946. Tools._AddLogEntry(entry);
  2947. };
  2948. Tools._ErrorDisabled = function (message) {
  2949. // nothing to do
  2950. };
  2951. Tools._ErrorEnabled = function (message) {
  2952. Tools.errorsCount++;
  2953. var formattedMessage = Tools._FormatMessage(message);
  2954. console.error("BJS - " + formattedMessage);
  2955. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2956. Tools._AddLogEntry(entry);
  2957. };
  2958. Object.defineProperty(Tools, "LogCache", {
  2959. /**
  2960. * Gets current log cache (list of logs)
  2961. */
  2962. get: function () {
  2963. return Tools._LogCache;
  2964. },
  2965. enumerable: true,
  2966. configurable: true
  2967. });
  2968. /**
  2969. * Clears the log cache
  2970. */
  2971. Tools.ClearLogCache = function () {
  2972. Tools._LogCache = "";
  2973. Tools.errorsCount = 0;
  2974. };
  2975. Object.defineProperty(Tools, "LogLevels", {
  2976. /**
  2977. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2978. */
  2979. set: function (level) {
  2980. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2981. Tools.Log = Tools._LogEnabled;
  2982. }
  2983. else {
  2984. Tools.Log = Tools._LogDisabled;
  2985. }
  2986. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2987. Tools.Warn = Tools._WarnEnabled;
  2988. }
  2989. else {
  2990. Tools.Warn = Tools._WarnDisabled;
  2991. }
  2992. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2993. Tools.Error = Tools._ErrorEnabled;
  2994. }
  2995. else {
  2996. Tools.Error = Tools._ErrorDisabled;
  2997. }
  2998. },
  2999. enumerable: true,
  3000. configurable: true
  3001. });
  3002. /**
  3003. * Checks if the loaded document was accessed via `file:`-Protocol.
  3004. * @returns boolean
  3005. */
  3006. Tools.IsFileURL = function () {
  3007. return location.protocol === "file:";
  3008. };
  3009. /**
  3010. * Checks if the window object exists
  3011. * @returns true if the window object exists
  3012. */
  3013. Tools.IsWindowObjectExist = function () {
  3014. return (typeof window) !== "undefined";
  3015. };
  3016. Object.defineProperty(Tools, "PerformanceLogLevel", {
  3017. /**
  3018. * Sets the current performance log level
  3019. */
  3020. set: function (level) {
  3021. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  3022. Tools.StartPerformanceCounter = Tools._StartUserMark;
  3023. Tools.EndPerformanceCounter = Tools._EndUserMark;
  3024. return;
  3025. }
  3026. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  3027. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  3028. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  3029. return;
  3030. }
  3031. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3032. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3033. },
  3034. enumerable: true,
  3035. configurable: true
  3036. });
  3037. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  3038. };
  3039. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  3040. };
  3041. Tools._StartUserMark = function (counterName, condition) {
  3042. if (condition === void 0) { condition = true; }
  3043. if (!Tools._performance) {
  3044. if (!Tools.IsWindowObjectExist()) {
  3045. return;
  3046. }
  3047. Tools._performance = window.performance;
  3048. }
  3049. if (!condition || !Tools._performance.mark) {
  3050. return;
  3051. }
  3052. Tools._performance.mark(counterName + "-Begin");
  3053. };
  3054. Tools._EndUserMark = function (counterName, condition) {
  3055. if (condition === void 0) { condition = true; }
  3056. if (!condition || !Tools._performance.mark) {
  3057. return;
  3058. }
  3059. Tools._performance.mark(counterName + "-End");
  3060. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  3061. };
  3062. Tools._StartPerformanceConsole = function (counterName, condition) {
  3063. if (condition === void 0) { condition = true; }
  3064. if (!condition) {
  3065. return;
  3066. }
  3067. Tools._StartUserMark(counterName, condition);
  3068. if (console.time) {
  3069. console.time(counterName);
  3070. }
  3071. };
  3072. Tools._EndPerformanceConsole = function (counterName, condition) {
  3073. if (condition === void 0) { condition = true; }
  3074. if (!condition) {
  3075. return;
  3076. }
  3077. Tools._EndUserMark(counterName, condition);
  3078. if (console.time) {
  3079. console.timeEnd(counterName);
  3080. }
  3081. };
  3082. /**
  3083. * Injects the @see CustomRequestHeaders into the given request
  3084. * @param request the request that should be used for injection
  3085. */
  3086. Tools.InjectCustomRequestHeaders = function (request) {
  3087. for (var key in Tools.CustomRequestHeaders) {
  3088. var val = Tools.CustomRequestHeaders[key];
  3089. if (val) {
  3090. request.setRequestHeader(key, val);
  3091. }
  3092. }
  3093. };
  3094. Object.defineProperty(Tools, "Now", {
  3095. /**
  3096. * Gets either window.performance.now() if supported or Date.now() else
  3097. */
  3098. get: function () {
  3099. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3100. return window.performance.now();
  3101. }
  3102. return Date.now();
  3103. },
  3104. enumerable: true,
  3105. configurable: true
  3106. });
  3107. /**
  3108. * This method will return the name of the class used to create the instance of the given object.
  3109. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3110. * @param object the object to get the class name from
  3111. * @param isType defines if the object is actually a type
  3112. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3113. */
  3114. Tools.GetClassName = function (object, isType) {
  3115. if (isType === void 0) { isType = false; }
  3116. var name = null;
  3117. if (!isType && object.getClassName) {
  3118. name = object.getClassName();
  3119. }
  3120. else {
  3121. if (object instanceof Object) {
  3122. var classObj = isType ? object : Object.getPrototypeOf(object);
  3123. name = classObj.constructor["__bjsclassName__"];
  3124. }
  3125. if (!name) {
  3126. name = typeof object;
  3127. }
  3128. }
  3129. return name;
  3130. };
  3131. /**
  3132. * Gets the first element of an array satisfying a given predicate
  3133. * @param array defines the array to browse
  3134. * @param predicate defines the predicate to use
  3135. * @returns null if not found or the element
  3136. */
  3137. Tools.First = function (array, predicate) {
  3138. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3139. var el = array_1[_i];
  3140. if (predicate(el)) {
  3141. return el;
  3142. }
  3143. }
  3144. return null;
  3145. };
  3146. /**
  3147. * This method will return the name of the full name of the class, including its owning module (if any).
  3148. * 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).
  3149. * @param object the object to get the class name from
  3150. * @param isType defines if the object is actually a type
  3151. * @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.
  3152. * @ignorenaming
  3153. */
  3154. Tools.getFullClassName = function (object, isType) {
  3155. if (isType === void 0) { isType = false; }
  3156. var className = null;
  3157. var moduleName = null;
  3158. if (!isType && object.getClassName) {
  3159. className = object.getClassName();
  3160. }
  3161. else {
  3162. if (object instanceof Object) {
  3163. var classObj = isType ? object : Object.getPrototypeOf(object);
  3164. className = classObj.constructor["__bjsclassName__"];
  3165. moduleName = classObj.constructor["__bjsmoduleName__"];
  3166. }
  3167. if (!className) {
  3168. className = typeof object;
  3169. }
  3170. }
  3171. if (!className) {
  3172. return null;
  3173. }
  3174. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3175. };
  3176. /**
  3177. * Returns a promise that resolves after the given amount of time.
  3178. * @param delay Number of milliseconds to delay
  3179. * @returns Promise that resolves after the given amount of time
  3180. */
  3181. Tools.DelayAsync = function (delay) {
  3182. return new Promise(function (resolve) {
  3183. setTimeout(function () {
  3184. resolve();
  3185. }, delay);
  3186. });
  3187. };
  3188. /**
  3189. * Gets the current gradient from an array of IValueGradient
  3190. * @param ratio defines the current ratio to get
  3191. * @param gradients defines the array of IValueGradient
  3192. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3193. */
  3194. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3195. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3196. var currentGradient = gradients[gradientIndex];
  3197. var nextGradient = gradients[gradientIndex + 1];
  3198. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3199. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3200. updateFunc(currentGradient, nextGradient, scale);
  3201. return;
  3202. }
  3203. }
  3204. // Use last index if over
  3205. var lastIndex = gradients.length - 1;
  3206. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3207. };
  3208. /**
  3209. * Gets or sets the base URL to use to load assets
  3210. */
  3211. Tools.BaseUrl = "";
  3212. /**
  3213. * Enable/Disable Custom HTTP Request Headers globally.
  3214. * default = false
  3215. * @see CustomRequestHeaders
  3216. */
  3217. Tools.UseCustomRequestHeaders = false;
  3218. /**
  3219. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  3220. * i.e. when loading files, where the server/service expects an Authorization header.
  3221. * @see InjectCustomRequestHeaders injects them to an XMLHttpRequest
  3222. */
  3223. Tools.CustomRequestHeaders = {};
  3224. /**
  3225. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3226. */
  3227. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3228. /**
  3229. * Default behaviour for cors in the application.
  3230. * It can be a string if the expected behavior is identical in the entire app.
  3231. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3232. */
  3233. Tools.CorsBehavior = "anonymous";
  3234. /**
  3235. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3236. * @ignorenaming
  3237. */
  3238. Tools.UseFallbackTexture = true;
  3239. /**
  3240. * Use this object to register external classes like custom textures or material
  3241. * to allow the laoders to instantiate them
  3242. */
  3243. Tools.RegisteredExternalClasses = {};
  3244. /**
  3245. * Texture content used if a texture cannot loaded
  3246. * @ignorenaming
  3247. */
  3248. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3249. Tools._tmpFloatArray = new Float32Array(1);
  3250. /**
  3251. * Gets or sets a function used to pre-process url before using them to load assets
  3252. */
  3253. Tools.PreprocessUrl = function (url) {
  3254. return url;
  3255. };
  3256. // Logs
  3257. /**
  3258. * No log
  3259. */
  3260. Tools.NoneLogLevel = 0;
  3261. /**
  3262. * Only message logs
  3263. */
  3264. Tools.MessageLogLevel = 1;
  3265. /**
  3266. * Only warning logs
  3267. */
  3268. Tools.WarningLogLevel = 2;
  3269. /**
  3270. * Only error logs
  3271. */
  3272. Tools.ErrorLogLevel = 4;
  3273. /**
  3274. * All logs
  3275. */
  3276. Tools.AllLogLevel = 7;
  3277. Tools._LogCache = "";
  3278. /**
  3279. * Gets a value indicating the number of loading errors
  3280. * @ignorenaming
  3281. */
  3282. Tools.errorsCount = 0;
  3283. /**
  3284. * Log a message to the console
  3285. */
  3286. Tools.Log = Tools._LogEnabled;
  3287. /**
  3288. * Write a warning message to the console
  3289. */
  3290. Tools.Warn = Tools._WarnEnabled;
  3291. /**
  3292. * Write an error message to the console
  3293. */
  3294. Tools.Error = Tools._ErrorEnabled;
  3295. // Performances
  3296. /**
  3297. * No performance log
  3298. */
  3299. Tools.PerformanceNoneLogLevel = 0;
  3300. /**
  3301. * Use user marks to log performance
  3302. */
  3303. Tools.PerformanceUserMarkLogLevel = 1;
  3304. /**
  3305. * Log performance to the console
  3306. */
  3307. Tools.PerformanceConsoleLogLevel = 2;
  3308. /**
  3309. * Starts a performance counter
  3310. */
  3311. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3312. /**
  3313. * Ends a specific performance coutner
  3314. */
  3315. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3316. return Tools;
  3317. }());
  3318. BABYLON.Tools = Tools;
  3319. /**
  3320. * This class is used to track a performance counter which is number based.
  3321. * The user has access to many properties which give statistics of different nature.
  3322. *
  3323. * The implementer can track two kinds of Performance Counter: time and count.
  3324. * 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.
  3325. * 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.
  3326. */
  3327. var PerfCounter = /** @class */ (function () {
  3328. /**
  3329. * Creates a new counter
  3330. */
  3331. function PerfCounter() {
  3332. this._startMonitoringTime = 0;
  3333. this._min = 0;
  3334. this._max = 0;
  3335. this._average = 0;
  3336. this._lastSecAverage = 0;
  3337. this._current = 0;
  3338. this._totalValueCount = 0;
  3339. this._totalAccumulated = 0;
  3340. this._lastSecAccumulated = 0;
  3341. this._lastSecTime = 0;
  3342. this._lastSecValueCount = 0;
  3343. }
  3344. Object.defineProperty(PerfCounter.prototype, "min", {
  3345. /**
  3346. * Returns the smallest value ever
  3347. */
  3348. get: function () {
  3349. return this._min;
  3350. },
  3351. enumerable: true,
  3352. configurable: true
  3353. });
  3354. Object.defineProperty(PerfCounter.prototype, "max", {
  3355. /**
  3356. * Returns the biggest value ever
  3357. */
  3358. get: function () {
  3359. return this._max;
  3360. },
  3361. enumerable: true,
  3362. configurable: true
  3363. });
  3364. Object.defineProperty(PerfCounter.prototype, "average", {
  3365. /**
  3366. * Returns the average value since the performance counter is running
  3367. */
  3368. get: function () {
  3369. return this._average;
  3370. },
  3371. enumerable: true,
  3372. configurable: true
  3373. });
  3374. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3375. /**
  3376. * Returns the average value of the last second the counter was monitored
  3377. */
  3378. get: function () {
  3379. return this._lastSecAverage;
  3380. },
  3381. enumerable: true,
  3382. configurable: true
  3383. });
  3384. Object.defineProperty(PerfCounter.prototype, "current", {
  3385. /**
  3386. * Returns the current value
  3387. */
  3388. get: function () {
  3389. return this._current;
  3390. },
  3391. enumerable: true,
  3392. configurable: true
  3393. });
  3394. Object.defineProperty(PerfCounter.prototype, "total", {
  3395. /**
  3396. * Gets the accumulated total
  3397. */
  3398. get: function () {
  3399. return this._totalAccumulated;
  3400. },
  3401. enumerable: true,
  3402. configurable: true
  3403. });
  3404. Object.defineProperty(PerfCounter.prototype, "count", {
  3405. /**
  3406. * Gets the total value count
  3407. */
  3408. get: function () {
  3409. return this._totalValueCount;
  3410. },
  3411. enumerable: true,
  3412. configurable: true
  3413. });
  3414. /**
  3415. * Call this method to start monitoring a new frame.
  3416. * 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.
  3417. */
  3418. PerfCounter.prototype.fetchNewFrame = function () {
  3419. this._totalValueCount++;
  3420. this._current = 0;
  3421. this._lastSecValueCount++;
  3422. };
  3423. /**
  3424. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3425. * @param newCount the count value to add to the monitored count
  3426. * @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.
  3427. */
  3428. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3429. if (!PerfCounter.Enabled) {
  3430. return;
  3431. }
  3432. this._current += newCount;
  3433. if (fetchResult) {
  3434. this._fetchResult();
  3435. }
  3436. };
  3437. /**
  3438. * Start monitoring this performance counter
  3439. */
  3440. PerfCounter.prototype.beginMonitoring = function () {
  3441. if (!PerfCounter.Enabled) {
  3442. return;
  3443. }
  3444. this._startMonitoringTime = Tools.Now;
  3445. };
  3446. /**
  3447. * Compute the time lapsed since the previous beginMonitoring() call.
  3448. * @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
  3449. */
  3450. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3451. if (newFrame === void 0) { newFrame = true; }
  3452. if (!PerfCounter.Enabled) {
  3453. return;
  3454. }
  3455. if (newFrame) {
  3456. this.fetchNewFrame();
  3457. }
  3458. var currentTime = Tools.Now;
  3459. this._current = currentTime - this._startMonitoringTime;
  3460. if (newFrame) {
  3461. this._fetchResult();
  3462. }
  3463. };
  3464. PerfCounter.prototype._fetchResult = function () {
  3465. this._totalAccumulated += this._current;
  3466. this._lastSecAccumulated += this._current;
  3467. // Min/Max update
  3468. this._min = Math.min(this._min, this._current);
  3469. this._max = Math.max(this._max, this._current);
  3470. this._average = this._totalAccumulated / this._totalValueCount;
  3471. // Reset last sec?
  3472. var now = Tools.Now;
  3473. if ((now - this._lastSecTime) > 1000) {
  3474. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3475. this._lastSecTime = now;
  3476. this._lastSecAccumulated = 0;
  3477. this._lastSecValueCount = 0;
  3478. }
  3479. };
  3480. /**
  3481. * Gets or sets a global boolean to turn on and off all the counters
  3482. */
  3483. PerfCounter.Enabled = true;
  3484. return PerfCounter;
  3485. }());
  3486. BABYLON.PerfCounter = PerfCounter;
  3487. /**
  3488. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3489. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3490. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3491. * @param name The name of the class, case should be preserved
  3492. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3493. */
  3494. function className(name, module) {
  3495. return function (target) {
  3496. target["__bjsclassName__"] = name;
  3497. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3498. };
  3499. }
  3500. BABYLON.className = className;
  3501. /**
  3502. * An implementation of a loop for asynchronous functions.
  3503. */
  3504. var AsyncLoop = /** @class */ (function () {
  3505. /**
  3506. * Constructor.
  3507. * @param iterations the number of iterations.
  3508. * @param func the function to run each iteration
  3509. * @param successCallback the callback that will be called upon succesful execution
  3510. * @param offset starting offset.
  3511. */
  3512. function AsyncLoop(
  3513. /**
  3514. * Defines the number of iterations for the loop
  3515. */
  3516. iterations, func, successCallback, offset) {
  3517. if (offset === void 0) { offset = 0; }
  3518. this.iterations = iterations;
  3519. this.index = offset - 1;
  3520. this._done = false;
  3521. this._fn = func;
  3522. this._successCallback = successCallback;
  3523. }
  3524. /**
  3525. * Execute the next iteration. Must be called after the last iteration was finished.
  3526. */
  3527. AsyncLoop.prototype.executeNext = function () {
  3528. if (!this._done) {
  3529. if (this.index + 1 < this.iterations) {
  3530. ++this.index;
  3531. this._fn(this);
  3532. }
  3533. else {
  3534. this.breakLoop();
  3535. }
  3536. }
  3537. };
  3538. /**
  3539. * Break the loop and run the success callback.
  3540. */
  3541. AsyncLoop.prototype.breakLoop = function () {
  3542. this._done = true;
  3543. this._successCallback();
  3544. };
  3545. /**
  3546. * Create and run an async loop.
  3547. * @param iterations the number of iterations.
  3548. * @param fn the function to run each iteration
  3549. * @param successCallback the callback that will be called upon succesful execution
  3550. * @param offset starting offset.
  3551. * @returns the created async loop object
  3552. */
  3553. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3554. if (offset === void 0) { offset = 0; }
  3555. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3556. loop.executeNext();
  3557. return loop;
  3558. };
  3559. /**
  3560. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3561. * @param iterations total number of iterations
  3562. * @param syncedIterations number of synchronous iterations in each async iteration.
  3563. * @param fn the function to call each iteration.
  3564. * @param callback a success call back that will be called when iterating stops.
  3565. * @param breakFunction a break condition (optional)
  3566. * @param timeout timeout settings for the setTimeout function. default - 0.
  3567. * @returns the created async loop object
  3568. */
  3569. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3570. if (timeout === void 0) { timeout = 0; }
  3571. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3572. if (breakFunction && breakFunction()) {
  3573. loop.breakLoop();
  3574. }
  3575. else {
  3576. setTimeout(function () {
  3577. for (var i = 0; i < syncedIterations; ++i) {
  3578. var iteration = (loop.index * syncedIterations) + i;
  3579. if (iteration >= iterations) {
  3580. break;
  3581. }
  3582. fn(iteration);
  3583. if (breakFunction && breakFunction()) {
  3584. loop.breakLoop();
  3585. break;
  3586. }
  3587. }
  3588. loop.executeNext();
  3589. }, timeout);
  3590. }
  3591. }, callback);
  3592. };
  3593. return AsyncLoop;
  3594. }());
  3595. BABYLON.AsyncLoop = AsyncLoop;
  3596. })(BABYLON || (BABYLON = {}));
  3597. //# sourceMappingURL=babylon.tools.js.map
  3598. var BABYLON;
  3599. (function (BABYLON) {
  3600. /**
  3601. * Constant used to convert a value to gamma space
  3602. * @ignorenaming
  3603. */
  3604. BABYLON.ToGammaSpace = 1 / 2.2;
  3605. /**
  3606. * Constant used to convert a value to linear space
  3607. * @ignorenaming
  3608. */
  3609. BABYLON.ToLinearSpace = 2.2;
  3610. /**
  3611. * Constant used to define the minimal number value in Babylon.js
  3612. * @ignorenaming
  3613. */
  3614. BABYLON.Epsilon = 0.001;
  3615. /**
  3616. * Class used to hold a RBG color
  3617. */
  3618. var Color3 = /** @class */ (function () {
  3619. /**
  3620. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3621. * @param r defines the red component (between 0 and 1, default is 0)
  3622. * @param g defines the green component (between 0 and 1, default is 0)
  3623. * @param b defines the blue component (between 0 and 1, default is 0)
  3624. */
  3625. function Color3(
  3626. /**
  3627. * Defines the red component (between 0 and 1, default is 0)
  3628. */
  3629. r,
  3630. /**
  3631. * Defines the green component (between 0 and 1, default is 0)
  3632. */
  3633. g,
  3634. /**
  3635. * Defines the blue component (between 0 and 1, default is 0)
  3636. */
  3637. b) {
  3638. if (r === void 0) { r = 0; }
  3639. if (g === void 0) { g = 0; }
  3640. if (b === void 0) { b = 0; }
  3641. this.r = r;
  3642. this.g = g;
  3643. this.b = b;
  3644. }
  3645. /**
  3646. * Creates a string with the Color3 current values
  3647. * @returns the string representation of the Color3 object
  3648. */
  3649. Color3.prototype.toString = function () {
  3650. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3651. };
  3652. /**
  3653. * Returns the string "Color3"
  3654. * @returns "Color3"
  3655. */
  3656. Color3.prototype.getClassName = function () {
  3657. return "Color3";
  3658. };
  3659. /**
  3660. * Compute the Color3 hash code
  3661. * @returns an unique number that can be used to hash Color3 objects
  3662. */
  3663. Color3.prototype.getHashCode = function () {
  3664. var hash = this.r || 0;
  3665. hash = (hash * 397) ^ (this.g || 0);
  3666. hash = (hash * 397) ^ (this.b || 0);
  3667. return hash;
  3668. };
  3669. // Operators
  3670. /**
  3671. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3672. * @param array defines the array where to store the r,g,b components
  3673. * @param index defines an optional index in the target array to define where to start storing values
  3674. * @returns the current Color3 object
  3675. */
  3676. Color3.prototype.toArray = function (array, index) {
  3677. if (index === void 0) { index = 0; }
  3678. array[index] = this.r;
  3679. array[index + 1] = this.g;
  3680. array[index + 2] = this.b;
  3681. return this;
  3682. };
  3683. /**
  3684. * Returns a new Color4 object from the current Color3 and the given alpha
  3685. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3686. * @returns a new Color4 object
  3687. */
  3688. Color3.prototype.toColor4 = function (alpha) {
  3689. if (alpha === void 0) { alpha = 1; }
  3690. return new Color4(this.r, this.g, this.b, alpha);
  3691. };
  3692. /**
  3693. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3694. * @returns the new array
  3695. */
  3696. Color3.prototype.asArray = function () {
  3697. var result = new Array();
  3698. this.toArray(result, 0);
  3699. return result;
  3700. };
  3701. /**
  3702. * Returns the luminance value
  3703. * @returns a float value
  3704. */
  3705. Color3.prototype.toLuminance = function () {
  3706. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3707. };
  3708. /**
  3709. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3710. * @param otherColor defines the second operand
  3711. * @returns the new Color3 object
  3712. */
  3713. Color3.prototype.multiply = function (otherColor) {
  3714. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3715. };
  3716. /**
  3717. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3718. * @param otherColor defines the second operand
  3719. * @param result defines the Color3 object where to store the result
  3720. * @returns the current Color3
  3721. */
  3722. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3723. result.r = this.r * otherColor.r;
  3724. result.g = this.g * otherColor.g;
  3725. result.b = this.b * otherColor.b;
  3726. return this;
  3727. };
  3728. /**
  3729. * Determines equality between Color3 objects
  3730. * @param otherColor defines the second operand
  3731. * @returns true if the rgb values are equal to the given ones
  3732. */
  3733. Color3.prototype.equals = function (otherColor) {
  3734. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3735. };
  3736. /**
  3737. * Determines equality between the current Color3 object and a set of r,b,g values
  3738. * @param r defines the red component to check
  3739. * @param g defines the green component to check
  3740. * @param b defines the blue component to check
  3741. * @returns true if the rgb values are equal to the given ones
  3742. */
  3743. Color3.prototype.equalsFloats = function (r, g, b) {
  3744. return this.r === r && this.g === g && this.b === b;
  3745. };
  3746. /**
  3747. * Multiplies in place each rgb value by scale
  3748. * @param scale defines the scaling factor
  3749. * @returns the updated Color3
  3750. */
  3751. Color3.prototype.scale = function (scale) {
  3752. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3753. };
  3754. /**
  3755. * Multiplies the rgb values by scale and stores the result into "result"
  3756. * @param scale defines the scaling factor
  3757. * @param result defines the Color3 object where to store the result
  3758. * @returns the unmodified current Color3
  3759. */
  3760. Color3.prototype.scaleToRef = function (scale, result) {
  3761. result.r = this.r * scale;
  3762. result.g = this.g * scale;
  3763. result.b = this.b * scale;
  3764. return this;
  3765. };
  3766. /**
  3767. * Scale the current Color3 values by a factor and add the result to a given Color3
  3768. * @param scale defines the scale factor
  3769. * @param result defines color to store the result into
  3770. * @returns the unmodified current Color3
  3771. */
  3772. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3773. result.r += this.r * scale;
  3774. result.g += this.g * scale;
  3775. result.b += this.b * scale;
  3776. return this;
  3777. };
  3778. /**
  3779. * Clamps the rgb values by the min and max values and stores the result into "result"
  3780. * @param min defines minimum clamping value (default is 0)
  3781. * @param max defines maximum clamping value (default is 1)
  3782. * @param result defines color to store the result into
  3783. * @returns the original Color3
  3784. */
  3785. Color3.prototype.clampToRef = function (min, max, result) {
  3786. if (min === void 0) { min = 0; }
  3787. if (max === void 0) { max = 1; }
  3788. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3789. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3790. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3791. return this;
  3792. };
  3793. /**
  3794. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3795. * @param otherColor defines the second operand
  3796. * @returns the new Color3
  3797. */
  3798. Color3.prototype.add = function (otherColor) {
  3799. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3800. };
  3801. /**
  3802. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3803. * @param otherColor defines the second operand
  3804. * @param result defines Color3 object to store the result into
  3805. * @returns the unmodified current Color3
  3806. */
  3807. Color3.prototype.addToRef = function (otherColor, result) {
  3808. result.r = this.r + otherColor.r;
  3809. result.g = this.g + otherColor.g;
  3810. result.b = this.b + otherColor.b;
  3811. return this;
  3812. };
  3813. /**
  3814. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3815. * @param otherColor defines the second operand
  3816. * @returns the new Color3
  3817. */
  3818. Color3.prototype.subtract = function (otherColor) {
  3819. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3820. };
  3821. /**
  3822. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3823. * @param otherColor defines the second operand
  3824. * @param result defines Color3 object to store the result into
  3825. * @returns the unmodified current Color3
  3826. */
  3827. Color3.prototype.subtractToRef = function (otherColor, result) {
  3828. result.r = this.r - otherColor.r;
  3829. result.g = this.g - otherColor.g;
  3830. result.b = this.b - otherColor.b;
  3831. return this;
  3832. };
  3833. /**
  3834. * Copy the current object
  3835. * @returns a new Color3 copied the current one
  3836. */
  3837. Color3.prototype.clone = function () {
  3838. return new Color3(this.r, this.g, this.b);
  3839. };
  3840. /**
  3841. * Copies the rgb values from the source in the current Color3
  3842. * @param source defines the source Color3 object
  3843. * @returns the updated Color3 object
  3844. */
  3845. Color3.prototype.copyFrom = function (source) {
  3846. this.r = source.r;
  3847. this.g = source.g;
  3848. this.b = source.b;
  3849. return this;
  3850. };
  3851. /**
  3852. * Updates the Color3 rgb values from the given floats
  3853. * @param r defines the red component to read from
  3854. * @param g defines the green component to read from
  3855. * @param b defines the blue component to read from
  3856. * @returns the current Color3 object
  3857. */
  3858. Color3.prototype.copyFromFloats = function (r, g, b) {
  3859. this.r = r;
  3860. this.g = g;
  3861. this.b = b;
  3862. return this;
  3863. };
  3864. /**
  3865. * Updates the Color3 rgb values from the given floats
  3866. * @param r defines the red component to read from
  3867. * @param g defines the green component to read from
  3868. * @param b defines the blue component to read from
  3869. * @returns the current Color3 object
  3870. */
  3871. Color3.prototype.set = function (r, g, b) {
  3872. return this.copyFromFloats(r, g, b);
  3873. };
  3874. /**
  3875. * Compute the Color3 hexadecimal code as a string
  3876. * @returns a string containing the hexadecimal representation of the Color3 object
  3877. */
  3878. Color3.prototype.toHexString = function () {
  3879. var intR = (this.r * 255) | 0;
  3880. var intG = (this.g * 255) | 0;
  3881. var intB = (this.b * 255) | 0;
  3882. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3883. };
  3884. /**
  3885. * Computes a new Color3 converted from the current one to linear space
  3886. * @returns a new Color3 object
  3887. */
  3888. Color3.prototype.toLinearSpace = function () {
  3889. var convertedColor = new Color3();
  3890. this.toLinearSpaceToRef(convertedColor);
  3891. return convertedColor;
  3892. };
  3893. /**
  3894. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3895. * @param convertedColor defines the Color3 object where to store the linear space version
  3896. * @returns the unmodified Color3
  3897. */
  3898. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3899. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3900. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3901. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3902. return this;
  3903. };
  3904. /**
  3905. * Computes a new Color3 converted from the current one to gamma space
  3906. * @returns a new Color3 object
  3907. */
  3908. Color3.prototype.toGammaSpace = function () {
  3909. var convertedColor = new Color3();
  3910. this.toGammaSpaceToRef(convertedColor);
  3911. return convertedColor;
  3912. };
  3913. /**
  3914. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3915. * @param convertedColor defines the Color3 object where to store the gamma space version
  3916. * @returns the unmodified Color3
  3917. */
  3918. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3919. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3920. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3921. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3922. return this;
  3923. };
  3924. /**
  3925. * Creates a new Color3 from the string containing valid hexadecimal values
  3926. * @param hex defines a string containing valid hexadecimal values
  3927. * @returns a new Color3 object
  3928. */
  3929. Color3.FromHexString = function (hex) {
  3930. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3931. return new Color3(0, 0, 0);
  3932. }
  3933. var r = parseInt(hex.substring(1, 3), 16);
  3934. var g = parseInt(hex.substring(3, 5), 16);
  3935. var b = parseInt(hex.substring(5, 7), 16);
  3936. return Color3.FromInts(r, g, b);
  3937. };
  3938. /**
  3939. * Creates a new Vector3 from the starting index of the given array
  3940. * @param array defines the source array
  3941. * @param offset defines an offset in the source array
  3942. * @returns a new Color3 object
  3943. */
  3944. Color3.FromArray = function (array, offset) {
  3945. if (offset === void 0) { offset = 0; }
  3946. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3947. };
  3948. /**
  3949. * Creates a new Color3 from integer values (< 256)
  3950. * @param r defines the red component to read from (value between 0 and 255)
  3951. * @param g defines the green component to read from (value between 0 and 255)
  3952. * @param b defines the blue component to read from (value between 0 and 255)
  3953. * @returns a new Color3 object
  3954. */
  3955. Color3.FromInts = function (r, g, b) {
  3956. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3957. };
  3958. /**
  3959. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3960. * @param start defines the start Color3 value
  3961. * @param end defines the end Color3 value
  3962. * @param amount defines the gradient value between start and end
  3963. * @returns a new Color3 object
  3964. */
  3965. Color3.Lerp = function (start, end, amount) {
  3966. var result = new Color3(0.0, 0.0, 0.0);
  3967. Color3.LerpToRef(start, end, amount, result);
  3968. return result;
  3969. };
  3970. /**
  3971. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3972. * @param left defines the start value
  3973. * @param right defines the end value
  3974. * @param amount defines the gradient factor
  3975. * @param result defines the Color3 object where to store the result
  3976. */
  3977. Color3.LerpToRef = function (left, right, amount, result) {
  3978. result.r = left.r + ((right.r - left.r) * amount);
  3979. result.g = left.g + ((right.g - left.g) * amount);
  3980. result.b = left.b + ((right.b - left.b) * amount);
  3981. };
  3982. /**
  3983. * Returns a Color3 value containing a red color
  3984. * @returns a new Color3 object
  3985. */
  3986. Color3.Red = function () { return new Color3(1, 0, 0); };
  3987. /**
  3988. * Returns a Color3 value containing a green color
  3989. * @returns a new Color3 object
  3990. */
  3991. Color3.Green = function () { return new Color3(0, 1, 0); };
  3992. /**
  3993. * Returns a Color3 value containing a blue color
  3994. * @returns a new Color3 object
  3995. */
  3996. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3997. /**
  3998. * Returns a Color3 value containing a black color
  3999. * @returns a new Color3 object
  4000. */
  4001. Color3.Black = function () { return new Color3(0, 0, 0); };
  4002. Object.defineProperty(Color3, "BlackReadOnly", {
  4003. /**
  4004. * Gets a Color3 value containing a black color that must not be updated
  4005. */
  4006. get: function () {
  4007. return Color3._BlackReadOnly;
  4008. },
  4009. enumerable: true,
  4010. configurable: true
  4011. });
  4012. /**
  4013. * Returns a Color3 value containing a white color
  4014. * @returns a new Color3 object
  4015. */
  4016. Color3.White = function () { return new Color3(1, 1, 1); };
  4017. /**
  4018. * Returns a Color3 value containing a purple color
  4019. * @returns a new Color3 object
  4020. */
  4021. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  4022. /**
  4023. * Returns a Color3 value containing a magenta color
  4024. * @returns a new Color3 object
  4025. */
  4026. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  4027. /**
  4028. * Returns a Color3 value containing a yellow color
  4029. * @returns a new Color3 object
  4030. */
  4031. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  4032. /**
  4033. * Returns a Color3 value containing a gray color
  4034. * @returns a new Color3 object
  4035. */
  4036. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  4037. /**
  4038. * Returns a Color3 value containing a teal color
  4039. * @returns a new Color3 object
  4040. */
  4041. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  4042. /**
  4043. * Returns a Color3 value containing a random color
  4044. * @returns a new Color3 object
  4045. */
  4046. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  4047. // Statics
  4048. Color3._BlackReadOnly = Color3.Black();
  4049. return Color3;
  4050. }());
  4051. BABYLON.Color3 = Color3;
  4052. /**
  4053. * Class used to hold a RBGA color
  4054. */
  4055. var Color4 = /** @class */ (function () {
  4056. /**
  4057. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  4058. * @param r defines the red component (between 0 and 1, default is 0)
  4059. * @param g defines the green component (between 0 and 1, default is 0)
  4060. * @param b defines the blue component (between 0 and 1, default is 0)
  4061. * @param a defines the alpha component (between 0 and 1, default is 1)
  4062. */
  4063. function Color4(
  4064. /**
  4065. * Defines the red component (between 0 and 1, default is 0)
  4066. */
  4067. r,
  4068. /**
  4069. * Defines the green component (between 0 and 1, default is 0)
  4070. */
  4071. g,
  4072. /**
  4073. * Defines the blue component (between 0 and 1, default is 0)
  4074. */
  4075. b,
  4076. /**
  4077. * Defines the alpha component (between 0 and 1, default is 1)
  4078. */
  4079. a) {
  4080. if (r === void 0) { r = 0; }
  4081. if (g === void 0) { g = 0; }
  4082. if (b === void 0) { b = 0; }
  4083. if (a === void 0) { a = 1; }
  4084. this.r = r;
  4085. this.g = g;
  4086. this.b = b;
  4087. this.a = a;
  4088. }
  4089. // Operators
  4090. /**
  4091. * Adds in place the given Color4 values to the current Color4 object
  4092. * @param right defines the second operand
  4093. * @returns the current updated Color4 object
  4094. */
  4095. Color4.prototype.addInPlace = function (right) {
  4096. this.r += right.r;
  4097. this.g += right.g;
  4098. this.b += right.b;
  4099. this.a += right.a;
  4100. return this;
  4101. };
  4102. /**
  4103. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  4104. * @returns the new array
  4105. */
  4106. Color4.prototype.asArray = function () {
  4107. var result = new Array();
  4108. this.toArray(result, 0);
  4109. return result;
  4110. };
  4111. /**
  4112. * Stores from the starting index in the given array the Color4 successive values
  4113. * @param array defines the array where to store the r,g,b components
  4114. * @param index defines an optional index in the target array to define where to start storing values
  4115. * @returns the current Color4 object
  4116. */
  4117. Color4.prototype.toArray = function (array, index) {
  4118. if (index === void 0) { index = 0; }
  4119. array[index] = this.r;
  4120. array[index + 1] = this.g;
  4121. array[index + 2] = this.b;
  4122. array[index + 3] = this.a;
  4123. return this;
  4124. };
  4125. /**
  4126. * Determines equality between Color4 objects
  4127. * @param otherColor defines the second operand
  4128. * @returns true if the rgba values are equal to the given ones
  4129. */
  4130. Color4.prototype.equals = function (otherColor) {
  4131. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b && this.a === otherColor.a;
  4132. };
  4133. /**
  4134. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4135. * @param right defines the second operand
  4136. * @returns a new Color4 object
  4137. */
  4138. Color4.prototype.add = function (right) {
  4139. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4140. };
  4141. /**
  4142. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4143. * @param right defines the second operand
  4144. * @returns a new Color4 object
  4145. */
  4146. Color4.prototype.subtract = function (right) {
  4147. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4148. };
  4149. /**
  4150. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4151. * @param right defines the second operand
  4152. * @param result defines the Color4 object where to store the result
  4153. * @returns the current Color4 object
  4154. */
  4155. Color4.prototype.subtractToRef = function (right, result) {
  4156. result.r = this.r - right.r;
  4157. result.g = this.g - right.g;
  4158. result.b = this.b - right.b;
  4159. result.a = this.a - right.a;
  4160. return this;
  4161. };
  4162. /**
  4163. * Creates a new Color4 with the current Color4 values multiplied by scale
  4164. * @param scale defines the scaling factor to apply
  4165. * @returns a new Color4 object
  4166. */
  4167. Color4.prototype.scale = function (scale) {
  4168. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4169. };
  4170. /**
  4171. * Multiplies the current Color4 values by scale and stores the result in "result"
  4172. * @param scale defines the scaling factor to apply
  4173. * @param result defines the Color4 object where to store the result
  4174. * @returns the current unmodified Color4
  4175. */
  4176. Color4.prototype.scaleToRef = function (scale, result) {
  4177. result.r = this.r * scale;
  4178. result.g = this.g * scale;
  4179. result.b = this.b * scale;
  4180. result.a = this.a * scale;
  4181. return this;
  4182. };
  4183. /**
  4184. * Scale the current Color4 values by a factor and add the result to a given Color4
  4185. * @param scale defines the scale factor
  4186. * @param result defines the Color4 object where to store the result
  4187. * @returns the unmodified current Color4
  4188. */
  4189. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4190. result.r += this.r * scale;
  4191. result.g += this.g * scale;
  4192. result.b += this.b * scale;
  4193. result.a += this.a * scale;
  4194. return this;
  4195. };
  4196. /**
  4197. * Clamps the rgb values by the min and max values and stores the result into "result"
  4198. * @param min defines minimum clamping value (default is 0)
  4199. * @param max defines maximum clamping value (default is 1)
  4200. * @param result defines color to store the result into.
  4201. * @returns the cuurent Color4
  4202. */
  4203. Color4.prototype.clampToRef = function (min, max, result) {
  4204. if (min === void 0) { min = 0; }
  4205. if (max === void 0) { max = 1; }
  4206. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4207. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4208. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4209. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4210. return this;
  4211. };
  4212. /**
  4213. * Multipy an Color4 value by another and return a new Color4 object
  4214. * @param color defines the Color4 value to multiply by
  4215. * @returns a new Color4 object
  4216. */
  4217. Color4.prototype.multiply = function (color) {
  4218. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4219. };
  4220. /**
  4221. * Multipy a Color4 value by another and push the result in a reference value
  4222. * @param color defines the Color4 value to multiply by
  4223. * @param result defines the Color4 to fill the result in
  4224. * @returns the result Color4
  4225. */
  4226. Color4.prototype.multiplyToRef = function (color, result) {
  4227. result.r = this.r * color.r;
  4228. result.g = this.g * color.g;
  4229. result.b = this.b * color.b;
  4230. result.a = this.a * color.a;
  4231. return result;
  4232. };
  4233. /**
  4234. * Creates a string with the Color4 current values
  4235. * @returns the string representation of the Color4 object
  4236. */
  4237. Color4.prototype.toString = function () {
  4238. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4239. };
  4240. /**
  4241. * Returns the string "Color4"
  4242. * @returns "Color4"
  4243. */
  4244. Color4.prototype.getClassName = function () {
  4245. return "Color4";
  4246. };
  4247. /**
  4248. * Compute the Color4 hash code
  4249. * @returns an unique number that can be used to hash Color4 objects
  4250. */
  4251. Color4.prototype.getHashCode = function () {
  4252. var hash = this.r || 0;
  4253. hash = (hash * 397) ^ (this.g || 0);
  4254. hash = (hash * 397) ^ (this.b || 0);
  4255. hash = (hash * 397) ^ (this.a || 0);
  4256. return hash;
  4257. };
  4258. /**
  4259. * Creates a new Color4 copied from the current one
  4260. * @returns a new Color4 object
  4261. */
  4262. Color4.prototype.clone = function () {
  4263. return new Color4(this.r, this.g, this.b, this.a);
  4264. };
  4265. /**
  4266. * Copies the given Color4 values into the current one
  4267. * @param source defines the source Color4 object
  4268. * @returns the current updated Color4 object
  4269. */
  4270. Color4.prototype.copyFrom = function (source) {
  4271. this.r = source.r;
  4272. this.g = source.g;
  4273. this.b = source.b;
  4274. this.a = source.a;
  4275. return this;
  4276. };
  4277. /**
  4278. * Copies the given float values into the current one
  4279. * @param r defines the red component to read from
  4280. * @param g defines the green component to read from
  4281. * @param b defines the blue component to read from
  4282. * @param a defines the alpha component to read from
  4283. * @returns the current updated Color4 object
  4284. */
  4285. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4286. this.r = r;
  4287. this.g = g;
  4288. this.b = b;
  4289. this.a = a;
  4290. return this;
  4291. };
  4292. /**
  4293. * Copies the given float values into the current one
  4294. * @param r defines the red component to read from
  4295. * @param g defines the green component to read from
  4296. * @param b defines the blue component to read from
  4297. * @param a defines the alpha component to read from
  4298. * @returns the current updated Color4 object
  4299. */
  4300. Color4.prototype.set = function (r, g, b, a) {
  4301. return this.copyFromFloats(r, g, b, a);
  4302. };
  4303. /**
  4304. * Compute the Color4 hexadecimal code as a string
  4305. * @returns a string containing the hexadecimal representation of the Color4 object
  4306. */
  4307. Color4.prototype.toHexString = function () {
  4308. var intR = (this.r * 255) | 0;
  4309. var intG = (this.g * 255) | 0;
  4310. var intB = (this.b * 255) | 0;
  4311. var intA = (this.a * 255) | 0;
  4312. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4313. };
  4314. /**
  4315. * Computes a new Color4 converted from the current one to linear space
  4316. * @returns a new Color4 object
  4317. */
  4318. Color4.prototype.toLinearSpace = function () {
  4319. var convertedColor = new Color4();
  4320. this.toLinearSpaceToRef(convertedColor);
  4321. return convertedColor;
  4322. };
  4323. /**
  4324. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4325. * @param convertedColor defines the Color4 object where to store the linear space version
  4326. * @returns the unmodified Color4
  4327. */
  4328. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4329. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4330. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4331. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4332. convertedColor.a = this.a;
  4333. return this;
  4334. };
  4335. /**
  4336. * Computes a new Color4 converted from the current one to gamma space
  4337. * @returns a new Color4 object
  4338. */
  4339. Color4.prototype.toGammaSpace = function () {
  4340. var convertedColor = new Color4();
  4341. this.toGammaSpaceToRef(convertedColor);
  4342. return convertedColor;
  4343. };
  4344. /**
  4345. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4346. * @param convertedColor defines the Color4 object where to store the gamma space version
  4347. * @returns the unmodified Color4
  4348. */
  4349. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4350. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4351. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4352. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4353. convertedColor.a = this.a;
  4354. return this;
  4355. };
  4356. // Statics
  4357. /**
  4358. * Creates a new Color4 from the string containing valid hexadecimal values
  4359. * @param hex defines a string containing valid hexadecimal values
  4360. * @returns a new Color4 object
  4361. */
  4362. Color4.FromHexString = function (hex) {
  4363. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4364. return new Color4(0.0, 0.0, 0.0, 0.0);
  4365. }
  4366. var r = parseInt(hex.substring(1, 3), 16);
  4367. var g = parseInt(hex.substring(3, 5), 16);
  4368. var b = parseInt(hex.substring(5, 7), 16);
  4369. var a = parseInt(hex.substring(7, 9), 16);
  4370. return Color4.FromInts(r, g, b, a);
  4371. };
  4372. /**
  4373. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4374. * @param left defines the start value
  4375. * @param right defines the end value
  4376. * @param amount defines the gradient factor
  4377. * @returns a new Color4 object
  4378. */
  4379. Color4.Lerp = function (left, right, amount) {
  4380. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4381. Color4.LerpToRef(left, right, amount, result);
  4382. return result;
  4383. };
  4384. /**
  4385. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4386. * @param left defines the start value
  4387. * @param right defines the end value
  4388. * @param amount defines the gradient factor
  4389. * @param result defines the Color4 object where to store data
  4390. */
  4391. Color4.LerpToRef = function (left, right, amount, result) {
  4392. result.r = left.r + (right.r - left.r) * amount;
  4393. result.g = left.g + (right.g - left.g) * amount;
  4394. result.b = left.b + (right.b - left.b) * amount;
  4395. result.a = left.a + (right.a - left.a) * amount;
  4396. };
  4397. /**
  4398. * Creates a new Color4 from a Color3 and an alpha value
  4399. * @param color3 defines the source Color3 to read from
  4400. * @param alpha defines the alpha component (1.0 by default)
  4401. * @returns a new Color4 object
  4402. */
  4403. Color4.FromColor3 = function (color3, alpha) {
  4404. if (alpha === void 0) { alpha = 1.0; }
  4405. return new Color4(color3.r, color3.g, color3.b, alpha);
  4406. };
  4407. /**
  4408. * Creates a new Color4 from the starting index element of the given array
  4409. * @param array defines the source array to read from
  4410. * @param offset defines the offset in the source array
  4411. * @returns a new Color4 object
  4412. */
  4413. Color4.FromArray = function (array, offset) {
  4414. if (offset === void 0) { offset = 0; }
  4415. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4416. };
  4417. /**
  4418. * Creates a new Color3 from integer values (< 256)
  4419. * @param r defines the red component to read from (value between 0 and 255)
  4420. * @param g defines the green component to read from (value between 0 and 255)
  4421. * @param b defines the blue component to read from (value between 0 and 255)
  4422. * @param a defines the alpha component to read from (value between 0 and 255)
  4423. * @returns a new Color3 object
  4424. */
  4425. Color4.FromInts = function (r, g, b, a) {
  4426. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4427. };
  4428. /**
  4429. * Check the content of a given array and convert it to an array containing RGBA data
  4430. * If the original array was already containing count * 4 values then it is returned directly
  4431. * @param colors defines the array to check
  4432. * @param count defines the number of RGBA data to expect
  4433. * @returns an array containing count * 4 values (RGBA)
  4434. */
  4435. Color4.CheckColors4 = function (colors, count) {
  4436. // Check if color3 was used
  4437. if (colors.length === count * 3) {
  4438. var colors4 = [];
  4439. for (var index = 0; index < colors.length; index += 3) {
  4440. var newIndex = (index / 3) * 4;
  4441. colors4[newIndex] = colors[index];
  4442. colors4[newIndex + 1] = colors[index + 1];
  4443. colors4[newIndex + 2] = colors[index + 2];
  4444. colors4[newIndex + 3] = 1.0;
  4445. }
  4446. return colors4;
  4447. }
  4448. return colors;
  4449. };
  4450. return Color4;
  4451. }());
  4452. BABYLON.Color4 = Color4;
  4453. /**
  4454. * Class representing a vector containing 2 coordinates
  4455. */
  4456. var Vector2 = /** @class */ (function () {
  4457. /**
  4458. * Creates a new Vector2 from the given x and y coordinates
  4459. * @param x defines the first coordinate
  4460. * @param y defines the second coordinate
  4461. */
  4462. function Vector2(
  4463. /** defines the first coordinate */
  4464. x,
  4465. /** defines the second coordinate */
  4466. y) {
  4467. if (x === void 0) { x = 0; }
  4468. if (y === void 0) { y = 0; }
  4469. this.x = x;
  4470. this.y = y;
  4471. }
  4472. /**
  4473. * Gets a string with the Vector2 coordinates
  4474. * @returns a string with the Vector2 coordinates
  4475. */
  4476. Vector2.prototype.toString = function () {
  4477. return "{X: " + this.x + " Y:" + this.y + "}";
  4478. };
  4479. /**
  4480. * Gets class name
  4481. * @returns the string "Vector2"
  4482. */
  4483. Vector2.prototype.getClassName = function () {
  4484. return "Vector2";
  4485. };
  4486. /**
  4487. * Gets current vector hash code
  4488. * @returns the Vector2 hash code as a number
  4489. */
  4490. Vector2.prototype.getHashCode = function () {
  4491. var hash = this.x || 0;
  4492. hash = (hash * 397) ^ (this.y || 0);
  4493. return hash;
  4494. };
  4495. // Operators
  4496. /**
  4497. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4498. * @param array defines the source array
  4499. * @param index defines the offset in source array
  4500. * @returns the current Vector2
  4501. */
  4502. Vector2.prototype.toArray = function (array, index) {
  4503. if (index === void 0) { index = 0; }
  4504. array[index] = this.x;
  4505. array[index + 1] = this.y;
  4506. return this;
  4507. };
  4508. /**
  4509. * Copy the current vector to an array
  4510. * @returns a new array with 2 elements: the Vector2 coordinates.
  4511. */
  4512. Vector2.prototype.asArray = function () {
  4513. var result = new Array();
  4514. this.toArray(result, 0);
  4515. return result;
  4516. };
  4517. /**
  4518. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4519. * @param source defines the source Vector2
  4520. * @returns the current updated Vector2
  4521. */
  4522. Vector2.prototype.copyFrom = function (source) {
  4523. this.x = source.x;
  4524. this.y = source.y;
  4525. return this;
  4526. };
  4527. /**
  4528. * Sets the Vector2 coordinates with the given floats
  4529. * @param x defines the first coordinate
  4530. * @param y defines the second coordinate
  4531. * @returns the current updated Vector2
  4532. */
  4533. Vector2.prototype.copyFromFloats = function (x, y) {
  4534. this.x = x;
  4535. this.y = y;
  4536. return this;
  4537. };
  4538. /**
  4539. * Sets the Vector2 coordinates with the given floats
  4540. * @param x defines the first coordinate
  4541. * @param y defines the second coordinate
  4542. * @returns the current updated Vector2
  4543. */
  4544. Vector2.prototype.set = function (x, y) {
  4545. return this.copyFromFloats(x, y);
  4546. };
  4547. /**
  4548. * Add another vector with the current one
  4549. * @param otherVector defines the other vector
  4550. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4551. */
  4552. Vector2.prototype.add = function (otherVector) {
  4553. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4554. };
  4555. /**
  4556. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4557. * @param otherVector defines the other vector
  4558. * @param result defines the target vector
  4559. * @returns the unmodified current Vector2
  4560. */
  4561. Vector2.prototype.addToRef = function (otherVector, result) {
  4562. result.x = this.x + otherVector.x;
  4563. result.y = this.y + otherVector.y;
  4564. return this;
  4565. };
  4566. /**
  4567. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4568. * @param otherVector defines the other vector
  4569. * @returns the current updated Vector2
  4570. */
  4571. Vector2.prototype.addInPlace = function (otherVector) {
  4572. this.x += otherVector.x;
  4573. this.y += otherVector.y;
  4574. return this;
  4575. };
  4576. /**
  4577. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4578. * @param otherVector defines the other vector
  4579. * @returns a new Vector2
  4580. */
  4581. Vector2.prototype.addVector3 = function (otherVector) {
  4582. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4583. };
  4584. /**
  4585. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4586. * @param otherVector defines the other vector
  4587. * @returns a new Vector2
  4588. */
  4589. Vector2.prototype.subtract = function (otherVector) {
  4590. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4591. };
  4592. /**
  4593. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4594. * @param otherVector defines the other vector
  4595. * @param result defines the target vector
  4596. * @returns the unmodified current Vector2
  4597. */
  4598. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4599. result.x = this.x - otherVector.x;
  4600. result.y = this.y - otherVector.y;
  4601. return this;
  4602. };
  4603. /**
  4604. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4605. * @param otherVector defines the other vector
  4606. * @returns the current updated Vector2
  4607. */
  4608. Vector2.prototype.subtractInPlace = function (otherVector) {
  4609. this.x -= otherVector.x;
  4610. this.y -= otherVector.y;
  4611. return this;
  4612. };
  4613. /**
  4614. * Multiplies in place the current Vector2 coordinates by the given ones
  4615. * @param otherVector defines the other vector
  4616. * @returns the current updated Vector2
  4617. */
  4618. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4619. this.x *= otherVector.x;
  4620. this.y *= otherVector.y;
  4621. return this;
  4622. };
  4623. /**
  4624. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4625. * @param otherVector defines the other vector
  4626. * @returns a new Vector2
  4627. */
  4628. Vector2.prototype.multiply = function (otherVector) {
  4629. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4630. };
  4631. /**
  4632. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4633. * @param otherVector defines the other vector
  4634. * @param result defines the target vector
  4635. * @returns the unmodified current Vector2
  4636. */
  4637. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4638. result.x = this.x * otherVector.x;
  4639. result.y = this.y * otherVector.y;
  4640. return this;
  4641. };
  4642. /**
  4643. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4644. * @param x defines the first coordinate
  4645. * @param y defines the second coordinate
  4646. * @returns a new Vector2
  4647. */
  4648. Vector2.prototype.multiplyByFloats = function (x, y) {
  4649. return new Vector2(this.x * x, this.y * y);
  4650. };
  4651. /**
  4652. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4653. * @param otherVector defines the other vector
  4654. * @returns a new Vector2
  4655. */
  4656. Vector2.prototype.divide = function (otherVector) {
  4657. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4658. };
  4659. /**
  4660. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4661. * @param otherVector defines the other vector
  4662. * @param result defines the target vector
  4663. * @returns the unmodified current Vector2
  4664. */
  4665. Vector2.prototype.divideToRef = function (otherVector, result) {
  4666. result.x = this.x / otherVector.x;
  4667. result.y = this.y / otherVector.y;
  4668. return this;
  4669. };
  4670. /**
  4671. * Divides the current Vector2 coordinates by the given ones
  4672. * @param otherVector defines the other vector
  4673. * @returns the current updated Vector2
  4674. */
  4675. Vector2.prototype.divideInPlace = function (otherVector) {
  4676. return this.divideToRef(otherVector, this);
  4677. };
  4678. /**
  4679. * Gets a new Vector2 with current Vector2 negated coordinates
  4680. * @returns a new Vector2
  4681. */
  4682. Vector2.prototype.negate = function () {
  4683. return new Vector2(-this.x, -this.y);
  4684. };
  4685. /**
  4686. * Multiply the Vector2 coordinates by scale
  4687. * @param scale defines the scaling factor
  4688. * @returns the current updated Vector2
  4689. */
  4690. Vector2.prototype.scaleInPlace = function (scale) {
  4691. this.x *= scale;
  4692. this.y *= scale;
  4693. return this;
  4694. };
  4695. /**
  4696. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4697. * @param scale defines the scaling factor
  4698. * @returns a new Vector2
  4699. */
  4700. Vector2.prototype.scale = function (scale) {
  4701. var result = new Vector2(0, 0);
  4702. this.scaleToRef(scale, result);
  4703. return result;
  4704. };
  4705. /**
  4706. * Scale the current Vector2 values by a factor to a given Vector2
  4707. * @param scale defines the scale factor
  4708. * @param result defines the Vector2 object where to store the result
  4709. * @returns the unmodified current Vector2
  4710. */
  4711. Vector2.prototype.scaleToRef = function (scale, result) {
  4712. result.x = this.x * scale;
  4713. result.y = this.y * scale;
  4714. return this;
  4715. };
  4716. /**
  4717. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4718. * @param scale defines the scale factor
  4719. * @param result defines the Vector2 object where to store the result
  4720. * @returns the unmodified current Vector2
  4721. */
  4722. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4723. result.x += this.x * scale;
  4724. result.y += this.y * scale;
  4725. return this;
  4726. };
  4727. /**
  4728. * Gets a boolean if two vectors are equals
  4729. * @param otherVector defines the other vector
  4730. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4731. */
  4732. Vector2.prototype.equals = function (otherVector) {
  4733. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4734. };
  4735. /**
  4736. * Gets a boolean if two vectors are equals (using an epsilon value)
  4737. * @param otherVector defines the other vector
  4738. * @param epsilon defines the minimal distance to consider equality
  4739. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4740. */
  4741. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4742. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4743. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4744. };
  4745. /**
  4746. * Gets a new Vector2 from current Vector2 floored values
  4747. * @returns a new Vector2
  4748. */
  4749. Vector2.prototype.floor = function () {
  4750. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4751. };
  4752. /**
  4753. * Gets a new Vector2 from current Vector2 floored values
  4754. * @returns a new Vector2
  4755. */
  4756. Vector2.prototype.fract = function () {
  4757. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4758. };
  4759. // Properties
  4760. /**
  4761. * Gets the length of the vector
  4762. * @returns the vector length (float)
  4763. */
  4764. Vector2.prototype.length = function () {
  4765. return Math.sqrt(this.x * this.x + this.y * this.y);
  4766. };
  4767. /**
  4768. * Gets the vector squared length
  4769. * @returns the vector squared length (float)
  4770. */
  4771. Vector2.prototype.lengthSquared = function () {
  4772. return (this.x * this.x + this.y * this.y);
  4773. };
  4774. // Methods
  4775. /**
  4776. * Normalize the vector
  4777. * @returns the current updated Vector2
  4778. */
  4779. Vector2.prototype.normalize = function () {
  4780. var len = this.length();
  4781. if (len === 0) {
  4782. return this;
  4783. }
  4784. var num = 1.0 / len;
  4785. this.x *= num;
  4786. this.y *= num;
  4787. return this;
  4788. };
  4789. /**
  4790. * Gets a new Vector2 copied from the Vector2
  4791. * @returns a new Vector2
  4792. */
  4793. Vector2.prototype.clone = function () {
  4794. return new Vector2(this.x, this.y);
  4795. };
  4796. // Statics
  4797. /**
  4798. * Gets a new Vector2(0, 0)
  4799. * @returns a new Vector2
  4800. */
  4801. Vector2.Zero = function () {
  4802. return new Vector2(0, 0);
  4803. };
  4804. /**
  4805. * Gets a new Vector2(1, 1)
  4806. * @returns a new Vector2
  4807. */
  4808. Vector2.One = function () {
  4809. return new Vector2(1, 1);
  4810. };
  4811. /**
  4812. * Gets a new Vector2 set from the given index element of the given array
  4813. * @param array defines the data source
  4814. * @param offset defines the offset in the data source
  4815. * @returns a new Vector2
  4816. */
  4817. Vector2.FromArray = function (array, offset) {
  4818. if (offset === void 0) { offset = 0; }
  4819. return new Vector2(array[offset], array[offset + 1]);
  4820. };
  4821. /**
  4822. * Sets "result" from the given index element of the given array
  4823. * @param array defines the data source
  4824. * @param offset defines the offset in the data source
  4825. * @param result defines the target vector
  4826. */
  4827. Vector2.FromArrayToRef = function (array, offset, result) {
  4828. result.x = array[offset];
  4829. result.y = array[offset + 1];
  4830. };
  4831. /**
  4832. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4833. * @param value1 defines 1st point of control
  4834. * @param value2 defines 2nd point of control
  4835. * @param value3 defines 3rd point of control
  4836. * @param value4 defines 4th point of control
  4837. * @param amount defines the interpolation factor
  4838. * @returns a new Vector2
  4839. */
  4840. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4841. var squared = amount * amount;
  4842. var cubed = amount * squared;
  4843. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4844. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4845. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4846. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4847. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4848. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4849. return new Vector2(x, y);
  4850. };
  4851. /**
  4852. * 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".
  4853. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4854. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4855. * @param value defines the value to clamp
  4856. * @param min defines the lower limit
  4857. * @param max defines the upper limit
  4858. * @returns a new Vector2
  4859. */
  4860. Vector2.Clamp = function (value, min, max) {
  4861. var x = value.x;
  4862. x = (x > max.x) ? max.x : x;
  4863. x = (x < min.x) ? min.x : x;
  4864. var y = value.y;
  4865. y = (y > max.y) ? max.y : y;
  4866. y = (y < min.y) ? min.y : y;
  4867. return new Vector2(x, y);
  4868. };
  4869. /**
  4870. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4871. * @param value1 defines the 1st control point
  4872. * @param tangent1 defines the outgoing tangent
  4873. * @param value2 defines the 2nd control point
  4874. * @param tangent2 defines the incoming tangent
  4875. * @param amount defines the interpolation factor
  4876. * @returns a new Vector2
  4877. */
  4878. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4879. var squared = amount * amount;
  4880. var cubed = amount * squared;
  4881. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4882. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4883. var part3 = (cubed - (2.0 * squared)) + amount;
  4884. var part4 = cubed - squared;
  4885. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4886. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4887. return new Vector2(x, y);
  4888. };
  4889. /**
  4890. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4891. * @param start defines the start vector
  4892. * @param end defines the end vector
  4893. * @param amount defines the interpolation factor
  4894. * @returns a new Vector2
  4895. */
  4896. Vector2.Lerp = function (start, end, amount) {
  4897. var x = start.x + ((end.x - start.x) * amount);
  4898. var y = start.y + ((end.y - start.y) * amount);
  4899. return new Vector2(x, y);
  4900. };
  4901. /**
  4902. * Gets the dot product of the vector "left" and the vector "right"
  4903. * @param left defines first vector
  4904. * @param right defines second vector
  4905. * @returns the dot product (float)
  4906. */
  4907. Vector2.Dot = function (left, right) {
  4908. return left.x * right.x + left.y * right.y;
  4909. };
  4910. /**
  4911. * Returns a new Vector2 equal to the normalized given vector
  4912. * @param vector defines the vector to normalize
  4913. * @returns a new Vector2
  4914. */
  4915. Vector2.Normalize = function (vector) {
  4916. var newVector = vector.clone();
  4917. newVector.normalize();
  4918. return newVector;
  4919. };
  4920. /**
  4921. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4922. * @param left defines 1st vector
  4923. * @param right defines 2nd vector
  4924. * @returns a new Vector2
  4925. */
  4926. Vector2.Minimize = function (left, right) {
  4927. var x = (left.x < right.x) ? left.x : right.x;
  4928. var y = (left.y < right.y) ? left.y : right.y;
  4929. return new Vector2(x, y);
  4930. };
  4931. /**
  4932. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4933. * @param left defines 1st vector
  4934. * @param right defines 2nd vector
  4935. * @returns a new Vector2
  4936. */
  4937. Vector2.Maximize = function (left, right) {
  4938. var x = (left.x > right.x) ? left.x : right.x;
  4939. var y = (left.y > right.y) ? left.y : right.y;
  4940. return new Vector2(x, y);
  4941. };
  4942. /**
  4943. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4944. * @param vector defines the vector to transform
  4945. * @param transformation defines the matrix to apply
  4946. * @returns a new Vector2
  4947. */
  4948. Vector2.Transform = function (vector, transformation) {
  4949. var r = Vector2.Zero();
  4950. Vector2.TransformToRef(vector, transformation, r);
  4951. return r;
  4952. };
  4953. /**
  4954. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4955. * @param vector defines the vector to transform
  4956. * @param transformation defines the matrix to apply
  4957. * @param result defines the target vector
  4958. */
  4959. Vector2.TransformToRef = function (vector, transformation, result) {
  4960. var m = transformation.m;
  4961. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4962. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4963. result.x = x;
  4964. result.y = y;
  4965. };
  4966. /**
  4967. * Determines if a given vector is included in a triangle
  4968. * @param p defines the vector to test
  4969. * @param p0 defines 1st triangle point
  4970. * @param p1 defines 2nd triangle point
  4971. * @param p2 defines 3rd triangle point
  4972. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4973. */
  4974. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4975. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4976. var sign = a < 0 ? -1 : 1;
  4977. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4978. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4979. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4980. };
  4981. /**
  4982. * Gets the distance between the vectors "value1" and "value2"
  4983. * @param value1 defines first vector
  4984. * @param value2 defines second vector
  4985. * @returns the distance between vectors
  4986. */
  4987. Vector2.Distance = function (value1, value2) {
  4988. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4989. };
  4990. /**
  4991. * Returns the squared distance between the vectors "value1" and "value2"
  4992. * @param value1 defines first vector
  4993. * @param value2 defines second vector
  4994. * @returns the squared distance between vectors
  4995. */
  4996. Vector2.DistanceSquared = function (value1, value2) {
  4997. var x = value1.x - value2.x;
  4998. var y = value1.y - value2.y;
  4999. return (x * x) + (y * y);
  5000. };
  5001. /**
  5002. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  5003. * @param value1 defines first vector
  5004. * @param value2 defines second vector
  5005. * @returns a new Vector2
  5006. */
  5007. Vector2.Center = function (value1, value2) {
  5008. var center = value1.add(value2);
  5009. center.scaleInPlace(0.5);
  5010. return center;
  5011. };
  5012. /**
  5013. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  5014. * @param p defines the middle point
  5015. * @param segA defines one point of the segment
  5016. * @param segB defines the other point of the segment
  5017. * @returns the shortest distance
  5018. */
  5019. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  5020. var l2 = Vector2.DistanceSquared(segA, segB);
  5021. if (l2 === 0.0) {
  5022. return Vector2.Distance(p, segA);
  5023. }
  5024. var v = segB.subtract(segA);
  5025. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  5026. var proj = segA.add(v.multiplyByFloats(t, t));
  5027. return Vector2.Distance(p, proj);
  5028. };
  5029. return Vector2;
  5030. }());
  5031. BABYLON.Vector2 = Vector2;
  5032. /**
  5033. * Classed used to store (x,y,z) vector representation
  5034. * A Vector3 is the main object used in 3D geometry
  5035. * It can represent etiher the coordinates of a point the space, either a direction
  5036. * Reminder: Babylon.js uses a left handed forward facing system
  5037. */
  5038. var Vector3 = /** @class */ (function () {
  5039. /**
  5040. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  5041. * @param x defines the first coordinates (on X axis)
  5042. * @param y defines the second coordinates (on Y axis)
  5043. * @param z defines the third coordinates (on Z axis)
  5044. */
  5045. function Vector3(
  5046. /**
  5047. * Defines the first coordinates (on X axis)
  5048. */
  5049. x,
  5050. /**
  5051. * Defines the second coordinates (on Y axis)
  5052. */
  5053. y,
  5054. /**
  5055. * Defines the third coordinates (on Z axis)
  5056. */
  5057. z) {
  5058. if (x === void 0) { x = 0; }
  5059. if (y === void 0) { y = 0; }
  5060. if (z === void 0) { z = 0; }
  5061. this.x = x;
  5062. this.y = y;
  5063. this.z = z;
  5064. }
  5065. /**
  5066. * Creates a string representation of the Vector3
  5067. * @returns a string with the Vector3 coordinates.
  5068. */
  5069. Vector3.prototype.toString = function () {
  5070. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  5071. };
  5072. /**
  5073. * Gets the class name
  5074. * @returns the string "Vector3"
  5075. */
  5076. Vector3.prototype.getClassName = function () {
  5077. return "Vector3";
  5078. };
  5079. /**
  5080. * Creates the Vector3 hash code
  5081. * @returns a number which tends to be unique between Vector3 instances
  5082. */
  5083. Vector3.prototype.getHashCode = function () {
  5084. var hash = this.x || 0;
  5085. hash = (hash * 397) ^ (this.y || 0);
  5086. hash = (hash * 397) ^ (this.z || 0);
  5087. return hash;
  5088. };
  5089. // Operators
  5090. /**
  5091. * Creates an array containing three elements : the coordinates of the Vector3
  5092. * @returns a new array of numbers
  5093. */
  5094. Vector3.prototype.asArray = function () {
  5095. var result = [];
  5096. this.toArray(result, 0);
  5097. return result;
  5098. };
  5099. /**
  5100. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  5101. * @param array defines the destination array
  5102. * @param index defines the offset in the destination array
  5103. * @returns the current Vector3
  5104. */
  5105. Vector3.prototype.toArray = function (array, index) {
  5106. if (index === void 0) { index = 0; }
  5107. array[index] = this.x;
  5108. array[index + 1] = this.y;
  5109. array[index + 2] = this.z;
  5110. return this;
  5111. };
  5112. /**
  5113. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  5114. * @returns a new Quaternion object, computed from the Vector3 coordinates
  5115. */
  5116. Vector3.prototype.toQuaternion = function () {
  5117. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5118. };
  5119. /**
  5120. * Adds the given vector to the current Vector3
  5121. * @param otherVector defines the second operand
  5122. * @returns the current updated Vector3
  5123. */
  5124. Vector3.prototype.addInPlace = function (otherVector) {
  5125. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5126. };
  5127. /**
  5128. * Adds the given coordinates to the current Vector3
  5129. * @param x defines the x coordinate of the operand
  5130. * @param y defines the y coordinate of the operand
  5131. * @param z defines the z coordinate of the operand
  5132. * @returns the current updated Vector3
  5133. */
  5134. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5135. this.x += x;
  5136. this.y += y;
  5137. this.z += z;
  5138. return this;
  5139. };
  5140. /**
  5141. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5142. * @param otherVector defines the second operand
  5143. * @returns the resulting Vector3
  5144. */
  5145. Vector3.prototype.add = function (otherVector) {
  5146. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5147. };
  5148. /**
  5149. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5150. * @param otherVector defines the second operand
  5151. * @param result defines the Vector3 object where to store the result
  5152. * @returns the current Vector3
  5153. */
  5154. Vector3.prototype.addToRef = function (otherVector, result) {
  5155. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5156. };
  5157. /**
  5158. * Subtract the given vector from the current Vector3
  5159. * @param otherVector defines the second operand
  5160. * @returns the current updated Vector3
  5161. */
  5162. Vector3.prototype.subtractInPlace = function (otherVector) {
  5163. this.x -= otherVector.x;
  5164. this.y -= otherVector.y;
  5165. this.z -= otherVector.z;
  5166. return this;
  5167. };
  5168. /**
  5169. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5170. * @param otherVector defines the second operand
  5171. * @returns the resulting Vector3
  5172. */
  5173. Vector3.prototype.subtract = function (otherVector) {
  5174. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5175. };
  5176. /**
  5177. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5178. * @param otherVector defines the second operand
  5179. * @param result defines the Vector3 object where to store the result
  5180. * @returns the current Vector3
  5181. */
  5182. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5183. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5184. };
  5185. /**
  5186. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5187. * @param x defines the x coordinate of the operand
  5188. * @param y defines the y coordinate of the operand
  5189. * @param z defines the z coordinate of the operand
  5190. * @returns the resulting Vector3
  5191. */
  5192. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5193. return new Vector3(this.x - x, this.y - y, this.z - z);
  5194. };
  5195. /**
  5196. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5197. * @param x defines the x coordinate of the operand
  5198. * @param y defines the y coordinate of the operand
  5199. * @param z defines the z coordinate of the operand
  5200. * @param result defines the Vector3 object where to store the result
  5201. * @returns the current Vector3
  5202. */
  5203. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5204. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5205. };
  5206. /**
  5207. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5208. * @returns a new Vector3
  5209. */
  5210. Vector3.prototype.negate = function () {
  5211. return new Vector3(-this.x, -this.y, -this.z);
  5212. };
  5213. /**
  5214. * Multiplies the Vector3 coordinates by the float "scale"
  5215. * @param scale defines the multiplier factor
  5216. * @returns the current updated Vector3
  5217. */
  5218. Vector3.prototype.scaleInPlace = function (scale) {
  5219. this.x *= scale;
  5220. this.y *= scale;
  5221. this.z *= scale;
  5222. return this;
  5223. };
  5224. /**
  5225. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5226. * @param scale defines the multiplier factor
  5227. * @returns a new Vector3
  5228. */
  5229. Vector3.prototype.scale = function (scale) {
  5230. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5231. };
  5232. /**
  5233. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5234. * @param scale defines the multiplier factor
  5235. * @param result defines the Vector3 object where to store the result
  5236. * @returns the current Vector3
  5237. */
  5238. Vector3.prototype.scaleToRef = function (scale, result) {
  5239. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5240. };
  5241. /**
  5242. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5243. * @param scale defines the scale factor
  5244. * @param result defines the Vector3 object where to store the result
  5245. * @returns the unmodified current Vector3
  5246. */
  5247. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5248. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5249. };
  5250. /**
  5251. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5252. * @param otherVector defines the second operand
  5253. * @returns true if both vectors are equals
  5254. */
  5255. Vector3.prototype.equals = function (otherVector) {
  5256. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5257. };
  5258. /**
  5259. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5260. * @param otherVector defines the second operand
  5261. * @param epsilon defines the minimal distance to define values as equals
  5262. * @returns true if both vectors are distant less than epsilon
  5263. */
  5264. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5265. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5266. 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);
  5267. };
  5268. /**
  5269. * Returns true if the current Vector3 coordinates equals 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 true if both vectors are equals
  5274. */
  5275. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5276. return this.x === x && this.y === y && this.z === z;
  5277. };
  5278. /**
  5279. * Multiplies the current Vector3 coordinates by the given ones
  5280. * @param otherVector defines the second operand
  5281. * @returns the current updated Vector3
  5282. */
  5283. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5284. this.x *= otherVector.x;
  5285. this.y *= otherVector.y;
  5286. this.z *= otherVector.z;
  5287. return this;
  5288. };
  5289. /**
  5290. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5291. * @param otherVector defines the second operand
  5292. * @returns the new Vector3
  5293. */
  5294. Vector3.prototype.multiply = function (otherVector) {
  5295. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5296. };
  5297. /**
  5298. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5299. * @param otherVector defines the second operand
  5300. * @param result defines the Vector3 object where to store the result
  5301. * @returns the current Vector3
  5302. */
  5303. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5304. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5305. };
  5306. /**
  5307. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5308. * @param x defines the x coordinate of the operand
  5309. * @param y defines the y coordinate of the operand
  5310. * @param z defines the z coordinate of the operand
  5311. * @returns the new Vector3
  5312. */
  5313. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5314. return new Vector3(this.x * x, this.y * y, this.z * z);
  5315. };
  5316. /**
  5317. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5318. * @param otherVector defines the second operand
  5319. * @returns the new Vector3
  5320. */
  5321. Vector3.prototype.divide = function (otherVector) {
  5322. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5323. };
  5324. /**
  5325. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5326. * @param otherVector defines the second operand
  5327. * @param result defines the Vector3 object where to store the result
  5328. * @returns the current Vector3
  5329. */
  5330. Vector3.prototype.divideToRef = function (otherVector, result) {
  5331. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5332. };
  5333. /**
  5334. * Divides the current Vector3 coordinates by the given ones.
  5335. * @param otherVector defines the second operand
  5336. * @returns the current updated Vector3
  5337. */
  5338. Vector3.prototype.divideInPlace = function (otherVector) {
  5339. return this.divideToRef(otherVector, this);
  5340. };
  5341. /**
  5342. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5343. * @param other defines the second operand
  5344. * @returns the current updated Vector3
  5345. */
  5346. Vector3.prototype.minimizeInPlace = function (other) {
  5347. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5348. };
  5349. /**
  5350. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5351. * @param other defines the second operand
  5352. * @returns the current updated Vector3
  5353. */
  5354. Vector3.prototype.maximizeInPlace = function (other) {
  5355. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5356. };
  5357. /**
  5358. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5359. * @param x defines the x coordinate of the operand
  5360. * @param y defines the y coordinate of the operand
  5361. * @param z defines the z coordinate of the operand
  5362. * @returns the current updated Vector3
  5363. */
  5364. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5365. if (x < this.x) {
  5366. this.x = x;
  5367. }
  5368. if (y < this.y) {
  5369. this.y = y;
  5370. }
  5371. if (z < this.z) {
  5372. this.z = z;
  5373. }
  5374. return this;
  5375. };
  5376. /**
  5377. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5378. * @param x defines the x coordinate of the operand
  5379. * @param y defines the y coordinate of the operand
  5380. * @param z defines the z coordinate of the operand
  5381. * @returns the current updated Vector3
  5382. */
  5383. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5384. if (x > this.x) {
  5385. this.x = x;
  5386. }
  5387. if (y > this.y) {
  5388. this.y = y;
  5389. }
  5390. if (z > this.z) {
  5391. this.z = z;
  5392. }
  5393. return this;
  5394. };
  5395. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5396. /**
  5397. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5398. */
  5399. get: function () {
  5400. var absX = Math.abs(this.x);
  5401. var absY = Math.abs(this.y);
  5402. if (absX !== absY) {
  5403. return true;
  5404. }
  5405. var absZ = Math.abs(this.z);
  5406. if (absX !== absZ) {
  5407. return true;
  5408. }
  5409. if (absY !== absZ) {
  5410. return true;
  5411. }
  5412. return false;
  5413. },
  5414. enumerable: true,
  5415. configurable: true
  5416. });
  5417. /**
  5418. * Gets a new Vector3 from current Vector3 floored values
  5419. * @returns a new Vector3
  5420. */
  5421. Vector3.prototype.floor = function () {
  5422. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5423. };
  5424. /**
  5425. * Gets a new Vector3 from current Vector3 floored values
  5426. * @returns a new Vector3
  5427. */
  5428. Vector3.prototype.fract = function () {
  5429. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5430. };
  5431. // Properties
  5432. /**
  5433. * Gets the length of the Vector3
  5434. * @returns the length of the Vecto3
  5435. */
  5436. Vector3.prototype.length = function () {
  5437. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5438. };
  5439. /**
  5440. * Gets the squared length of the Vector3
  5441. * @returns squared length of the Vector3
  5442. */
  5443. Vector3.prototype.lengthSquared = function () {
  5444. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5445. };
  5446. /**
  5447. * Normalize the current Vector3.
  5448. * Please note that this is an in place operation.
  5449. * @returns the current updated Vector3
  5450. */
  5451. Vector3.prototype.normalize = function () {
  5452. return this.normalizeFromLength(this.length());
  5453. };
  5454. /**
  5455. * Reorders the x y z properties of the vector in place
  5456. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5457. * @returns the current updated vector
  5458. */
  5459. Vector3.prototype.reorderInPlace = function (order) {
  5460. var _this = this;
  5461. order = order.toLowerCase();
  5462. if (order === "xyz") {
  5463. return this;
  5464. }
  5465. MathTmp.Vector3[0].copyFrom(this);
  5466. ["x", "y", "z"].forEach(function (val, i) {
  5467. _this[val] = MathTmp.Vector3[0][order[i]];
  5468. });
  5469. return this;
  5470. };
  5471. /**
  5472. * Rotates the vector around 0,0,0 by a quaternion
  5473. * @param quaternion the rotation quaternion
  5474. * @param result vector to store the result
  5475. * @returns the resulting vector
  5476. */
  5477. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5478. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5479. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5480. return result;
  5481. };
  5482. /**
  5483. * Rotates a vector around a given point
  5484. * @param quaternion the rotation quaternion
  5485. * @param point the point to rotate around
  5486. * @param result vector to store the result
  5487. * @returns the resulting vector
  5488. */
  5489. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5490. this.subtractToRef(point, MathTmp.Vector3[0]);
  5491. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5492. point.addToRef(MathTmp.Vector3[0], result);
  5493. return result;
  5494. };
  5495. /**
  5496. * Normalize the current Vector3 with the given input length.
  5497. * Please note that this is an in place operation.
  5498. * @param len the length of the vector
  5499. * @returns the current updated Vector3
  5500. */
  5501. Vector3.prototype.normalizeFromLength = function (len) {
  5502. if (len === 0 || len === 1.0) {
  5503. return this;
  5504. }
  5505. return this.scaleInPlace(1.0 / len);
  5506. };
  5507. /**
  5508. * Normalize the current Vector3 to a new vector
  5509. * @returns the new Vector3
  5510. */
  5511. Vector3.prototype.normalizeToNew = function () {
  5512. var normalized = new Vector3(0, 0, 0);
  5513. this.normalizeToRef(normalized);
  5514. return normalized;
  5515. };
  5516. /**
  5517. * Normalize the current Vector3 to the reference
  5518. * @param reference define the Vector3 to update
  5519. * @returns the updated Vector3
  5520. */
  5521. Vector3.prototype.normalizeToRef = function (reference) {
  5522. var len = this.length();
  5523. if (len === 0 || len === 1.0) {
  5524. return reference.copyFromFloats(this.x, this.y, this.z);
  5525. }
  5526. return this.scaleToRef(1.0 / len, reference);
  5527. };
  5528. /**
  5529. * Creates a new Vector3 copied from the current Vector3
  5530. * @returns the new Vector3
  5531. */
  5532. Vector3.prototype.clone = function () {
  5533. return new Vector3(this.x, this.y, this.z);
  5534. };
  5535. /**
  5536. * Copies the given vector coordinates to the current Vector3 ones
  5537. * @param source defines the source Vector3
  5538. * @returns the current updated Vector3
  5539. */
  5540. Vector3.prototype.copyFrom = function (source) {
  5541. return this.copyFromFloats(source.x, source.y, source.z);
  5542. };
  5543. /**
  5544. * Copies the given floats to the current Vector3 coordinates
  5545. * @param x defines the x coordinate of the operand
  5546. * @param y defines the y coordinate of the operand
  5547. * @param z defines the z coordinate of the operand
  5548. * @returns the current updated Vector3
  5549. */
  5550. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5551. this.x = x;
  5552. this.y = y;
  5553. this.z = z;
  5554. return this;
  5555. };
  5556. /**
  5557. * Copies the given floats to the current Vector3 coordinates
  5558. * @param x defines the x coordinate of the operand
  5559. * @param y defines the y coordinate of the operand
  5560. * @param z defines the z coordinate of the operand
  5561. * @returns the current updated Vector3
  5562. */
  5563. Vector3.prototype.set = function (x, y, z) {
  5564. return this.copyFromFloats(x, y, z);
  5565. };
  5566. /**
  5567. * Copies the given float to the current Vector3 coordinates
  5568. * @param v defines the x, y and z coordinates of the operand
  5569. * @returns the current updated Vector3
  5570. */
  5571. Vector3.prototype.setAll = function (v) {
  5572. this.x = this.y = this.z = v;
  5573. return this;
  5574. };
  5575. // Statics
  5576. /**
  5577. * Get the clip factor between two vectors
  5578. * @param vector0 defines the first operand
  5579. * @param vector1 defines the second operand
  5580. * @param axis defines the axis to use
  5581. * @param size defines the size along the axis
  5582. * @returns the clip factor
  5583. */
  5584. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5585. var d0 = Vector3.Dot(vector0, axis) - size;
  5586. var d1 = Vector3.Dot(vector1, axis) - size;
  5587. var s = d0 / (d0 - d1);
  5588. return s;
  5589. };
  5590. /**
  5591. * Get angle between two vectors
  5592. * @param vector0 angle between vector0 and vector1
  5593. * @param vector1 angle between vector0 and vector1
  5594. * @param normal direction of the normal
  5595. * @return the angle between vector0 and vector1
  5596. */
  5597. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5598. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5599. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5600. var dot = Vector3.Dot(v0, v1);
  5601. var n = MathTmp.Vector3[3];
  5602. Vector3.CrossToRef(v0, v1, n);
  5603. if (Vector3.Dot(n, normal) > 0) {
  5604. return Math.acos(dot);
  5605. }
  5606. return -Math.acos(dot);
  5607. };
  5608. /**
  5609. * Returns a new Vector3 set from the index "offset" of the given array
  5610. * @param array defines the source array
  5611. * @param offset defines the offset in the source array
  5612. * @returns the new Vector3
  5613. */
  5614. Vector3.FromArray = function (array, offset) {
  5615. if (offset === void 0) { offset = 0; }
  5616. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5617. };
  5618. /**
  5619. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5620. * This function is deprecated. Use FromArray instead
  5621. * @param array defines the source array
  5622. * @param offset defines the offset in the source array
  5623. * @returns the new Vector3
  5624. */
  5625. Vector3.FromFloatArray = function (array, offset) {
  5626. return Vector3.FromArray(array, offset);
  5627. };
  5628. /**
  5629. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5630. * @param array defines the source array
  5631. * @param offset defines the offset in the source array
  5632. * @param result defines the Vector3 where to store the result
  5633. */
  5634. Vector3.FromArrayToRef = function (array, offset, result) {
  5635. result.x = array[offset];
  5636. result.y = array[offset + 1];
  5637. result.z = array[offset + 2];
  5638. };
  5639. /**
  5640. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5641. * This function is deprecated. Use FromArrayToRef instead.
  5642. * @param array defines the source array
  5643. * @param offset defines the offset in the source array
  5644. * @param result defines the Vector3 where to store the result
  5645. */
  5646. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5647. return Vector3.FromArrayToRef(array, offset, result);
  5648. };
  5649. /**
  5650. * Sets the given vector "result" with the given floats.
  5651. * @param x defines the x coordinate of the source
  5652. * @param y defines the y coordinate of the source
  5653. * @param z defines the z coordinate of the source
  5654. * @param result defines the Vector3 where to store the result
  5655. */
  5656. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5657. result.copyFromFloats(x, y, z);
  5658. };
  5659. /**
  5660. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5661. * @returns a new empty Vector3
  5662. */
  5663. Vector3.Zero = function () {
  5664. return new Vector3(0.0, 0.0, 0.0);
  5665. };
  5666. /**
  5667. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5668. * @returns a new unit Vector3
  5669. */
  5670. Vector3.One = function () {
  5671. return new Vector3(1.0, 1.0, 1.0);
  5672. };
  5673. /**
  5674. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5675. * @returns a new up Vector3
  5676. */
  5677. Vector3.Up = function () {
  5678. return new Vector3(0.0, 1.0, 0.0);
  5679. };
  5680. Object.defineProperty(Vector3, "UpReadOnly", {
  5681. /**
  5682. * Gets a up Vector3 that must not be updated
  5683. */
  5684. get: function () {
  5685. return Vector3._UpReadOnly;
  5686. },
  5687. enumerable: true,
  5688. configurable: true
  5689. });
  5690. /**
  5691. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5692. * @returns a new down Vector3
  5693. */
  5694. Vector3.Down = function () {
  5695. return new Vector3(0.0, -1.0, 0.0);
  5696. };
  5697. /**
  5698. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5699. * @returns a new forward Vector3
  5700. */
  5701. Vector3.Forward = function () {
  5702. return new Vector3(0.0, 0.0, 1.0);
  5703. };
  5704. /**
  5705. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5706. * @returns a new forward Vector3
  5707. */
  5708. Vector3.Backward = function () {
  5709. return new Vector3(0.0, 0.0, -1.0);
  5710. };
  5711. /**
  5712. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5713. * @returns a new right Vector3
  5714. */
  5715. Vector3.Right = function () {
  5716. return new Vector3(1.0, 0.0, 0.0);
  5717. };
  5718. /**
  5719. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5720. * @returns a new left Vector3
  5721. */
  5722. Vector3.Left = function () {
  5723. return new Vector3(-1.0, 0.0, 0.0);
  5724. };
  5725. /**
  5726. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5727. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5728. * @param vector defines the Vector3 to transform
  5729. * @param transformation defines the transformation matrix
  5730. * @returns the transformed Vector3
  5731. */
  5732. Vector3.TransformCoordinates = function (vector, transformation) {
  5733. var result = Vector3.Zero();
  5734. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5735. return result;
  5736. };
  5737. /**
  5738. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5739. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5740. * @param vector defines the Vector3 to transform
  5741. * @param transformation defines the transformation matrix
  5742. * @param result defines the Vector3 where to store the result
  5743. */
  5744. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5745. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5746. };
  5747. /**
  5748. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5749. * This method computes tranformed coordinates only, not transformed direction vectors
  5750. * @param x define the x coordinate of the source vector
  5751. * @param y define the y coordinate of the source vector
  5752. * @param z define the z coordinate of the source vector
  5753. * @param transformation defines the transformation matrix
  5754. * @param result defines the Vector3 where to store the result
  5755. */
  5756. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5757. var m = transformation.m;
  5758. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5759. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5760. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5761. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5762. result.x = rx * rw;
  5763. result.y = ry * rw;
  5764. result.z = rz * rw;
  5765. };
  5766. /**
  5767. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5768. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5769. * @param vector defines the Vector3 to transform
  5770. * @param transformation defines the transformation matrix
  5771. * @returns the new Vector3
  5772. */
  5773. Vector3.TransformNormal = function (vector, transformation) {
  5774. var result = Vector3.Zero();
  5775. Vector3.TransformNormalToRef(vector, transformation, result);
  5776. return result;
  5777. };
  5778. /**
  5779. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5780. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5781. * @param vector defines the Vector3 to transform
  5782. * @param transformation defines the transformation matrix
  5783. * @param result defines the Vector3 where to store the result
  5784. */
  5785. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5786. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5787. };
  5788. /**
  5789. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5790. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5791. * @param x define the x coordinate of the source vector
  5792. * @param y define the y coordinate of the source vector
  5793. * @param z define the z coordinate of the source vector
  5794. * @param transformation defines the transformation matrix
  5795. * @param result defines the Vector3 where to store the result
  5796. */
  5797. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5798. var m = transformation.m;
  5799. result.x = x * m[0] + y * m[4] + z * m[8];
  5800. result.y = x * m[1] + y * m[5] + z * m[9];
  5801. result.z = x * m[2] + y * m[6] + z * m[10];
  5802. };
  5803. /**
  5804. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5805. * @param value1 defines the first control point
  5806. * @param value2 defines the second control point
  5807. * @param value3 defines the third control point
  5808. * @param value4 defines the fourth control point
  5809. * @param amount defines the amount on the spline to use
  5810. * @returns the new Vector3
  5811. */
  5812. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5813. var squared = amount * amount;
  5814. var cubed = amount * squared;
  5815. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5816. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5817. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5818. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5819. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5820. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5821. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5822. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5823. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5824. return new Vector3(x, y, z);
  5825. };
  5826. /**
  5827. * 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"
  5828. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5829. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5830. * @param value defines the current value
  5831. * @param min defines the lower range value
  5832. * @param max defines the upper range value
  5833. * @returns the new Vector3
  5834. */
  5835. Vector3.Clamp = function (value, min, max) {
  5836. var v = new Vector3();
  5837. Vector3.ClampToRef(value, min, max, v);
  5838. return v;
  5839. };
  5840. /**
  5841. * 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"
  5842. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5843. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5844. * @param value defines the current value
  5845. * @param min defines the lower range value
  5846. * @param max defines the upper range value
  5847. * @param result defines the Vector3 where to store the result
  5848. */
  5849. Vector3.ClampToRef = function (value, min, max, result) {
  5850. var x = value.x;
  5851. x = (x > max.x) ? max.x : x;
  5852. x = (x < min.x) ? min.x : x;
  5853. var y = value.y;
  5854. y = (y > max.y) ? max.y : y;
  5855. y = (y < min.y) ? min.y : y;
  5856. var z = value.z;
  5857. z = (z > max.z) ? max.z : z;
  5858. z = (z < min.z) ? min.z : z;
  5859. result.copyFromFloats(x, y, z);
  5860. };
  5861. /**
  5862. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5863. * @param value1 defines the first control point
  5864. * @param tangent1 defines the first tangent vector
  5865. * @param value2 defines the second control point
  5866. * @param tangent2 defines the second tangent vector
  5867. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5868. * @returns the new Vector3
  5869. */
  5870. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5871. var squared = amount * amount;
  5872. var cubed = amount * squared;
  5873. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5874. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5875. var part3 = (cubed - (2.0 * squared)) + amount;
  5876. var part4 = cubed - squared;
  5877. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5878. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5879. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5880. return new Vector3(x, y, z);
  5881. };
  5882. /**
  5883. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5884. * @param start defines the start value
  5885. * @param end defines the end value
  5886. * @param amount max defines amount between both (between 0 and 1)
  5887. * @returns the new Vector3
  5888. */
  5889. Vector3.Lerp = function (start, end, amount) {
  5890. var result = new Vector3(0, 0, 0);
  5891. Vector3.LerpToRef(start, end, amount, result);
  5892. return result;
  5893. };
  5894. /**
  5895. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5896. * @param start defines the start value
  5897. * @param end defines the end value
  5898. * @param amount max defines amount between both (between 0 and 1)
  5899. * @param result defines the Vector3 where to store the result
  5900. */
  5901. Vector3.LerpToRef = function (start, end, amount, result) {
  5902. result.x = start.x + ((end.x - start.x) * amount);
  5903. result.y = start.y + ((end.y - start.y) * amount);
  5904. result.z = start.z + ((end.z - start.z) * amount);
  5905. };
  5906. /**
  5907. * Returns the dot product (float) between the vectors "left" and "right"
  5908. * @param left defines the left operand
  5909. * @param right defines the right operand
  5910. * @returns the dot product
  5911. */
  5912. Vector3.Dot = function (left, right) {
  5913. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5914. };
  5915. /**
  5916. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5917. * The cross product is then orthogonal to both "left" and "right"
  5918. * @param left defines the left operand
  5919. * @param right defines the right operand
  5920. * @returns the cross product
  5921. */
  5922. Vector3.Cross = function (left, right) {
  5923. var result = Vector3.Zero();
  5924. Vector3.CrossToRef(left, right, result);
  5925. return result;
  5926. };
  5927. /**
  5928. * Sets the given vector "result" with the cross product of "left" and "right"
  5929. * The cross product is then orthogonal to both "left" and "right"
  5930. * @param left defines the left operand
  5931. * @param right defines the right operand
  5932. * @param result defines the Vector3 where to store the result
  5933. */
  5934. Vector3.CrossToRef = function (left, right, result) {
  5935. var x = left.y * right.z - left.z * right.y;
  5936. var y = left.z * right.x - left.x * right.z;
  5937. var z = left.x * right.y - left.y * right.x;
  5938. result.copyFromFloats(x, y, z);
  5939. };
  5940. /**
  5941. * Returns a new Vector3 as the normalization of the given vector
  5942. * @param vector defines the Vector3 to normalize
  5943. * @returns the new Vector3
  5944. */
  5945. Vector3.Normalize = function (vector) {
  5946. var result = Vector3.Zero();
  5947. Vector3.NormalizeToRef(vector, result);
  5948. return result;
  5949. };
  5950. /**
  5951. * Sets the given vector "result" with the normalization of the given first vector
  5952. * @param vector defines the Vector3 to normalize
  5953. * @param result defines the Vector3 where to store the result
  5954. */
  5955. Vector3.NormalizeToRef = function (vector, result) {
  5956. vector.normalizeToRef(result);
  5957. };
  5958. /**
  5959. * Project a Vector3 onto screen space
  5960. * @param vector defines the Vector3 to project
  5961. * @param world defines the world matrix to use
  5962. * @param transform defines the transform (view x projection) matrix to use
  5963. * @param viewport defines the screen viewport to use
  5964. * @returns the new Vector3
  5965. */
  5966. Vector3.Project = function (vector, world, transform, viewport) {
  5967. var cw = viewport.width;
  5968. var ch = viewport.height;
  5969. var cx = viewport.x;
  5970. var cy = viewport.y;
  5971. var viewportMatrix = MathTmp.Matrix[1];
  5972. 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);
  5973. var matrix = MathTmp.Matrix[0];
  5974. world.multiplyToRef(transform, matrix);
  5975. matrix.multiplyToRef(viewportMatrix, matrix);
  5976. return Vector3.TransformCoordinates(vector, matrix);
  5977. };
  5978. /** @hidden */
  5979. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5980. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5981. var m = matrix.m;
  5982. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5983. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5984. result.scaleInPlace(1.0 / num);
  5985. }
  5986. };
  5987. /**
  5988. * Unproject from screen space to object space
  5989. * @param source defines the screen space Vector3 to use
  5990. * @param viewportWidth defines the current width of the viewport
  5991. * @param viewportHeight defines the current height of the viewport
  5992. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5993. * @param transform defines the transform (view x projection) matrix to use
  5994. * @returns the new Vector3
  5995. */
  5996. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5997. var matrix = MathTmp.Matrix[0];
  5998. world.multiplyToRef(transform, matrix);
  5999. matrix.invert();
  6000. source.x = source.x / viewportWidth * 2 - 1;
  6001. source.y = -(source.y / viewportHeight * 2 - 1);
  6002. var vector = new Vector3();
  6003. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  6004. return vector;
  6005. };
  6006. /**
  6007. * Unproject from screen space to object space
  6008. * @param source defines the screen space Vector3 to use
  6009. * @param viewportWidth defines the current width of the viewport
  6010. * @param viewportHeight defines the current height of the viewport
  6011. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6012. * @param view defines the view matrix to use
  6013. * @param projection defines the projection matrix to use
  6014. * @returns the new Vector3
  6015. */
  6016. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  6017. var result = Vector3.Zero();
  6018. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  6019. return result;
  6020. };
  6021. /**
  6022. * Unproject from screen space to object space
  6023. * @param source defines the screen space Vector3 to use
  6024. * @param viewportWidth defines the current width of the viewport
  6025. * @param viewportHeight defines the current height of the viewport
  6026. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6027. * @param view defines the view matrix to use
  6028. * @param projection defines the projection matrix to use
  6029. * @param result defines the Vector3 where to store the result
  6030. */
  6031. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  6032. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  6033. };
  6034. /**
  6035. * Unproject from screen space to object space
  6036. * @param sourceX defines the screen space x coordinate to use
  6037. * @param sourceY defines the screen space y coordinate to use
  6038. * @param sourceZ defines the screen space z coordinate to use
  6039. * @param viewportWidth defines the current width of the viewport
  6040. * @param viewportHeight defines the current height of the viewport
  6041. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6042. * @param view defines the view matrix to use
  6043. * @param projection defines the projection matrix to use
  6044. * @param result defines the Vector3 where to store the result
  6045. */
  6046. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  6047. var matrix = MathTmp.Matrix[0];
  6048. world.multiplyToRef(view, matrix);
  6049. matrix.multiplyToRef(projection, matrix);
  6050. matrix.invert();
  6051. var screenSource = MathTmp.Vector3[0];
  6052. screenSource.x = sourceX / viewportWidth * 2 - 1;
  6053. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6054. screenSource.z = 2 * sourceZ - 1.0;
  6055. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  6056. };
  6057. /**
  6058. * Unproject a ray from screen space to object space
  6059. * @param sourceX defines the screen space x coordinate to use
  6060. * @param sourceY defines the screen space y coordinate to use
  6061. * @param viewportWidth defines the current width of the viewport
  6062. * @param viewportHeight defines the current height of the viewport
  6063. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6064. * @param view defines the view matrix to use
  6065. * @param projection defines the projection matrix to use
  6066. * @param ray defines the Ray where to store the result
  6067. */
  6068. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  6069. var matrix = MathTmp.Matrix[0];
  6070. world.multiplyToRef(view, matrix);
  6071. matrix.multiplyToRef(projection, matrix);
  6072. matrix.invert();
  6073. var nearScreenSource = MathTmp.Vector3[0];
  6074. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  6075. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6076. nearScreenSource.z = -1.0;
  6077. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  6078. var nearVec3 = MathTmp.Vector3[2];
  6079. var farVec3 = MathTmp.Vector3[3];
  6080. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  6081. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  6082. ray.origin.copyFrom(nearVec3);
  6083. farVec3.subtractToRef(nearVec3, ray.direction);
  6084. ray.direction.normalize();
  6085. };
  6086. /**
  6087. * Gets the minimal coordinate values between two Vector3
  6088. * @param left defines the first operand
  6089. * @param right defines the second operand
  6090. * @returns the new Vector3
  6091. */
  6092. Vector3.Minimize = function (left, right) {
  6093. var min = left.clone();
  6094. min.minimizeInPlace(right);
  6095. return min;
  6096. };
  6097. /**
  6098. * Gets the maximal coordinate values between two Vector3
  6099. * @param left defines the first operand
  6100. * @param right defines the second operand
  6101. * @returns the new Vector3
  6102. */
  6103. Vector3.Maximize = function (left, right) {
  6104. var max = left.clone();
  6105. max.maximizeInPlace(right);
  6106. return max;
  6107. };
  6108. /**
  6109. * Returns the distance between the vectors "value1" and "value2"
  6110. * @param value1 defines the first operand
  6111. * @param value2 defines the second operand
  6112. * @returns the distance
  6113. */
  6114. Vector3.Distance = function (value1, value2) {
  6115. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  6116. };
  6117. /**
  6118. * Returns the squared distance between the vectors "value1" and "value2"
  6119. * @param value1 defines the first operand
  6120. * @param value2 defines the second operand
  6121. * @returns the squared distance
  6122. */
  6123. Vector3.DistanceSquared = function (value1, value2) {
  6124. var x = value1.x - value2.x;
  6125. var y = value1.y - value2.y;
  6126. var z = value1.z - value2.z;
  6127. return (x * x) + (y * y) + (z * z);
  6128. };
  6129. /**
  6130. * Returns a new Vector3 located at the center between "value1" and "value2"
  6131. * @param value1 defines the first operand
  6132. * @param value2 defines the second operand
  6133. * @returns the new Vector3
  6134. */
  6135. Vector3.Center = function (value1, value2) {
  6136. var center = value1.add(value2);
  6137. center.scaleInPlace(0.5);
  6138. return center;
  6139. };
  6140. /**
  6141. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6142. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6143. * to something in order to rotate it from its local system to the given target system
  6144. * Note: axis1, axis2 and axis3 are normalized during this operation
  6145. * @param axis1 defines the first axis
  6146. * @param axis2 defines the second axis
  6147. * @param axis3 defines the third axis
  6148. * @returns a new Vector3
  6149. */
  6150. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6151. var rotation = Vector3.Zero();
  6152. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6153. return rotation;
  6154. };
  6155. /**
  6156. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6157. * @param axis1 defines the first axis
  6158. * @param axis2 defines the second axis
  6159. * @param axis3 defines the third axis
  6160. * @param ref defines the Vector3 where to store the result
  6161. */
  6162. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6163. var quat = MathTmp.Quaternion[0];
  6164. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6165. quat.toEulerAnglesToRef(ref);
  6166. };
  6167. Vector3._UpReadOnly = Vector3.Up();
  6168. return Vector3;
  6169. }());
  6170. BABYLON.Vector3 = Vector3;
  6171. /**
  6172. * Vector4 class created for EulerAngle class conversion to Quaternion
  6173. */
  6174. var Vector4 = /** @class */ (function () {
  6175. /**
  6176. * Creates a Vector4 object from the given floats.
  6177. * @param x x value of the vector
  6178. * @param y y value of the vector
  6179. * @param z z value of the vector
  6180. * @param w w value of the vector
  6181. */
  6182. function Vector4(
  6183. /** x value of the vector */
  6184. x,
  6185. /** y value of the vector */
  6186. y,
  6187. /** z value of the vector */
  6188. z,
  6189. /** w value of the vector */
  6190. w) {
  6191. this.x = x;
  6192. this.y = y;
  6193. this.z = z;
  6194. this.w = w;
  6195. }
  6196. /**
  6197. * Returns the string with the Vector4 coordinates.
  6198. * @returns a string containing all the vector values
  6199. */
  6200. Vector4.prototype.toString = function () {
  6201. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6202. };
  6203. /**
  6204. * Returns the string "Vector4".
  6205. * @returns "Vector4"
  6206. */
  6207. Vector4.prototype.getClassName = function () {
  6208. return "Vector4";
  6209. };
  6210. /**
  6211. * Returns the Vector4 hash code.
  6212. * @returns a unique hash code
  6213. */
  6214. Vector4.prototype.getHashCode = function () {
  6215. var hash = this.x || 0;
  6216. hash = (hash * 397) ^ (this.y || 0);
  6217. hash = (hash * 397) ^ (this.z || 0);
  6218. hash = (hash * 397) ^ (this.w || 0);
  6219. return hash;
  6220. };
  6221. // Operators
  6222. /**
  6223. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6224. * @returns the resulting array
  6225. */
  6226. Vector4.prototype.asArray = function () {
  6227. var result = new Array();
  6228. this.toArray(result, 0);
  6229. return result;
  6230. };
  6231. /**
  6232. * Populates the given array from the given index with the Vector4 coordinates.
  6233. * @param array array to populate
  6234. * @param index index of the array to start at (default: 0)
  6235. * @returns the Vector4.
  6236. */
  6237. Vector4.prototype.toArray = function (array, index) {
  6238. if (index === undefined) {
  6239. index = 0;
  6240. }
  6241. array[index] = this.x;
  6242. array[index + 1] = this.y;
  6243. array[index + 2] = this.z;
  6244. array[index + 3] = this.w;
  6245. return this;
  6246. };
  6247. /**
  6248. * Adds the given vector to the current Vector4.
  6249. * @param otherVector the vector to add
  6250. * @returns the updated Vector4.
  6251. */
  6252. Vector4.prototype.addInPlace = function (otherVector) {
  6253. this.x += otherVector.x;
  6254. this.y += otherVector.y;
  6255. this.z += otherVector.z;
  6256. this.w += otherVector.w;
  6257. return this;
  6258. };
  6259. /**
  6260. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6261. * @param otherVector the vector to add
  6262. * @returns the resulting vector
  6263. */
  6264. Vector4.prototype.add = function (otherVector) {
  6265. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6266. };
  6267. /**
  6268. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6269. * @param otherVector the vector to add
  6270. * @param result the vector to store the result
  6271. * @returns the current Vector4.
  6272. */
  6273. Vector4.prototype.addToRef = function (otherVector, result) {
  6274. result.x = this.x + otherVector.x;
  6275. result.y = this.y + otherVector.y;
  6276. result.z = this.z + otherVector.z;
  6277. result.w = this.w + otherVector.w;
  6278. return this;
  6279. };
  6280. /**
  6281. * Subtract in place the given vector from the current Vector4.
  6282. * @param otherVector the vector to subtract
  6283. * @returns the updated Vector4.
  6284. */
  6285. Vector4.prototype.subtractInPlace = function (otherVector) {
  6286. this.x -= otherVector.x;
  6287. this.y -= otherVector.y;
  6288. this.z -= otherVector.z;
  6289. this.w -= otherVector.w;
  6290. return this;
  6291. };
  6292. /**
  6293. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6294. * @param otherVector the vector to add
  6295. * @returns the new vector with the result
  6296. */
  6297. Vector4.prototype.subtract = function (otherVector) {
  6298. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6299. };
  6300. /**
  6301. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6302. * @param otherVector the vector to subtract
  6303. * @param result the vector to store the result
  6304. * @returns the current Vector4.
  6305. */
  6306. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6307. result.x = this.x - otherVector.x;
  6308. result.y = this.y - otherVector.y;
  6309. result.z = this.z - otherVector.z;
  6310. result.w = this.w - otherVector.w;
  6311. return this;
  6312. };
  6313. /**
  6314. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6315. */
  6316. /**
  6317. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6318. * @param x value to subtract
  6319. * @param y value to subtract
  6320. * @param z value to subtract
  6321. * @param w value to subtract
  6322. * @returns new vector containing the result
  6323. */
  6324. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6325. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6326. };
  6327. /**
  6328. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6329. * @param x value to subtract
  6330. * @param y value to subtract
  6331. * @param z value to subtract
  6332. * @param w value to subtract
  6333. * @param result the vector to store the result in
  6334. * @returns the current Vector4.
  6335. */
  6336. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6337. result.x = this.x - x;
  6338. result.y = this.y - y;
  6339. result.z = this.z - z;
  6340. result.w = this.w - w;
  6341. return this;
  6342. };
  6343. /**
  6344. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6345. * @returns a new vector with the negated values
  6346. */
  6347. Vector4.prototype.negate = function () {
  6348. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6349. };
  6350. /**
  6351. * Multiplies the current Vector4 coordinates by scale (float).
  6352. * @param scale the number to scale with
  6353. * @returns the updated Vector4.
  6354. */
  6355. Vector4.prototype.scaleInPlace = function (scale) {
  6356. this.x *= scale;
  6357. this.y *= scale;
  6358. this.z *= scale;
  6359. this.w *= scale;
  6360. return this;
  6361. };
  6362. /**
  6363. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6364. * @param scale the number to scale with
  6365. * @returns a new vector with the result
  6366. */
  6367. Vector4.prototype.scale = function (scale) {
  6368. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6369. };
  6370. /**
  6371. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6372. * @param scale the number to scale with
  6373. * @param result a vector to store the result in
  6374. * @returns the current Vector4.
  6375. */
  6376. Vector4.prototype.scaleToRef = function (scale, result) {
  6377. result.x = this.x * scale;
  6378. result.y = this.y * scale;
  6379. result.z = this.z * scale;
  6380. result.w = this.w * scale;
  6381. return this;
  6382. };
  6383. /**
  6384. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6385. * @param scale defines the scale factor
  6386. * @param result defines the Vector4 object where to store the result
  6387. * @returns the unmodified current Vector4
  6388. */
  6389. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6390. result.x += this.x * scale;
  6391. result.y += this.y * scale;
  6392. result.z += this.z * scale;
  6393. result.w += this.w * scale;
  6394. return this;
  6395. };
  6396. /**
  6397. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6398. * @param otherVector the vector to compare against
  6399. * @returns true if they are equal
  6400. */
  6401. Vector4.prototype.equals = function (otherVector) {
  6402. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6403. };
  6404. /**
  6405. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6406. * @param otherVector vector to compare against
  6407. * @param epsilon (Default: very small number)
  6408. * @returns true if they are equal
  6409. */
  6410. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6411. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6412. return otherVector
  6413. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6414. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6415. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6416. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6417. };
  6418. /**
  6419. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6420. * @param x x value to compare against
  6421. * @param y y value to compare against
  6422. * @param z z value to compare against
  6423. * @param w w value to compare against
  6424. * @returns true if equal
  6425. */
  6426. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6427. return this.x === x && this.y === y && this.z === z && this.w === w;
  6428. };
  6429. /**
  6430. * Multiplies in place the current Vector4 by the given one.
  6431. * @param otherVector vector to multiple with
  6432. * @returns the updated Vector4.
  6433. */
  6434. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6435. this.x *= otherVector.x;
  6436. this.y *= otherVector.y;
  6437. this.z *= otherVector.z;
  6438. this.w *= otherVector.w;
  6439. return this;
  6440. };
  6441. /**
  6442. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6443. * @param otherVector vector to multiple with
  6444. * @returns resulting new vector
  6445. */
  6446. Vector4.prototype.multiply = function (otherVector) {
  6447. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6448. };
  6449. /**
  6450. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6451. * @param otherVector vector to multiple with
  6452. * @param result vector to store the result
  6453. * @returns the current Vector4.
  6454. */
  6455. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6456. result.x = this.x * otherVector.x;
  6457. result.y = this.y * otherVector.y;
  6458. result.z = this.z * otherVector.z;
  6459. result.w = this.w * otherVector.w;
  6460. return this;
  6461. };
  6462. /**
  6463. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6464. * @param x x value multiply with
  6465. * @param y y value multiply with
  6466. * @param z z value multiply with
  6467. * @param w w value multiply with
  6468. * @returns resulting new vector
  6469. */
  6470. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6471. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6472. };
  6473. /**
  6474. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6475. * @param otherVector vector to devide with
  6476. * @returns resulting new vector
  6477. */
  6478. Vector4.prototype.divide = function (otherVector) {
  6479. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6480. };
  6481. /**
  6482. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6483. * @param otherVector vector to devide with
  6484. * @param result vector to store the result
  6485. * @returns the current Vector4.
  6486. */
  6487. Vector4.prototype.divideToRef = function (otherVector, result) {
  6488. result.x = this.x / otherVector.x;
  6489. result.y = this.y / otherVector.y;
  6490. result.z = this.z / otherVector.z;
  6491. result.w = this.w / otherVector.w;
  6492. return this;
  6493. };
  6494. /**
  6495. * Divides the current Vector3 coordinates by the given ones.
  6496. * @param otherVector vector to devide with
  6497. * @returns the updated Vector3.
  6498. */
  6499. Vector4.prototype.divideInPlace = function (otherVector) {
  6500. return this.divideToRef(otherVector, this);
  6501. };
  6502. /**
  6503. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6504. * @param other defines the second operand
  6505. * @returns the current updated Vector4
  6506. */
  6507. Vector4.prototype.minimizeInPlace = function (other) {
  6508. if (other.x < this.x) {
  6509. this.x = other.x;
  6510. }
  6511. if (other.y < this.y) {
  6512. this.y = other.y;
  6513. }
  6514. if (other.z < this.z) {
  6515. this.z = other.z;
  6516. }
  6517. if (other.w < this.w) {
  6518. this.w = other.w;
  6519. }
  6520. return this;
  6521. };
  6522. /**
  6523. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6524. * @param other defines the second operand
  6525. * @returns the current updated Vector4
  6526. */
  6527. Vector4.prototype.maximizeInPlace = function (other) {
  6528. if (other.x > this.x) {
  6529. this.x = other.x;
  6530. }
  6531. if (other.y > this.y) {
  6532. this.y = other.y;
  6533. }
  6534. if (other.z > this.z) {
  6535. this.z = other.z;
  6536. }
  6537. if (other.w > this.w) {
  6538. this.w = other.w;
  6539. }
  6540. return this;
  6541. };
  6542. /**
  6543. * Gets a new Vector4 from current Vector4 floored values
  6544. * @returns a new Vector4
  6545. */
  6546. Vector4.prototype.floor = function () {
  6547. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6548. };
  6549. /**
  6550. * Gets a new Vector4 from current Vector3 floored values
  6551. * @returns a new Vector4
  6552. */
  6553. Vector4.prototype.fract = function () {
  6554. 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));
  6555. };
  6556. // Properties
  6557. /**
  6558. * Returns the Vector4 length (float).
  6559. * @returns the length
  6560. */
  6561. Vector4.prototype.length = function () {
  6562. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6563. };
  6564. /**
  6565. * Returns the Vector4 squared length (float).
  6566. * @returns the length squared
  6567. */
  6568. Vector4.prototype.lengthSquared = function () {
  6569. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6570. };
  6571. // Methods
  6572. /**
  6573. * Normalizes in place the Vector4.
  6574. * @returns the updated Vector4.
  6575. */
  6576. Vector4.prototype.normalize = function () {
  6577. var len = this.length();
  6578. if (len === 0) {
  6579. return this;
  6580. }
  6581. return this.scaleInPlace(1.0 / len);
  6582. };
  6583. /**
  6584. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6585. * @returns this converted to a new vector3
  6586. */
  6587. Vector4.prototype.toVector3 = function () {
  6588. return new Vector3(this.x, this.y, this.z);
  6589. };
  6590. /**
  6591. * Returns a new Vector4 copied from the current one.
  6592. * @returns the new cloned vector
  6593. */
  6594. Vector4.prototype.clone = function () {
  6595. return new Vector4(this.x, this.y, this.z, this.w);
  6596. };
  6597. /**
  6598. * Updates the current Vector4 with the given one coordinates.
  6599. * @param source the source vector to copy from
  6600. * @returns the updated Vector4.
  6601. */
  6602. Vector4.prototype.copyFrom = function (source) {
  6603. this.x = source.x;
  6604. this.y = source.y;
  6605. this.z = source.z;
  6606. this.w = source.w;
  6607. return this;
  6608. };
  6609. /**
  6610. * Updates the current Vector4 coordinates with the given floats.
  6611. * @param x float to copy from
  6612. * @param y float to copy from
  6613. * @param z float to copy from
  6614. * @param w float to copy from
  6615. * @returns the updated Vector4.
  6616. */
  6617. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6618. this.x = x;
  6619. this.y = y;
  6620. this.z = z;
  6621. this.w = w;
  6622. return this;
  6623. };
  6624. /**
  6625. * Updates the current Vector4 coordinates with the given floats.
  6626. * @param x float to set from
  6627. * @param y float to set from
  6628. * @param z float to set from
  6629. * @param w float to set from
  6630. * @returns the updated Vector4.
  6631. */
  6632. Vector4.prototype.set = function (x, y, z, w) {
  6633. return this.copyFromFloats(x, y, z, w);
  6634. };
  6635. /**
  6636. * Copies the given float to the current Vector3 coordinates
  6637. * @param v defines the x, y, z and w coordinates of the operand
  6638. * @returns the current updated Vector3
  6639. */
  6640. Vector4.prototype.setAll = function (v) {
  6641. this.x = this.y = this.z = this.w = v;
  6642. return this;
  6643. };
  6644. // Statics
  6645. /**
  6646. * Returns a new Vector4 set from the starting index of the given array.
  6647. * @param array the array to pull values from
  6648. * @param offset the offset into the array to start at
  6649. * @returns the new vector
  6650. */
  6651. Vector4.FromArray = function (array, offset) {
  6652. if (!offset) {
  6653. offset = 0;
  6654. }
  6655. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6656. };
  6657. /**
  6658. * Updates the given vector "result" from the starting index of the given array.
  6659. * @param array the array to pull values from
  6660. * @param offset the offset into the array to start at
  6661. * @param result the vector to store the result in
  6662. */
  6663. Vector4.FromArrayToRef = function (array, offset, result) {
  6664. result.x = array[offset];
  6665. result.y = array[offset + 1];
  6666. result.z = array[offset + 2];
  6667. result.w = array[offset + 3];
  6668. };
  6669. /**
  6670. * Updates the given vector "result" from the starting index of the given Float32Array.
  6671. * @param array the array to pull values from
  6672. * @param offset the offset into the array to start at
  6673. * @param result the vector to store the result in
  6674. */
  6675. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6676. Vector4.FromArrayToRef(array, offset, result);
  6677. };
  6678. /**
  6679. * Updates the given vector "result" coordinates from the given floats.
  6680. * @param x float to set from
  6681. * @param y float to set from
  6682. * @param z float to set from
  6683. * @param w float to set from
  6684. * @param result the vector to the floats in
  6685. */
  6686. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6687. result.x = x;
  6688. result.y = y;
  6689. result.z = z;
  6690. result.w = w;
  6691. };
  6692. /**
  6693. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6694. * @returns the new vector
  6695. */
  6696. Vector4.Zero = function () {
  6697. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6698. };
  6699. /**
  6700. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6701. * @returns the new vector
  6702. */
  6703. Vector4.One = function () {
  6704. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6705. };
  6706. /**
  6707. * Returns a new normalized Vector4 from the given one.
  6708. * @param vector the vector to normalize
  6709. * @returns the vector
  6710. */
  6711. Vector4.Normalize = function (vector) {
  6712. var result = Vector4.Zero();
  6713. Vector4.NormalizeToRef(vector, result);
  6714. return result;
  6715. };
  6716. /**
  6717. * Updates the given vector "result" from the normalization of the given one.
  6718. * @param vector the vector to normalize
  6719. * @param result the vector to store the result in
  6720. */
  6721. Vector4.NormalizeToRef = function (vector, result) {
  6722. result.copyFrom(vector);
  6723. result.normalize();
  6724. };
  6725. /**
  6726. * Returns a vector with the minimum values from the left and right vectors
  6727. * @param left left vector to minimize
  6728. * @param right right vector to minimize
  6729. * @returns a new vector with the minimum of the left and right vector values
  6730. */
  6731. Vector4.Minimize = function (left, right) {
  6732. var min = left.clone();
  6733. min.minimizeInPlace(right);
  6734. return min;
  6735. };
  6736. /**
  6737. * Returns a vector with the maximum values from the left and right vectors
  6738. * @param left left vector to maximize
  6739. * @param right right vector to maximize
  6740. * @returns a new vector with the maximum of the left and right vector values
  6741. */
  6742. Vector4.Maximize = function (left, right) {
  6743. var max = left.clone();
  6744. max.maximizeInPlace(right);
  6745. return max;
  6746. };
  6747. /**
  6748. * Returns the distance (float) between the vectors "value1" and "value2".
  6749. * @param value1 value to calulate the distance between
  6750. * @param value2 value to calulate the distance between
  6751. * @return the distance between the two vectors
  6752. */
  6753. Vector4.Distance = function (value1, value2) {
  6754. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6755. };
  6756. /**
  6757. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6758. * @param value1 value to calulate the distance between
  6759. * @param value2 value to calulate the distance between
  6760. * @return the distance between the two vectors squared
  6761. */
  6762. Vector4.DistanceSquared = function (value1, value2) {
  6763. var x = value1.x - value2.x;
  6764. var y = value1.y - value2.y;
  6765. var z = value1.z - value2.z;
  6766. var w = value1.w - value2.w;
  6767. return (x * x) + (y * y) + (z * z) + (w * w);
  6768. };
  6769. /**
  6770. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6771. * @param value1 value to calulate the center between
  6772. * @param value2 value to calulate the center between
  6773. * @return the center between the two vectors
  6774. */
  6775. Vector4.Center = function (value1, value2) {
  6776. var center = value1.add(value2);
  6777. center.scaleInPlace(0.5);
  6778. return center;
  6779. };
  6780. /**
  6781. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6782. * This methods computes transformed normalized direction vectors only.
  6783. * @param vector the vector to transform
  6784. * @param transformation the transformation matrix to apply
  6785. * @returns the new vector
  6786. */
  6787. Vector4.TransformNormal = function (vector, transformation) {
  6788. var result = Vector4.Zero();
  6789. Vector4.TransformNormalToRef(vector, transformation, result);
  6790. return result;
  6791. };
  6792. /**
  6793. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6794. * This methods computes transformed normalized direction vectors only.
  6795. * @param vector the vector to transform
  6796. * @param transformation the transformation matrix to apply
  6797. * @param result the vector to store the result in
  6798. */
  6799. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6800. var m = transformation.m;
  6801. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6802. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6803. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6804. result.x = x;
  6805. result.y = y;
  6806. result.z = z;
  6807. result.w = vector.w;
  6808. };
  6809. /**
  6810. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6811. * This methods computes transformed normalized direction vectors only.
  6812. * @param x value to transform
  6813. * @param y value to transform
  6814. * @param z value to transform
  6815. * @param w value to transform
  6816. * @param transformation the transformation matrix to apply
  6817. * @param result the vector to store the results in
  6818. */
  6819. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6820. var m = transformation.m;
  6821. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6822. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6823. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6824. result.w = w;
  6825. };
  6826. /**
  6827. * Creates a new Vector4 from a Vector3
  6828. * @param source defines the source data
  6829. * @param w defines the 4th component (default is 0)
  6830. * @returns a new Vector4
  6831. */
  6832. Vector4.FromVector3 = function (source, w) {
  6833. if (w === void 0) { w = 0; }
  6834. return new Vector4(source.x, source.y, source.z, w);
  6835. };
  6836. return Vector4;
  6837. }());
  6838. BABYLON.Vector4 = Vector4;
  6839. /**
  6840. * Size containing widht and height
  6841. */
  6842. var Size = /** @class */ (function () {
  6843. /**
  6844. * Creates a Size object from the given width and height (floats).
  6845. * @param width width of the new size
  6846. * @param height height of the new size
  6847. */
  6848. function Size(width, height) {
  6849. this.width = width;
  6850. this.height = height;
  6851. }
  6852. /**
  6853. * Returns a string with the Size width and height
  6854. * @returns a string with the Size width and height
  6855. */
  6856. Size.prototype.toString = function () {
  6857. return "{W: " + this.width + ", H: " + this.height + "}";
  6858. };
  6859. /**
  6860. * "Size"
  6861. * @returns the string "Size"
  6862. */
  6863. Size.prototype.getClassName = function () {
  6864. return "Size";
  6865. };
  6866. /**
  6867. * Returns the Size hash code.
  6868. * @returns a hash code for a unique width and height
  6869. */
  6870. Size.prototype.getHashCode = function () {
  6871. var hash = this.width || 0;
  6872. hash = (hash * 397) ^ (this.height || 0);
  6873. return hash;
  6874. };
  6875. /**
  6876. * Updates the current size from the given one.
  6877. * @param src the given size
  6878. */
  6879. Size.prototype.copyFrom = function (src) {
  6880. this.width = src.width;
  6881. this.height = src.height;
  6882. };
  6883. /**
  6884. * Updates in place the current Size from the given floats.
  6885. * @param width width of the new size
  6886. * @param height height of the new size
  6887. * @returns the updated Size.
  6888. */
  6889. Size.prototype.copyFromFloats = function (width, height) {
  6890. this.width = width;
  6891. this.height = height;
  6892. return this;
  6893. };
  6894. /**
  6895. * Updates in place the current Size from the given floats.
  6896. * @param width width to set
  6897. * @param height height to set
  6898. * @returns the updated Size.
  6899. */
  6900. Size.prototype.set = function (width, height) {
  6901. return this.copyFromFloats(width, height);
  6902. };
  6903. /**
  6904. * Multiplies the width and height by numbers
  6905. * @param w factor to multiple the width by
  6906. * @param h factor to multiple the height by
  6907. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6908. */
  6909. Size.prototype.multiplyByFloats = function (w, h) {
  6910. return new Size(this.width * w, this.height * h);
  6911. };
  6912. /**
  6913. * Clones the size
  6914. * @returns a new Size copied from the given one.
  6915. */
  6916. Size.prototype.clone = function () {
  6917. return new Size(this.width, this.height);
  6918. };
  6919. /**
  6920. * True if the current Size and the given one width and height are strictly equal.
  6921. * @param other the other size to compare against
  6922. * @returns True if the current Size and the given one width and height are strictly equal.
  6923. */
  6924. Size.prototype.equals = function (other) {
  6925. if (!other) {
  6926. return false;
  6927. }
  6928. return (this.width === other.width) && (this.height === other.height);
  6929. };
  6930. Object.defineProperty(Size.prototype, "surface", {
  6931. /**
  6932. * The surface of the Size : width * height (float).
  6933. */
  6934. get: function () {
  6935. return this.width * this.height;
  6936. },
  6937. enumerable: true,
  6938. configurable: true
  6939. });
  6940. /**
  6941. * Create a new size of zero
  6942. * @returns a new Size set to (0.0, 0.0)
  6943. */
  6944. Size.Zero = function () {
  6945. return new Size(0.0, 0.0);
  6946. };
  6947. /**
  6948. * Sums the width and height of two sizes
  6949. * @param otherSize size to add to this size
  6950. * @returns a new Size set as the addition result of the current Size and the given one.
  6951. */
  6952. Size.prototype.add = function (otherSize) {
  6953. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6954. return r;
  6955. };
  6956. /**
  6957. * Subtracts the width and height of two
  6958. * @param otherSize size to subtract to this size
  6959. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6960. */
  6961. Size.prototype.subtract = function (otherSize) {
  6962. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6963. return r;
  6964. };
  6965. /**
  6966. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6967. * @param start starting size to lerp between
  6968. * @param end end size to lerp between
  6969. * @param amount amount to lerp between the start and end values
  6970. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6971. */
  6972. Size.Lerp = function (start, end, amount) {
  6973. var w = start.width + ((end.width - start.width) * amount);
  6974. var h = start.height + ((end.height - start.height) * amount);
  6975. return new Size(w, h);
  6976. };
  6977. return Size;
  6978. }());
  6979. BABYLON.Size = Size;
  6980. /**
  6981. * Class used to store quaternion data
  6982. * @see https://en.wikipedia.org/wiki/Quaternion
  6983. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6984. */
  6985. var Quaternion = /** @class */ (function () {
  6986. /**
  6987. * Creates a new Quaternion from the given floats
  6988. * @param x defines the first component (0 by default)
  6989. * @param y defines the second component (0 by default)
  6990. * @param z defines the third component (0 by default)
  6991. * @param w defines the fourth component (1.0 by default)
  6992. */
  6993. function Quaternion(
  6994. /** defines the first component (0 by default) */
  6995. x,
  6996. /** defines the second component (0 by default) */
  6997. y,
  6998. /** defines the third component (0 by default) */
  6999. z,
  7000. /** defines the fourth component (1.0 by default) */
  7001. w) {
  7002. if (x === void 0) { x = 0.0; }
  7003. if (y === void 0) { y = 0.0; }
  7004. if (z === void 0) { z = 0.0; }
  7005. if (w === void 0) { w = 1.0; }
  7006. this.x = x;
  7007. this.y = y;
  7008. this.z = z;
  7009. this.w = w;
  7010. }
  7011. /**
  7012. * Gets a string representation for the current quaternion
  7013. * @returns a string with the Quaternion coordinates
  7014. */
  7015. Quaternion.prototype.toString = function () {
  7016. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  7017. };
  7018. /**
  7019. * Gets the class name of the quaternion
  7020. * @returns the string "Quaternion"
  7021. */
  7022. Quaternion.prototype.getClassName = function () {
  7023. return "Quaternion";
  7024. };
  7025. /**
  7026. * Gets a hash code for this quaternion
  7027. * @returns the quaternion hash code
  7028. */
  7029. Quaternion.prototype.getHashCode = function () {
  7030. var hash = this.x || 0;
  7031. hash = (hash * 397) ^ (this.y || 0);
  7032. hash = (hash * 397) ^ (this.z || 0);
  7033. hash = (hash * 397) ^ (this.w || 0);
  7034. return hash;
  7035. };
  7036. /**
  7037. * Copy the quaternion to an array
  7038. * @returns a new array populated with 4 elements from the quaternion coordinates
  7039. */
  7040. Quaternion.prototype.asArray = function () {
  7041. return [this.x, this.y, this.z, this.w];
  7042. };
  7043. /**
  7044. * Check if two quaternions are equals
  7045. * @param otherQuaternion defines the second operand
  7046. * @return true if the current quaternion and the given one coordinates are strictly equals
  7047. */
  7048. Quaternion.prototype.equals = function (otherQuaternion) {
  7049. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  7050. };
  7051. /**
  7052. * Clone the current quaternion
  7053. * @returns a new quaternion copied from the current one
  7054. */
  7055. Quaternion.prototype.clone = function () {
  7056. return new Quaternion(this.x, this.y, this.z, this.w);
  7057. };
  7058. /**
  7059. * Copy a quaternion to the current one
  7060. * @param other defines the other quaternion
  7061. * @returns the updated current quaternion
  7062. */
  7063. Quaternion.prototype.copyFrom = function (other) {
  7064. this.x = other.x;
  7065. this.y = other.y;
  7066. this.z = other.z;
  7067. this.w = other.w;
  7068. return this;
  7069. };
  7070. /**
  7071. * Updates the current quaternion with the given float coordinates
  7072. * @param x defines the x coordinate
  7073. * @param y defines the y coordinate
  7074. * @param z defines the z coordinate
  7075. * @param w defines the w coordinate
  7076. * @returns the updated current quaternion
  7077. */
  7078. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  7079. this.x = x;
  7080. this.y = y;
  7081. this.z = z;
  7082. this.w = w;
  7083. return this;
  7084. };
  7085. /**
  7086. * Updates the current quaternion from the given float coordinates
  7087. * @param x defines the x coordinate
  7088. * @param y defines the y coordinate
  7089. * @param z defines the z coordinate
  7090. * @param w defines the w coordinate
  7091. * @returns the updated current quaternion
  7092. */
  7093. Quaternion.prototype.set = function (x, y, z, w) {
  7094. return this.copyFromFloats(x, y, z, w);
  7095. };
  7096. /**
  7097. * Adds two quaternions
  7098. * @param other defines the second operand
  7099. * @returns a new quaternion as the addition result of the given one and the current quaternion
  7100. */
  7101. Quaternion.prototype.add = function (other) {
  7102. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  7103. };
  7104. /**
  7105. * Add a quaternion to the current one
  7106. * @param other defines the quaternion to add
  7107. * @returns the current quaternion
  7108. */
  7109. Quaternion.prototype.addInPlace = function (other) {
  7110. this.x += other.x;
  7111. this.y += other.y;
  7112. this.z += other.z;
  7113. this.w += other.w;
  7114. return this;
  7115. };
  7116. /**
  7117. * Subtract two quaternions
  7118. * @param other defines the second operand
  7119. * @returns a new quaternion as the subtraction result of the given one from the current one
  7120. */
  7121. Quaternion.prototype.subtract = function (other) {
  7122. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  7123. };
  7124. /**
  7125. * Multiplies the current quaternion by a scale factor
  7126. * @param value defines the scale factor
  7127. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  7128. */
  7129. Quaternion.prototype.scale = function (value) {
  7130. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7131. };
  7132. /**
  7133. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7134. * @param scale defines the scale factor
  7135. * @param result defines the Quaternion object where to store the result
  7136. * @returns the unmodified current quaternion
  7137. */
  7138. Quaternion.prototype.scaleToRef = function (scale, result) {
  7139. result.x = this.x * scale;
  7140. result.y = this.y * scale;
  7141. result.z = this.z * scale;
  7142. result.w = this.w * scale;
  7143. return this;
  7144. };
  7145. /**
  7146. * Multiplies in place the current quaternion by a scale factor
  7147. * @param value defines the scale factor
  7148. * @returns the current modified quaternion
  7149. */
  7150. Quaternion.prototype.scaleInPlace = function (value) {
  7151. this.x *= value;
  7152. this.y *= value;
  7153. this.z *= value;
  7154. this.w *= value;
  7155. return this;
  7156. };
  7157. /**
  7158. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7159. * @param scale defines the scale factor
  7160. * @param result defines the Quaternion object where to store the result
  7161. * @returns the unmodified current quaternion
  7162. */
  7163. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7164. result.x += this.x * scale;
  7165. result.y += this.y * scale;
  7166. result.z += this.z * scale;
  7167. result.w += this.w * scale;
  7168. return this;
  7169. };
  7170. /**
  7171. * Multiplies two quaternions
  7172. * @param q1 defines the second operand
  7173. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7174. */
  7175. Quaternion.prototype.multiply = function (q1) {
  7176. var result = new Quaternion(0, 0, 0, 1.0);
  7177. this.multiplyToRef(q1, result);
  7178. return result;
  7179. };
  7180. /**
  7181. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7182. * @param q1 defines the second operand
  7183. * @param result defines the target quaternion
  7184. * @returns the current quaternion
  7185. */
  7186. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7187. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7188. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7189. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7190. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7191. result.copyFromFloats(x, y, z, w);
  7192. return this;
  7193. };
  7194. /**
  7195. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7196. * @param q1 defines the second operand
  7197. * @returns the currentupdated quaternion
  7198. */
  7199. Quaternion.prototype.multiplyInPlace = function (q1) {
  7200. this.multiplyToRef(q1, this);
  7201. return this;
  7202. };
  7203. /**
  7204. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7205. * @param ref defines the target quaternion
  7206. * @returns the current quaternion
  7207. */
  7208. Quaternion.prototype.conjugateToRef = function (ref) {
  7209. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7210. return this;
  7211. };
  7212. /**
  7213. * Conjugates in place (1-q) the current quaternion
  7214. * @returns the current updated quaternion
  7215. */
  7216. Quaternion.prototype.conjugateInPlace = function () {
  7217. this.x *= -1;
  7218. this.y *= -1;
  7219. this.z *= -1;
  7220. return this;
  7221. };
  7222. /**
  7223. * Conjugates in place (1-q) the current quaternion
  7224. * @returns a new quaternion
  7225. */
  7226. Quaternion.prototype.conjugate = function () {
  7227. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7228. return result;
  7229. };
  7230. /**
  7231. * Gets length of current quaternion
  7232. * @returns the quaternion length (float)
  7233. */
  7234. Quaternion.prototype.length = function () {
  7235. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7236. };
  7237. /**
  7238. * Normalize in place the current quaternion
  7239. * @returns the current updated quaternion
  7240. */
  7241. Quaternion.prototype.normalize = function () {
  7242. var length = 1.0 / this.length();
  7243. this.x *= length;
  7244. this.y *= length;
  7245. this.z *= length;
  7246. this.w *= length;
  7247. return this;
  7248. };
  7249. /**
  7250. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7251. * @param order is a reserved parameter and is ignore for now
  7252. * @returns a new Vector3 containing the Euler angles
  7253. */
  7254. Quaternion.prototype.toEulerAngles = function (order) {
  7255. if (order === void 0) { order = "YZX"; }
  7256. var result = Vector3.Zero();
  7257. this.toEulerAnglesToRef(result, order);
  7258. return result;
  7259. };
  7260. /**
  7261. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7262. * @param result defines the vector which will be filled with the Euler angles
  7263. * @param order is a reserved parameter and is ignore for now
  7264. * @returns the current unchanged quaternion
  7265. */
  7266. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7267. if (order === void 0) { order = "YZX"; }
  7268. var qz = this.z;
  7269. var qx = this.x;
  7270. var qy = this.y;
  7271. var qw = this.w;
  7272. var sqw = qw * qw;
  7273. var sqz = qz * qz;
  7274. var sqx = qx * qx;
  7275. var sqy = qy * qy;
  7276. var zAxisY = qy * qz - qx * qw;
  7277. var limit = .4999999;
  7278. if (zAxisY < -limit) {
  7279. result.y = 2 * Math.atan2(qy, qw);
  7280. result.x = Math.PI / 2;
  7281. result.z = 0;
  7282. }
  7283. else if (zAxisY > limit) {
  7284. result.y = 2 * Math.atan2(qy, qw);
  7285. result.x = -Math.PI / 2;
  7286. result.z = 0;
  7287. }
  7288. else {
  7289. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7290. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7291. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7292. }
  7293. return this;
  7294. };
  7295. /**
  7296. * Updates the given rotation matrix with the current quaternion values
  7297. * @param result defines the target matrix
  7298. * @returns the current unchanged quaternion
  7299. */
  7300. Quaternion.prototype.toRotationMatrix = function (result) {
  7301. Matrix.FromQuaternionToRef(this, result);
  7302. return this;
  7303. };
  7304. /**
  7305. * Updates the current quaternion from the given rotation matrix values
  7306. * @param matrix defines the source matrix
  7307. * @returns the current updated quaternion
  7308. */
  7309. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7310. Quaternion.FromRotationMatrixToRef(matrix, this);
  7311. return this;
  7312. };
  7313. // Statics
  7314. /**
  7315. * Creates a new quaternion from a rotation matrix
  7316. * @param matrix defines the source matrix
  7317. * @returns a new quaternion created from the given rotation matrix values
  7318. */
  7319. Quaternion.FromRotationMatrix = function (matrix) {
  7320. var result = new Quaternion();
  7321. Quaternion.FromRotationMatrixToRef(matrix, result);
  7322. return result;
  7323. };
  7324. /**
  7325. * Updates the given quaternion with the given rotation matrix values
  7326. * @param matrix defines the source matrix
  7327. * @param result defines the target quaternion
  7328. */
  7329. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7330. var data = matrix.m;
  7331. var m11 = data[0], m12 = data[4], m13 = data[8];
  7332. var m21 = data[1], m22 = data[5], m23 = data[9];
  7333. var m31 = data[2], m32 = data[6], m33 = data[10];
  7334. var trace = m11 + m22 + m33;
  7335. var s;
  7336. if (trace > 0) {
  7337. s = 0.5 / Math.sqrt(trace + 1.0);
  7338. result.w = 0.25 / s;
  7339. result.x = (m32 - m23) * s;
  7340. result.y = (m13 - m31) * s;
  7341. result.z = (m21 - m12) * s;
  7342. }
  7343. else if (m11 > m22 && m11 > m33) {
  7344. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7345. result.w = (m32 - m23) / s;
  7346. result.x = 0.25 * s;
  7347. result.y = (m12 + m21) / s;
  7348. result.z = (m13 + m31) / s;
  7349. }
  7350. else if (m22 > m33) {
  7351. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7352. result.w = (m13 - m31) / s;
  7353. result.x = (m12 + m21) / s;
  7354. result.y = 0.25 * s;
  7355. result.z = (m23 + m32) / s;
  7356. }
  7357. else {
  7358. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7359. result.w = (m21 - m12) / s;
  7360. result.x = (m13 + m31) / s;
  7361. result.y = (m23 + m32) / s;
  7362. result.z = 0.25 * s;
  7363. }
  7364. };
  7365. /**
  7366. * Returns the dot product (float) between the quaternions "left" and "right"
  7367. * @param left defines the left operand
  7368. * @param right defines the right operand
  7369. * @returns the dot product
  7370. */
  7371. Quaternion.Dot = function (left, right) {
  7372. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7373. };
  7374. /**
  7375. * Checks if the two quaternions are close to each other
  7376. * @param quat0 defines the first quaternion to check
  7377. * @param quat1 defines the second quaternion to check
  7378. * @returns true if the two quaternions are close to each other
  7379. */
  7380. Quaternion.AreClose = function (quat0, quat1) {
  7381. var dot = Quaternion.Dot(quat0, quat1);
  7382. return dot >= 0;
  7383. };
  7384. /**
  7385. * Creates an empty quaternion
  7386. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7387. */
  7388. Quaternion.Zero = function () {
  7389. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7390. };
  7391. /**
  7392. * Inverse a given quaternion
  7393. * @param q defines the source quaternion
  7394. * @returns a new quaternion as the inverted current quaternion
  7395. */
  7396. Quaternion.Inverse = function (q) {
  7397. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7398. };
  7399. /**
  7400. * Inverse a given quaternion
  7401. * @param q defines the source quaternion
  7402. * @param result the quaternion the result will be stored in
  7403. * @returns the result quaternion
  7404. */
  7405. Quaternion.InverseToRef = function (q, result) {
  7406. result.set(-q.x, -q.y, -q.z, q.w);
  7407. return result;
  7408. };
  7409. /**
  7410. * Creates an identity quaternion
  7411. * @returns the identity quaternion
  7412. */
  7413. Quaternion.Identity = function () {
  7414. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7415. };
  7416. /**
  7417. * Gets a boolean indicating if the given quaternion is identity
  7418. * @param quaternion defines the quaternion to check
  7419. * @returns true if the quaternion is identity
  7420. */
  7421. Quaternion.IsIdentity = function (quaternion) {
  7422. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7423. };
  7424. /**
  7425. * Creates a quaternion from a rotation around an axis
  7426. * @param axis defines the axis to use
  7427. * @param angle defines the angle to use
  7428. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7429. */
  7430. Quaternion.RotationAxis = function (axis, angle) {
  7431. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7432. };
  7433. /**
  7434. * Creates a rotation around an axis and stores it into the given quaternion
  7435. * @param axis defines the axis to use
  7436. * @param angle defines the angle to use
  7437. * @param result defines the target quaternion
  7438. * @returns the target quaternion
  7439. */
  7440. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7441. var sin = Math.sin(angle / 2);
  7442. axis.normalize();
  7443. result.w = Math.cos(angle / 2);
  7444. result.x = axis.x * sin;
  7445. result.y = axis.y * sin;
  7446. result.z = axis.z * sin;
  7447. return result;
  7448. };
  7449. /**
  7450. * Creates a new quaternion from data stored into an array
  7451. * @param array defines the data source
  7452. * @param offset defines the offset in the source array where the data starts
  7453. * @returns a new quaternion
  7454. */
  7455. Quaternion.FromArray = function (array, offset) {
  7456. if (!offset) {
  7457. offset = 0;
  7458. }
  7459. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7460. };
  7461. /**
  7462. * Create a quaternion from Euler rotation angles
  7463. * @param x Pitch
  7464. * @param y Yaw
  7465. * @param z Roll
  7466. * @returns the new Quaternion
  7467. */
  7468. Quaternion.FromEulerAngles = function (x, y, z) {
  7469. var q = new Quaternion();
  7470. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7471. return q;
  7472. };
  7473. /**
  7474. * Updates a quaternion from Euler rotation angles
  7475. * @param x Pitch
  7476. * @param y Yaw
  7477. * @param z Roll
  7478. * @param result the quaternion to store the result
  7479. * @returns the updated quaternion
  7480. */
  7481. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7482. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7483. return result;
  7484. };
  7485. /**
  7486. * Create a quaternion from Euler rotation vector
  7487. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7488. * @returns the new Quaternion
  7489. */
  7490. Quaternion.FromEulerVector = function (vec) {
  7491. var q = new Quaternion();
  7492. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7493. return q;
  7494. };
  7495. /**
  7496. * Updates a quaternion from Euler rotation vector
  7497. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7498. * @param result the quaternion to store the result
  7499. * @returns the updated quaternion
  7500. */
  7501. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7502. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7503. return result;
  7504. };
  7505. /**
  7506. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7507. * @param yaw defines the rotation around Y axis
  7508. * @param pitch defines the rotation around X axis
  7509. * @param roll defines the rotation around Z axis
  7510. * @returns the new quaternion
  7511. */
  7512. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7513. var q = new Quaternion();
  7514. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7515. return q;
  7516. };
  7517. /**
  7518. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7519. * @param yaw defines the rotation around Y axis
  7520. * @param pitch defines the rotation around X axis
  7521. * @param roll defines the rotation around Z axis
  7522. * @param result defines the target quaternion
  7523. */
  7524. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7525. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7526. var halfRoll = roll * 0.5;
  7527. var halfPitch = pitch * 0.5;
  7528. var halfYaw = yaw * 0.5;
  7529. var sinRoll = Math.sin(halfRoll);
  7530. var cosRoll = Math.cos(halfRoll);
  7531. var sinPitch = Math.sin(halfPitch);
  7532. var cosPitch = Math.cos(halfPitch);
  7533. var sinYaw = Math.sin(halfYaw);
  7534. var cosYaw = Math.cos(halfYaw);
  7535. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7536. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7537. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7538. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7539. };
  7540. /**
  7541. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7542. * @param alpha defines the rotation around first axis
  7543. * @param beta defines the rotation around second axis
  7544. * @param gamma defines the rotation around third axis
  7545. * @returns the new quaternion
  7546. */
  7547. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7548. var result = new Quaternion();
  7549. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7550. return result;
  7551. };
  7552. /**
  7553. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7554. * @param alpha defines the rotation around first axis
  7555. * @param beta defines the rotation around second axis
  7556. * @param gamma defines the rotation around third axis
  7557. * @param result defines the target quaternion
  7558. */
  7559. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7560. // Produces a quaternion from Euler angles in the z-x-z orientation
  7561. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7562. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7563. var halfBeta = beta * 0.5;
  7564. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7565. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7566. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7567. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7568. };
  7569. /**
  7570. * 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)
  7571. * @param axis1 defines the first axis
  7572. * @param axis2 defines the second axis
  7573. * @param axis3 defines the third axis
  7574. * @returns the new quaternion
  7575. */
  7576. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7577. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7578. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7579. return quat;
  7580. };
  7581. /**
  7582. * 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
  7583. * @param axis1 defines the first axis
  7584. * @param axis2 defines the second axis
  7585. * @param axis3 defines the third axis
  7586. * @param ref defines the target quaternion
  7587. */
  7588. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7589. var rotMat = MathTmp.Matrix[0];
  7590. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7591. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7592. };
  7593. /**
  7594. * Interpolates between two quaternions
  7595. * @param left defines first quaternion
  7596. * @param right defines second quaternion
  7597. * @param amount defines the gradient to use
  7598. * @returns the new interpolated quaternion
  7599. */
  7600. Quaternion.Slerp = function (left, right, amount) {
  7601. var result = Quaternion.Identity();
  7602. Quaternion.SlerpToRef(left, right, amount, result);
  7603. return result;
  7604. };
  7605. /**
  7606. * Interpolates between two quaternions and stores it into a target quaternion
  7607. * @param left defines first quaternion
  7608. * @param right defines second quaternion
  7609. * @param amount defines the gradient to use
  7610. * @param result defines the target quaternion
  7611. */
  7612. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7613. var num2;
  7614. var num3;
  7615. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7616. var flag = false;
  7617. if (num4 < 0) {
  7618. flag = true;
  7619. num4 = -num4;
  7620. }
  7621. if (num4 > 0.999999) {
  7622. num3 = 1 - amount;
  7623. num2 = flag ? -amount : amount;
  7624. }
  7625. else {
  7626. var num5 = Math.acos(num4);
  7627. var num6 = (1.0 / Math.sin(num5));
  7628. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7629. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7630. }
  7631. result.x = (num3 * left.x) + (num2 * right.x);
  7632. result.y = (num3 * left.y) + (num2 * right.y);
  7633. result.z = (num3 * left.z) + (num2 * right.z);
  7634. result.w = (num3 * left.w) + (num2 * right.w);
  7635. };
  7636. /**
  7637. * Interpolate between two quaternions using Hermite interpolation
  7638. * @param value1 defines first quaternion
  7639. * @param tangent1 defines the incoming tangent
  7640. * @param value2 defines second quaternion
  7641. * @param tangent2 defines the outgoing tangent
  7642. * @param amount defines the target quaternion
  7643. * @returns the new interpolated quaternion
  7644. */
  7645. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7646. var squared = amount * amount;
  7647. var cubed = amount * squared;
  7648. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7649. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7650. var part3 = (cubed - (2.0 * squared)) + amount;
  7651. var part4 = cubed - squared;
  7652. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7653. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7654. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7655. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7656. return new Quaternion(x, y, z, w);
  7657. };
  7658. return Quaternion;
  7659. }());
  7660. BABYLON.Quaternion = Quaternion;
  7661. /**
  7662. * Class used to store matrix data (4x4)
  7663. */
  7664. var Matrix = /** @class */ (function () {
  7665. /**
  7666. * Creates an empty matrix (filled with zeros)
  7667. */
  7668. function Matrix() {
  7669. this._isIdentity = false;
  7670. this._isIdentityDirty = true;
  7671. this._isIdentity3x2 = true;
  7672. this._isIdentity3x2Dirty = true;
  7673. this._m = new Float32Array(16);
  7674. this._updateIdentityStatus(false);
  7675. }
  7676. Object.defineProperty(Matrix.prototype, "m", {
  7677. /**
  7678. * Gets the internal data of the matrix
  7679. */
  7680. get: function () { return this._m; },
  7681. enumerable: true,
  7682. configurable: true
  7683. });
  7684. /** @hidden */
  7685. Matrix.prototype._markAsUpdated = function () {
  7686. this.updateFlag = Matrix._updateFlagSeed++;
  7687. this._isIdentity = false;
  7688. this._isIdentity3x2 = false;
  7689. this._isIdentityDirty = true;
  7690. this._isIdentity3x2Dirty = true;
  7691. };
  7692. /** @hidden */
  7693. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7694. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7695. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7696. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7697. this.updateFlag = Matrix._updateFlagSeed++;
  7698. this._isIdentity = isIdentity;
  7699. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7700. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7701. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7702. };
  7703. // Properties
  7704. /**
  7705. * Check if the current matrix is identity
  7706. * @returns true is the matrix is the identity matrix
  7707. */
  7708. Matrix.prototype.isIdentity = function () {
  7709. if (this._isIdentityDirty) {
  7710. this._isIdentityDirty = false;
  7711. var m = this._m;
  7712. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7713. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7714. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7715. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7716. }
  7717. return this._isIdentity;
  7718. };
  7719. /**
  7720. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7721. * @returns true is the matrix is the identity matrix
  7722. */
  7723. Matrix.prototype.isIdentityAs3x2 = function () {
  7724. if (this._isIdentity3x2Dirty) {
  7725. this._isIdentity3x2Dirty = false;
  7726. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7727. this._isIdentity3x2 = false;
  7728. }
  7729. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7730. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7731. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7732. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7733. this._isIdentity3x2 = false;
  7734. }
  7735. else {
  7736. this._isIdentity3x2 = true;
  7737. }
  7738. }
  7739. return this._isIdentity3x2;
  7740. };
  7741. /**
  7742. * Gets the determinant of the matrix
  7743. * @returns the matrix determinant
  7744. */
  7745. Matrix.prototype.determinant = function () {
  7746. if (this._isIdentity === true) {
  7747. return 1;
  7748. }
  7749. var m = this._m;
  7750. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7751. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7752. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7753. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7754. // https://en.wikipedia.org/wiki/Laplace_expansion
  7755. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7756. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7757. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7758. // where
  7759. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7760. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7761. //
  7762. // Here we do that for the 1st row.
  7763. var det_22_33 = m22 * m33 - m32 * m23;
  7764. var det_21_33 = m21 * m33 - m31 * m23;
  7765. var det_21_32 = m21 * m32 - m31 * m22;
  7766. var det_20_33 = m20 * m33 - m30 * m23;
  7767. var det_20_32 = m20 * m32 - m22 * m30;
  7768. var det_20_31 = m20 * m31 - m30 * m21;
  7769. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7770. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7771. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7772. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7773. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7774. };
  7775. // Methods
  7776. /**
  7777. * Returns the matrix as a Float32Array
  7778. * @returns the matrix underlying array
  7779. */
  7780. Matrix.prototype.toArray = function () {
  7781. return this._m;
  7782. };
  7783. /**
  7784. * Returns the matrix as a Float32Array
  7785. * @returns the matrix underlying array.
  7786. */
  7787. Matrix.prototype.asArray = function () {
  7788. return this._m;
  7789. };
  7790. /**
  7791. * Inverts the current matrix in place
  7792. * @returns the current inverted matrix
  7793. */
  7794. Matrix.prototype.invert = function () {
  7795. this.invertToRef(this);
  7796. return this;
  7797. };
  7798. /**
  7799. * Sets all the matrix elements to zero
  7800. * @returns the current matrix
  7801. */
  7802. Matrix.prototype.reset = function () {
  7803. 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);
  7804. this._updateIdentityStatus(false);
  7805. return this;
  7806. };
  7807. /**
  7808. * Adds the current matrix with a second one
  7809. * @param other defines the matrix to add
  7810. * @returns a new matrix as the addition of the current matrix and the given one
  7811. */
  7812. Matrix.prototype.add = function (other) {
  7813. var result = new Matrix();
  7814. this.addToRef(other, result);
  7815. return result;
  7816. };
  7817. /**
  7818. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7819. * @param other defines the matrix to add
  7820. * @param result defines the target matrix
  7821. * @returns the current matrix
  7822. */
  7823. Matrix.prototype.addToRef = function (other, result) {
  7824. var m = this._m;
  7825. var resultM = result._m;
  7826. var otherM = other.m;
  7827. for (var index = 0; index < 16; index++) {
  7828. resultM[index] = m[index] + otherM[index];
  7829. }
  7830. result._markAsUpdated();
  7831. return this;
  7832. };
  7833. /**
  7834. * Adds in place the given matrix to the current matrix
  7835. * @param other defines the second operand
  7836. * @returns the current updated matrix
  7837. */
  7838. Matrix.prototype.addToSelf = function (other) {
  7839. var m = this._m;
  7840. var otherM = other.m;
  7841. for (var index = 0; index < 16; index++) {
  7842. m[index] += otherM[index];
  7843. }
  7844. this._markAsUpdated();
  7845. return this;
  7846. };
  7847. /**
  7848. * Sets the given matrix to the current inverted Matrix
  7849. * @param other defines the target matrix
  7850. * @returns the unmodified current matrix
  7851. */
  7852. Matrix.prototype.invertToRef = function (other) {
  7853. if (this._isIdentity === true) {
  7854. Matrix.IdentityToRef(other);
  7855. return this;
  7856. }
  7857. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7858. var m = this._m;
  7859. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7860. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7861. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7862. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7863. var det_22_33 = m22 * m33 - m32 * m23;
  7864. var det_21_33 = m21 * m33 - m31 * m23;
  7865. var det_21_32 = m21 * m32 - m31 * m22;
  7866. var det_20_33 = m20 * m33 - m30 * m23;
  7867. var det_20_32 = m20 * m32 - m22 * m30;
  7868. var det_20_31 = m20 * m31 - m30 * m21;
  7869. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7870. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7871. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7872. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7873. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7874. if (det === 0) {
  7875. // not invertible
  7876. other.copyFrom(this);
  7877. return this;
  7878. }
  7879. var detInv = 1 / det;
  7880. var det_12_33 = m12 * m33 - m32 * m13;
  7881. var det_11_33 = m11 * m33 - m31 * m13;
  7882. var det_11_32 = m11 * m32 - m31 * m12;
  7883. var det_10_33 = m10 * m33 - m30 * m13;
  7884. var det_10_32 = m10 * m32 - m30 * m12;
  7885. var det_10_31 = m10 * m31 - m30 * m11;
  7886. var det_12_23 = m12 * m23 - m22 * m13;
  7887. var det_11_23 = m11 * m23 - m21 * m13;
  7888. var det_11_22 = m11 * m22 - m21 * m12;
  7889. var det_10_23 = m10 * m23 - m20 * m13;
  7890. var det_10_22 = m10 * m22 - m20 * m12;
  7891. var det_10_21 = m10 * m21 - m20 * m11;
  7892. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7893. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7894. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7895. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7896. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7897. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7898. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7899. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7900. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7901. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7902. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7903. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7904. 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);
  7905. return this;
  7906. };
  7907. /**
  7908. * add a value at the specified position in the current Matrix
  7909. * @param index the index of the value within the matrix. between 0 and 15.
  7910. * @param value the value to be added
  7911. * @returns the current updated matrix
  7912. */
  7913. Matrix.prototype.addAtIndex = function (index, value) {
  7914. this._m[index] += value;
  7915. this._markAsUpdated();
  7916. return this;
  7917. };
  7918. /**
  7919. * mutiply the specified position in the current Matrix by a value
  7920. * @param index the index of the value within the matrix. between 0 and 15.
  7921. * @param value the value to be added
  7922. * @returns the current updated matrix
  7923. */
  7924. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7925. this._m[index] *= value;
  7926. this._markAsUpdated();
  7927. return this;
  7928. };
  7929. /**
  7930. * Inserts the translation vector (using 3 floats) in the current matrix
  7931. * @param x defines the 1st component of the translation
  7932. * @param y defines the 2nd component of the translation
  7933. * @param z defines the 3rd component of the translation
  7934. * @returns the current updated matrix
  7935. */
  7936. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7937. this._m[12] = x;
  7938. this._m[13] = y;
  7939. this._m[14] = z;
  7940. this._markAsUpdated();
  7941. return this;
  7942. };
  7943. /**
  7944. * Inserts the translation vector in the current matrix
  7945. * @param vector3 defines the translation to insert
  7946. * @returns the current updated matrix
  7947. */
  7948. Matrix.prototype.setTranslation = function (vector3) {
  7949. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7950. };
  7951. /**
  7952. * Gets the translation value of the current matrix
  7953. * @returns a new Vector3 as the extracted translation from the matrix
  7954. */
  7955. Matrix.prototype.getTranslation = function () {
  7956. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7957. };
  7958. /**
  7959. * Fill a Vector3 with the extracted translation from the matrix
  7960. * @param result defines the Vector3 where to store the translation
  7961. * @returns the current matrix
  7962. */
  7963. Matrix.prototype.getTranslationToRef = function (result) {
  7964. result.x = this._m[12];
  7965. result.y = this._m[13];
  7966. result.z = this._m[14];
  7967. return this;
  7968. };
  7969. /**
  7970. * Remove rotation and scaling part from the matrix
  7971. * @returns the updated matrix
  7972. */
  7973. Matrix.prototype.removeRotationAndScaling = function () {
  7974. var m = this.m;
  7975. 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);
  7976. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7977. return this;
  7978. };
  7979. /**
  7980. * Multiply two matrices
  7981. * @param other defines the second operand
  7982. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7983. */
  7984. Matrix.prototype.multiply = function (other) {
  7985. var result = new Matrix();
  7986. this.multiplyToRef(other, result);
  7987. return result;
  7988. };
  7989. /**
  7990. * Copy the current matrix from the given one
  7991. * @param other defines the source matrix
  7992. * @returns the current updated matrix
  7993. */
  7994. Matrix.prototype.copyFrom = function (other) {
  7995. other.copyToArray(this._m);
  7996. var o = other;
  7997. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7998. return this;
  7999. };
  8000. /**
  8001. * Populates the given array from the starting index with the current matrix values
  8002. * @param array defines the target array
  8003. * @param offset defines the offset in the target array where to start storing values
  8004. * @returns the current matrix
  8005. */
  8006. Matrix.prototype.copyToArray = function (array, offset) {
  8007. if (offset === void 0) { offset = 0; }
  8008. for (var index = 0; index < 16; index++) {
  8009. array[offset + index] = this._m[index];
  8010. }
  8011. return this;
  8012. };
  8013. /**
  8014. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  8015. * @param other defines the second operand
  8016. * @param result defines the matrix where to store the multiplication
  8017. * @returns the current matrix
  8018. */
  8019. Matrix.prototype.multiplyToRef = function (other, result) {
  8020. if (this._isIdentity) {
  8021. result.copyFrom(other);
  8022. return this;
  8023. }
  8024. if (other._isIdentity) {
  8025. result.copyFrom(this);
  8026. return this;
  8027. }
  8028. this.multiplyToArray(other, result._m, 0);
  8029. result._markAsUpdated();
  8030. return this;
  8031. };
  8032. /**
  8033. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  8034. * @param other defines the second operand
  8035. * @param result defines the array where to store the multiplication
  8036. * @param offset defines the offset in the target array where to start storing values
  8037. * @returns the current matrix
  8038. */
  8039. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  8040. var m = this._m;
  8041. var otherM = other.m;
  8042. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  8043. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  8044. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  8045. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  8046. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  8047. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  8048. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  8049. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  8050. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  8051. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  8052. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  8053. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  8054. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  8055. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  8056. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  8057. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  8058. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  8059. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  8060. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  8061. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  8062. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  8063. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  8064. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  8065. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  8066. return this;
  8067. };
  8068. /**
  8069. * Check equality between this matrix and a second one
  8070. * @param value defines the second matrix to compare
  8071. * @returns true is the current matrix and the given one values are strictly equal
  8072. */
  8073. Matrix.prototype.equals = function (value) {
  8074. var other = value;
  8075. if (!other) {
  8076. return false;
  8077. }
  8078. if (this._isIdentity || other._isIdentity) {
  8079. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  8080. return this._isIdentity && other._isIdentity;
  8081. }
  8082. }
  8083. var m = this.m;
  8084. var om = other.m;
  8085. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  8086. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  8087. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  8088. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  8089. };
  8090. /**
  8091. * Clone the current matrix
  8092. * @returns a new matrix from the current matrix
  8093. */
  8094. Matrix.prototype.clone = function () {
  8095. var matrix = new Matrix();
  8096. matrix.copyFrom(this);
  8097. return matrix;
  8098. };
  8099. /**
  8100. * Returns the name of the current matrix class
  8101. * @returns the string "Matrix"
  8102. */
  8103. Matrix.prototype.getClassName = function () {
  8104. return "Matrix";
  8105. };
  8106. /**
  8107. * Gets the hash code of the current matrix
  8108. * @returns the hash code
  8109. */
  8110. Matrix.prototype.getHashCode = function () {
  8111. var hash = this._m[0] || 0;
  8112. for (var i = 1; i < 16; i++) {
  8113. hash = (hash * 397) ^ (this._m[i] || 0);
  8114. }
  8115. return hash;
  8116. };
  8117. /**
  8118. * Decomposes the current Matrix into a translation, rotation and scaling components
  8119. * @param scale defines the scale vector3 given as a reference to update
  8120. * @param rotation defines the rotation quaternion given as a reference to update
  8121. * @param translation defines the translation vector3 given as a reference to update
  8122. * @returns true if operation was successful
  8123. */
  8124. Matrix.prototype.decompose = function (scale, rotation, translation) {
  8125. if (this._isIdentity) {
  8126. if (translation) {
  8127. translation.setAll(0);
  8128. }
  8129. if (scale) {
  8130. scale.setAll(1);
  8131. }
  8132. if (rotation) {
  8133. rotation.copyFromFloats(0, 0, 0, 1);
  8134. }
  8135. return true;
  8136. }
  8137. var m = this._m;
  8138. if (translation) {
  8139. translation.copyFromFloats(m[12], m[13], m[14]);
  8140. }
  8141. scale = scale || MathTmp.Vector3[0];
  8142. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8143. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8144. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8145. if (this.determinant() <= 0) {
  8146. scale.y *= -1;
  8147. }
  8148. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8149. if (rotation) {
  8150. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8151. }
  8152. return false;
  8153. }
  8154. if (rotation) {
  8155. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8156. 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]);
  8157. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8158. }
  8159. return true;
  8160. };
  8161. /**
  8162. * Gets specific row of the matrix
  8163. * @param index defines the number of the row to get
  8164. * @returns the index-th row of the current matrix as a new Vector4
  8165. */
  8166. Matrix.prototype.getRow = function (index) {
  8167. if (index < 0 || index > 3) {
  8168. return null;
  8169. }
  8170. var i = index * 4;
  8171. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8172. };
  8173. /**
  8174. * Sets the index-th row of the current matrix to the vector4 values
  8175. * @param index defines the number of the row to set
  8176. * @param row defines the target vector4
  8177. * @returns the updated current matrix
  8178. */
  8179. Matrix.prototype.setRow = function (index, row) {
  8180. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8181. };
  8182. /**
  8183. * Compute the transpose of the matrix
  8184. * @returns the new transposed matrix
  8185. */
  8186. Matrix.prototype.transpose = function () {
  8187. return Matrix.Transpose(this);
  8188. };
  8189. /**
  8190. * Compute the transpose of the matrix and store it in a given matrix
  8191. * @param result defines the target matrix
  8192. * @returns the current matrix
  8193. */
  8194. Matrix.prototype.transposeToRef = function (result) {
  8195. Matrix.TransposeToRef(this, result);
  8196. return this;
  8197. };
  8198. /**
  8199. * Sets the index-th row of the current matrix with the given 4 x float values
  8200. * @param index defines the row index
  8201. * @param x defines the x component to set
  8202. * @param y defines the y component to set
  8203. * @param z defines the z component to set
  8204. * @param w defines the w component to set
  8205. * @returns the updated current matrix
  8206. */
  8207. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8208. if (index < 0 || index > 3) {
  8209. return this;
  8210. }
  8211. var i = index * 4;
  8212. this._m[i + 0] = x;
  8213. this._m[i + 1] = y;
  8214. this._m[i + 2] = z;
  8215. this._m[i + 3] = w;
  8216. this._markAsUpdated();
  8217. return this;
  8218. };
  8219. /**
  8220. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8221. * @param scale defines the scale factor
  8222. * @returns a new matrix
  8223. */
  8224. Matrix.prototype.scale = function (scale) {
  8225. var result = new Matrix();
  8226. this.scaleToRef(scale, result);
  8227. return result;
  8228. };
  8229. /**
  8230. * Scale the current matrix values by a factor to a given result matrix
  8231. * @param scale defines the scale factor
  8232. * @param result defines the matrix to store the result
  8233. * @returns the current matrix
  8234. */
  8235. Matrix.prototype.scaleToRef = function (scale, result) {
  8236. for (var index = 0; index < 16; index++) {
  8237. result._m[index] = this._m[index] * scale;
  8238. }
  8239. result._markAsUpdated();
  8240. return this;
  8241. };
  8242. /**
  8243. * Scale the current matrix values by a factor and add the result to a given matrix
  8244. * @param scale defines the scale factor
  8245. * @param result defines the Matrix to store the result
  8246. * @returns the current matrix
  8247. */
  8248. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8249. for (var index = 0; index < 16; index++) {
  8250. result._m[index] += this._m[index] * scale;
  8251. }
  8252. result._markAsUpdated();
  8253. return this;
  8254. };
  8255. /**
  8256. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8257. * @param ref matrix to store the result
  8258. */
  8259. Matrix.prototype.toNormalMatrix = function (ref) {
  8260. var tmp = MathTmp.Matrix[0];
  8261. this.invertToRef(tmp);
  8262. tmp.transposeToRef(ref);
  8263. var m = ref._m;
  8264. 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);
  8265. };
  8266. /**
  8267. * Gets only rotation part of the current matrix
  8268. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8269. */
  8270. Matrix.prototype.getRotationMatrix = function () {
  8271. var result = new Matrix();
  8272. this.getRotationMatrixToRef(result);
  8273. return result;
  8274. };
  8275. /**
  8276. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8277. * @param result defines the target matrix to store data to
  8278. * @returns the current matrix
  8279. */
  8280. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8281. var scale = MathTmp.Vector3[0];
  8282. if (!this.decompose(scale)) {
  8283. Matrix.IdentityToRef(result);
  8284. return this;
  8285. }
  8286. var m = this._m;
  8287. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8288. 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);
  8289. return this;
  8290. };
  8291. /**
  8292. * Toggles model matrix from being right handed to left handed in place and vice versa
  8293. */
  8294. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8295. var m = this._m;
  8296. m[2] *= -1;
  8297. m[6] *= -1;
  8298. m[8] *= -1;
  8299. m[9] *= -1;
  8300. m[14] *= -1;
  8301. this._markAsUpdated();
  8302. };
  8303. /**
  8304. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8305. */
  8306. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8307. var m = this._m;
  8308. m[8] *= -1;
  8309. m[9] *= -1;
  8310. m[10] *= -1;
  8311. m[11] *= -1;
  8312. this._markAsUpdated();
  8313. };
  8314. // Statics
  8315. /**
  8316. * Creates a matrix from an array
  8317. * @param array defines the source array
  8318. * @param offset defines an offset in the source array
  8319. * @returns a new Matrix set from the starting index of the given array
  8320. */
  8321. Matrix.FromArray = function (array, offset) {
  8322. if (offset === void 0) { offset = 0; }
  8323. var result = new Matrix();
  8324. Matrix.FromArrayToRef(array, offset, result);
  8325. return result;
  8326. };
  8327. /**
  8328. * Copy the content of an array into a given matrix
  8329. * @param array defines the source array
  8330. * @param offset defines an offset in the source array
  8331. * @param result defines the target matrix
  8332. */
  8333. Matrix.FromArrayToRef = function (array, offset, result) {
  8334. for (var index = 0; index < 16; index++) {
  8335. result._m[index] = array[index + offset];
  8336. }
  8337. result._markAsUpdated();
  8338. };
  8339. /**
  8340. * Stores an array into a matrix after having multiplied each component by a given factor
  8341. * @param array defines the source array
  8342. * @param offset defines the offset in the source array
  8343. * @param scale defines the scaling factor
  8344. * @param result defines the target matrix
  8345. */
  8346. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8347. for (var index = 0; index < 16; index++) {
  8348. result._m[index] = array[index + offset] * scale;
  8349. }
  8350. result._markAsUpdated();
  8351. };
  8352. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8353. /**
  8354. * Gets an identity matrix that must not be updated
  8355. */
  8356. get: function () {
  8357. return Matrix._identityReadOnly;
  8358. },
  8359. enumerable: true,
  8360. configurable: true
  8361. });
  8362. /**
  8363. * Stores a list of values (16) inside a given matrix
  8364. * @param initialM11 defines 1st value of 1st row
  8365. * @param initialM12 defines 2nd value of 1st row
  8366. * @param initialM13 defines 3rd value of 1st row
  8367. * @param initialM14 defines 4th value of 1st row
  8368. * @param initialM21 defines 1st value of 2nd row
  8369. * @param initialM22 defines 2nd value of 2nd row
  8370. * @param initialM23 defines 3rd value of 2nd row
  8371. * @param initialM24 defines 4th value of 2nd row
  8372. * @param initialM31 defines 1st value of 3rd row
  8373. * @param initialM32 defines 2nd value of 3rd row
  8374. * @param initialM33 defines 3rd value of 3rd row
  8375. * @param initialM34 defines 4th value of 3rd row
  8376. * @param initialM41 defines 1st value of 4th row
  8377. * @param initialM42 defines 2nd value of 4th row
  8378. * @param initialM43 defines 3rd value of 4th row
  8379. * @param initialM44 defines 4th value of 4th row
  8380. * @param result defines the target matrix
  8381. */
  8382. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8383. var m = result._m;
  8384. m[0] = initialM11;
  8385. m[1] = initialM12;
  8386. m[2] = initialM13;
  8387. m[3] = initialM14;
  8388. m[4] = initialM21;
  8389. m[5] = initialM22;
  8390. m[6] = initialM23;
  8391. m[7] = initialM24;
  8392. m[8] = initialM31;
  8393. m[9] = initialM32;
  8394. m[10] = initialM33;
  8395. m[11] = initialM34;
  8396. m[12] = initialM41;
  8397. m[13] = initialM42;
  8398. m[14] = initialM43;
  8399. m[15] = initialM44;
  8400. result._markAsUpdated();
  8401. };
  8402. /**
  8403. * Creates new matrix from a list of values (16)
  8404. * @param initialM11 defines 1st value of 1st row
  8405. * @param initialM12 defines 2nd value of 1st row
  8406. * @param initialM13 defines 3rd value of 1st row
  8407. * @param initialM14 defines 4th value of 1st row
  8408. * @param initialM21 defines 1st value of 2nd row
  8409. * @param initialM22 defines 2nd value of 2nd row
  8410. * @param initialM23 defines 3rd value of 2nd row
  8411. * @param initialM24 defines 4th value of 2nd row
  8412. * @param initialM31 defines 1st value of 3rd row
  8413. * @param initialM32 defines 2nd value of 3rd row
  8414. * @param initialM33 defines 3rd value of 3rd row
  8415. * @param initialM34 defines 4th value of 3rd row
  8416. * @param initialM41 defines 1st value of 4th row
  8417. * @param initialM42 defines 2nd value of 4th row
  8418. * @param initialM43 defines 3rd value of 4th row
  8419. * @param initialM44 defines 4th value of 4th row
  8420. * @returns the new matrix
  8421. */
  8422. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8423. var result = new Matrix();
  8424. var m = result._m;
  8425. m[0] = initialM11;
  8426. m[1] = initialM12;
  8427. m[2] = initialM13;
  8428. m[3] = initialM14;
  8429. m[4] = initialM21;
  8430. m[5] = initialM22;
  8431. m[6] = initialM23;
  8432. m[7] = initialM24;
  8433. m[8] = initialM31;
  8434. m[9] = initialM32;
  8435. m[10] = initialM33;
  8436. m[11] = initialM34;
  8437. m[12] = initialM41;
  8438. m[13] = initialM42;
  8439. m[14] = initialM43;
  8440. m[15] = initialM44;
  8441. result._markAsUpdated();
  8442. return result;
  8443. };
  8444. /**
  8445. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8446. * @param scale defines the scale vector3
  8447. * @param rotation defines the rotation quaternion
  8448. * @param translation defines the translation vector3
  8449. * @returns a new matrix
  8450. */
  8451. Matrix.Compose = function (scale, rotation, translation) {
  8452. var result = new Matrix();
  8453. Matrix.ComposeToRef(scale, rotation, translation, result);
  8454. return result;
  8455. };
  8456. /**
  8457. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8458. * @param scale defines the scale vector3
  8459. * @param rotation defines the rotation quaternion
  8460. * @param translation defines the translation vector3
  8461. * @param result defines the target matrix
  8462. */
  8463. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8464. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8465. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8466. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8467. result.setTranslation(translation);
  8468. };
  8469. /**
  8470. * Creates a new identity matrix
  8471. * @returns a new identity matrix
  8472. */
  8473. Matrix.Identity = function () {
  8474. 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);
  8475. identity._updateIdentityStatus(true);
  8476. return identity;
  8477. };
  8478. /**
  8479. * Creates a new identity matrix and stores the result in a given matrix
  8480. * @param result defines the target matrix
  8481. */
  8482. Matrix.IdentityToRef = function (result) {
  8483. 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);
  8484. result._updateIdentityStatus(true);
  8485. };
  8486. /**
  8487. * Creates a new zero matrix
  8488. * @returns a new zero matrix
  8489. */
  8490. Matrix.Zero = function () {
  8491. 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);
  8492. zero._updateIdentityStatus(false);
  8493. return zero;
  8494. };
  8495. /**
  8496. * Creates a new rotation matrix for "angle" radians around the X axis
  8497. * @param angle defines the angle (in radians) to use
  8498. * @return the new matrix
  8499. */
  8500. Matrix.RotationX = function (angle) {
  8501. var result = new Matrix();
  8502. Matrix.RotationXToRef(angle, result);
  8503. return result;
  8504. };
  8505. /**
  8506. * Creates a new matrix as the invert of a given matrix
  8507. * @param source defines the source matrix
  8508. * @returns the new matrix
  8509. */
  8510. Matrix.Invert = function (source) {
  8511. var result = new Matrix();
  8512. source.invertToRef(result);
  8513. return result;
  8514. };
  8515. /**
  8516. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8517. * @param angle defines the angle (in radians) to use
  8518. * @param result defines the target matrix
  8519. */
  8520. Matrix.RotationXToRef = function (angle, result) {
  8521. var s = Math.sin(angle);
  8522. var c = Math.cos(angle);
  8523. 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);
  8524. result._updateIdentityStatus(c === 1 && s === 0);
  8525. };
  8526. /**
  8527. * Creates a new rotation matrix for "angle" radians around the Y axis
  8528. * @param angle defines the angle (in radians) to use
  8529. * @return the new matrix
  8530. */
  8531. Matrix.RotationY = function (angle) {
  8532. var result = new Matrix();
  8533. Matrix.RotationYToRef(angle, result);
  8534. return result;
  8535. };
  8536. /**
  8537. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8538. * @param angle defines the angle (in radians) to use
  8539. * @param result defines the target matrix
  8540. */
  8541. Matrix.RotationYToRef = function (angle, result) {
  8542. var s = Math.sin(angle);
  8543. var c = Math.cos(angle);
  8544. 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);
  8545. result._updateIdentityStatus(c === 1 && s === 0);
  8546. };
  8547. /**
  8548. * Creates a new rotation matrix for "angle" radians around the Z axis
  8549. * @param angle defines the angle (in radians) to use
  8550. * @return the new matrix
  8551. */
  8552. Matrix.RotationZ = function (angle) {
  8553. var result = new Matrix();
  8554. Matrix.RotationZToRef(angle, result);
  8555. return result;
  8556. };
  8557. /**
  8558. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8559. * @param angle defines the angle (in radians) to use
  8560. * @param result defines the target matrix
  8561. */
  8562. Matrix.RotationZToRef = function (angle, result) {
  8563. var s = Math.sin(angle);
  8564. var c = Math.cos(angle);
  8565. 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);
  8566. result._updateIdentityStatus(c === 1 && s === 0);
  8567. };
  8568. /**
  8569. * Creates a new rotation matrix for "angle" radians around the given axis
  8570. * @param axis defines the axis to use
  8571. * @param angle defines the angle (in radians) to use
  8572. * @return the new matrix
  8573. */
  8574. Matrix.RotationAxis = function (axis, angle) {
  8575. var result = new Matrix();
  8576. Matrix.RotationAxisToRef(axis, angle, result);
  8577. return result;
  8578. };
  8579. /**
  8580. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8581. * @param axis defines the axis to use
  8582. * @param angle defines the angle (in radians) to use
  8583. * @param result defines the target matrix
  8584. */
  8585. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8586. var s = Math.sin(-angle);
  8587. var c = Math.cos(-angle);
  8588. var c1 = 1 - c;
  8589. axis.normalize();
  8590. var m = result._m;
  8591. m[0] = (axis.x * axis.x) * c1 + c;
  8592. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8593. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8594. m[3] = 0.0;
  8595. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8596. m[5] = (axis.y * axis.y) * c1 + c;
  8597. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8598. m[7] = 0.0;
  8599. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8600. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8601. m[10] = (axis.z * axis.z) * c1 + c;
  8602. m[11] = 0.0;
  8603. m[12] = 0.0;
  8604. m[13] = 0.0;
  8605. m[14] = 0.0;
  8606. m[15] = 1.0;
  8607. result._markAsUpdated();
  8608. };
  8609. /**
  8610. * Creates a rotation matrix
  8611. * @param yaw defines the yaw angle in radians (Y axis)
  8612. * @param pitch defines the pitch angle in radians (X axis)
  8613. * @param roll defines the roll angle in radians (X axis)
  8614. * @returns the new rotation matrix
  8615. */
  8616. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8617. var result = new Matrix();
  8618. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8619. return result;
  8620. };
  8621. /**
  8622. * Creates a rotation matrix and stores it in a given matrix
  8623. * @param yaw defines the yaw angle in radians (Y axis)
  8624. * @param pitch defines the pitch angle in radians (X axis)
  8625. * @param roll defines the roll angle in radians (X axis)
  8626. * @param result defines the target matrix
  8627. */
  8628. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8629. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8630. MathTmp.Quaternion[0].toRotationMatrix(result);
  8631. };
  8632. /**
  8633. * Creates a scaling matrix
  8634. * @param x defines the scale factor on X axis
  8635. * @param y defines the scale factor on Y axis
  8636. * @param z defines the scale factor on Z axis
  8637. * @returns the new matrix
  8638. */
  8639. Matrix.Scaling = function (x, y, z) {
  8640. var result = new Matrix();
  8641. Matrix.ScalingToRef(x, y, z, result);
  8642. return result;
  8643. };
  8644. /**
  8645. * Creates a scaling matrix and stores it in a given matrix
  8646. * @param x defines the scale factor on X axis
  8647. * @param y defines the scale factor on Y axis
  8648. * @param z defines the scale factor on Z axis
  8649. * @param result defines the target matrix
  8650. */
  8651. Matrix.ScalingToRef = function (x, y, z, result) {
  8652. 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);
  8653. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8654. };
  8655. /**
  8656. * Creates a translation matrix
  8657. * @param x defines the translation on X axis
  8658. * @param y defines the translation on Y axis
  8659. * @param z defines the translationon Z axis
  8660. * @returns the new matrix
  8661. */
  8662. Matrix.Translation = function (x, y, z) {
  8663. var result = new Matrix();
  8664. Matrix.TranslationToRef(x, y, z, result);
  8665. return result;
  8666. };
  8667. /**
  8668. * Creates a translation matrix and stores it in a given matrix
  8669. * @param x defines the translation on X axis
  8670. * @param y defines the translation on Y axis
  8671. * @param z defines the translationon Z axis
  8672. * @param result defines the target matrix
  8673. */
  8674. Matrix.TranslationToRef = function (x, y, z, result) {
  8675. 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);
  8676. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8677. };
  8678. /**
  8679. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8680. * @param startValue defines the start value
  8681. * @param endValue defines the end value
  8682. * @param gradient defines the gradient factor
  8683. * @returns the new matrix
  8684. */
  8685. Matrix.Lerp = function (startValue, endValue, gradient) {
  8686. var result = new Matrix();
  8687. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8688. return result;
  8689. };
  8690. /**
  8691. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8692. * @param startValue defines the start value
  8693. * @param endValue defines the end value
  8694. * @param gradient defines the gradient factor
  8695. * @param result defines the Matrix object where to store data
  8696. */
  8697. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8698. var resultM = result._m;
  8699. var startM = startValue.m;
  8700. var endM = endValue.m;
  8701. for (var index = 0; index < 16; index++) {
  8702. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8703. }
  8704. result._markAsUpdated();
  8705. };
  8706. /**
  8707. * Builds a new matrix whose values are computed by:
  8708. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8709. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8710. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8711. * @param startValue defines the first matrix
  8712. * @param endValue defines the second matrix
  8713. * @param gradient defines the gradient between the two matrices
  8714. * @returns the new matrix
  8715. */
  8716. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8717. var result = new Matrix();
  8718. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8719. return result;
  8720. };
  8721. /**
  8722. * Update a matrix to values which are computed by:
  8723. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8724. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8725. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8726. * @param startValue defines the first matrix
  8727. * @param endValue defines the second matrix
  8728. * @param gradient defines the gradient between the two matrices
  8729. * @param result defines the target matrix
  8730. */
  8731. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8732. var startScale = MathTmp.Vector3[0];
  8733. var startRotation = MathTmp.Quaternion[0];
  8734. var startTranslation = MathTmp.Vector3[1];
  8735. startValue.decompose(startScale, startRotation, startTranslation);
  8736. var endScale = MathTmp.Vector3[2];
  8737. var endRotation = MathTmp.Quaternion[1];
  8738. var endTranslation = MathTmp.Vector3[3];
  8739. endValue.decompose(endScale, endRotation, endTranslation);
  8740. var resultScale = MathTmp.Vector3[4];
  8741. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8742. var resultRotation = MathTmp.Quaternion[2];
  8743. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8744. var resultTranslation = MathTmp.Vector3[5];
  8745. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8746. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8747. };
  8748. /**
  8749. * 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"
  8750. * This function works in left handed mode
  8751. * @param eye defines the final position of the entity
  8752. * @param target defines where the entity should look at
  8753. * @param up defines the up vector for the entity
  8754. * @returns the new matrix
  8755. */
  8756. Matrix.LookAtLH = function (eye, target, up) {
  8757. var result = new Matrix();
  8758. Matrix.LookAtLHToRef(eye, target, up, result);
  8759. return result;
  8760. };
  8761. /**
  8762. * 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".
  8763. * This function works in left handed mode
  8764. * @param eye defines the final position of the entity
  8765. * @param target defines where the entity should look at
  8766. * @param up defines the up vector for the entity
  8767. * @param result defines the target matrix
  8768. */
  8769. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8770. var xAxis = MathTmp.Vector3[0];
  8771. var yAxis = MathTmp.Vector3[1];
  8772. var zAxis = MathTmp.Vector3[2];
  8773. // Z axis
  8774. target.subtractToRef(eye, zAxis);
  8775. zAxis.normalize();
  8776. // X axis
  8777. Vector3.CrossToRef(up, zAxis, xAxis);
  8778. var xSquareLength = xAxis.lengthSquared();
  8779. if (xSquareLength === 0) {
  8780. xAxis.x = 1.0;
  8781. }
  8782. else {
  8783. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8784. }
  8785. // Y axis
  8786. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8787. yAxis.normalize();
  8788. // Eye angles
  8789. var ex = -Vector3.Dot(xAxis, eye);
  8790. var ey = -Vector3.Dot(yAxis, eye);
  8791. var ez = -Vector3.Dot(zAxis, eye);
  8792. 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);
  8793. };
  8794. /**
  8795. * 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"
  8796. * This function works in right handed mode
  8797. * @param eye defines the final position of the entity
  8798. * @param target defines where the entity should look at
  8799. * @param up defines the up vector for the entity
  8800. * @returns the new matrix
  8801. */
  8802. Matrix.LookAtRH = function (eye, target, up) {
  8803. var result = new Matrix();
  8804. Matrix.LookAtRHToRef(eye, target, up, result);
  8805. return result;
  8806. };
  8807. /**
  8808. * 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".
  8809. * This function works in right handed mode
  8810. * @param eye defines the final position of the entity
  8811. * @param target defines where the entity should look at
  8812. * @param up defines the up vector for the entity
  8813. * @param result defines the target matrix
  8814. */
  8815. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8816. var xAxis = MathTmp.Vector3[0];
  8817. var yAxis = MathTmp.Vector3[1];
  8818. var zAxis = MathTmp.Vector3[2];
  8819. // Z axis
  8820. eye.subtractToRef(target, zAxis);
  8821. zAxis.normalize();
  8822. // X axis
  8823. Vector3.CrossToRef(up, zAxis, xAxis);
  8824. var xSquareLength = xAxis.lengthSquared();
  8825. if (xSquareLength === 0) {
  8826. xAxis.x = 1.0;
  8827. }
  8828. else {
  8829. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8830. }
  8831. // Y axis
  8832. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8833. yAxis.normalize();
  8834. // Eye angles
  8835. var ex = -Vector3.Dot(xAxis, eye);
  8836. var ey = -Vector3.Dot(yAxis, eye);
  8837. var ez = -Vector3.Dot(zAxis, eye);
  8838. 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);
  8839. };
  8840. /**
  8841. * Create a left-handed orthographic projection matrix
  8842. * @param width defines the viewport width
  8843. * @param height defines the viewport height
  8844. * @param znear defines the near clip plane
  8845. * @param zfar defines the far clip plane
  8846. * @returns a new matrix as a left-handed orthographic projection matrix
  8847. */
  8848. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8849. var matrix = new Matrix();
  8850. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8851. return matrix;
  8852. };
  8853. /**
  8854. * Store a left-handed orthographic projection to a given matrix
  8855. * @param width defines the viewport width
  8856. * @param height defines the viewport height
  8857. * @param znear defines the near clip plane
  8858. * @param zfar defines the far clip plane
  8859. * @param result defines the target matrix
  8860. */
  8861. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8862. var n = znear;
  8863. var f = zfar;
  8864. var a = 2.0 / width;
  8865. var b = 2.0 / height;
  8866. var c = 2.0 / (f - n);
  8867. var d = -(f + n) / (f - n);
  8868. 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);
  8869. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8870. };
  8871. /**
  8872. * Create a left-handed orthographic projection matrix
  8873. * @param left defines the viewport left coordinate
  8874. * @param right defines the viewport right coordinate
  8875. * @param bottom defines the viewport bottom coordinate
  8876. * @param top defines the viewport top coordinate
  8877. * @param znear defines the near clip plane
  8878. * @param zfar defines the far clip plane
  8879. * @returns a new matrix as a left-handed orthographic projection matrix
  8880. */
  8881. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8882. var matrix = new Matrix();
  8883. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8884. return matrix;
  8885. };
  8886. /**
  8887. * Stores a left-handed orthographic projection into a given matrix
  8888. * @param left defines the viewport left coordinate
  8889. * @param right defines the viewport right coordinate
  8890. * @param bottom defines the viewport bottom coordinate
  8891. * @param top defines the viewport top coordinate
  8892. * @param znear defines the near clip plane
  8893. * @param zfar defines the far clip plane
  8894. * @param result defines the target matrix
  8895. */
  8896. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8897. var n = znear;
  8898. var f = zfar;
  8899. var a = 2.0 / (right - left);
  8900. var b = 2.0 / (top - bottom);
  8901. var c = 2.0 / (f - n);
  8902. var d = -(f + n) / (f - n);
  8903. var i0 = (left + right) / (left - right);
  8904. var i1 = (top + bottom) / (bottom - top);
  8905. 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);
  8906. result._markAsUpdated();
  8907. };
  8908. /**
  8909. * Creates a right-handed orthographic projection matrix
  8910. * @param left defines the viewport left coordinate
  8911. * @param right defines the viewport right coordinate
  8912. * @param bottom defines the viewport bottom coordinate
  8913. * @param top defines the viewport top coordinate
  8914. * @param znear defines the near clip plane
  8915. * @param zfar defines the far clip plane
  8916. * @returns a new matrix as a right-handed orthographic projection matrix
  8917. */
  8918. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8919. var matrix = new Matrix();
  8920. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8921. return matrix;
  8922. };
  8923. /**
  8924. * Stores a right-handed orthographic projection into a given matrix
  8925. * @param left defines the viewport left coordinate
  8926. * @param right defines the viewport right coordinate
  8927. * @param bottom defines the viewport bottom coordinate
  8928. * @param top defines the viewport top coordinate
  8929. * @param znear defines the near clip plane
  8930. * @param zfar defines the far clip plane
  8931. * @param result defines the target matrix
  8932. */
  8933. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8934. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8935. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8936. };
  8937. /**
  8938. * Creates a left-handed perspective projection matrix
  8939. * @param width defines the viewport width
  8940. * @param height defines the viewport height
  8941. * @param znear defines the near clip plane
  8942. * @param zfar defines the far clip plane
  8943. * @returns a new matrix as a left-handed perspective projection matrix
  8944. */
  8945. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8946. var matrix = new Matrix();
  8947. var n = znear;
  8948. var f = zfar;
  8949. var a = 2.0 * n / width;
  8950. var b = 2.0 * n / height;
  8951. var c = (f + n) / (f - n);
  8952. var d = -2.0 * f * n / (f - n);
  8953. 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);
  8954. matrix._updateIdentityStatus(false);
  8955. return matrix;
  8956. };
  8957. /**
  8958. * Creates a left-handed perspective projection matrix
  8959. * @param fov defines the horizontal field of view
  8960. * @param aspect defines the aspect ratio
  8961. * @param znear defines the near clip plane
  8962. * @param zfar defines the far clip plane
  8963. * @returns a new matrix as a left-handed perspective projection matrix
  8964. */
  8965. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8966. var matrix = new Matrix();
  8967. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8968. return matrix;
  8969. };
  8970. /**
  8971. * Stores a left-handed perspective projection into a given matrix
  8972. * @param fov defines the horizontal field of view
  8973. * @param aspect defines the aspect ratio
  8974. * @param znear defines the near clip plane
  8975. * @param zfar defines the far clip plane
  8976. * @param result defines the target matrix
  8977. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8978. */
  8979. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  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 = -2.0 * 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. * Creates a right-handed perspective projection matrix
  8993. * @param fov defines the horizontal field of view
  8994. * @param aspect defines the aspect ratio
  8995. * @param znear defines the near clip plane
  8996. * @param zfar defines the far clip plane
  8997. * @returns a new matrix as a right-handed perspective projection matrix
  8998. */
  8999. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  9000. var matrix = new Matrix();
  9001. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  9002. return matrix;
  9003. };
  9004. /**
  9005. * Stores a right-handed perspective projection into a given matrix
  9006. * @param fov defines the horizontal field of view
  9007. * @param aspect defines the aspect ratio
  9008. * @param znear defines the near clip plane
  9009. * @param zfar defines the far clip plane
  9010. * @param result defines the target matrix
  9011. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  9012. */
  9013. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  9014. //alternatively this could be expressed as:
  9015. // m = PerspectiveFovLHToRef
  9016. // m[10] *= -1.0;
  9017. // m[11] *= -1.0;
  9018. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  9019. var n = znear;
  9020. var f = zfar;
  9021. var t = 1.0 / (Math.tan(fov * 0.5));
  9022. var a = isVerticalFovFixed ? (t / aspect) : t;
  9023. var b = isVerticalFovFixed ? t : (t * aspect);
  9024. var c = -(f + n) / (f - n);
  9025. var d = -2 * f * n / (f - n);
  9026. 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);
  9027. result._updateIdentityStatus(false);
  9028. };
  9029. /**
  9030. * Stores a perspective projection for WebVR info a given matrix
  9031. * @param fov defines the field of view
  9032. * @param znear defines the near clip plane
  9033. * @param zfar defines the far clip plane
  9034. * @param result defines the target matrix
  9035. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  9036. */
  9037. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  9038. if (rightHanded === void 0) { rightHanded = false; }
  9039. var rightHandedFactor = rightHanded ? -1 : 1;
  9040. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  9041. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  9042. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  9043. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  9044. var xScale = 2.0 / (leftTan + rightTan);
  9045. var yScale = 2.0 / (upTan + downTan);
  9046. var m = result._m;
  9047. m[0] = xScale;
  9048. m[1] = m[2] = m[3] = m[4] = 0.0;
  9049. m[5] = yScale;
  9050. m[6] = m[7] = 0.0;
  9051. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  9052. m[9] = -((upTan - downTan) * yScale * 0.5);
  9053. m[10] = -zfar / (znear - zfar);
  9054. m[11] = 1.0 * rightHandedFactor;
  9055. m[12] = m[13] = m[15] = 0.0;
  9056. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  9057. result._markAsUpdated();
  9058. };
  9059. /**
  9060. * Computes a complete transformation matrix
  9061. * @param viewport defines the viewport to use
  9062. * @param world defines the world matrix
  9063. * @param view defines the view matrix
  9064. * @param projection defines the projection matrix
  9065. * @param zmin defines the near clip plane
  9066. * @param zmax defines the far clip plane
  9067. * @returns the transformation matrix
  9068. */
  9069. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  9070. var cw = viewport.width;
  9071. var ch = viewport.height;
  9072. var cx = viewport.x;
  9073. var cy = viewport.y;
  9074. 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);
  9075. var matrix = MathTmp.Matrix[0];
  9076. world.multiplyToRef(view, matrix);
  9077. matrix.multiplyToRef(projection, matrix);
  9078. return matrix.multiply(viewportMatrix);
  9079. };
  9080. /**
  9081. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  9082. * @param matrix defines the matrix to use
  9083. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  9084. */
  9085. Matrix.GetAsMatrix2x2 = function (matrix) {
  9086. var m = matrix.m;
  9087. return new Float32Array([m[0], m[1], m[4], m[5]]);
  9088. };
  9089. /**
  9090. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  9091. * @param matrix defines the matrix to use
  9092. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  9093. */
  9094. Matrix.GetAsMatrix3x3 = function (matrix) {
  9095. var m = matrix.m;
  9096. return new Float32Array([
  9097. m[0], m[1], m[2],
  9098. m[4], m[5], m[6],
  9099. m[8], m[9], m[10]
  9100. ]);
  9101. };
  9102. /**
  9103. * Compute the transpose of a given matrix
  9104. * @param matrix defines the matrix to transpose
  9105. * @returns the new matrix
  9106. */
  9107. Matrix.Transpose = function (matrix) {
  9108. var result = new Matrix();
  9109. Matrix.TransposeToRef(matrix, result);
  9110. return result;
  9111. };
  9112. /**
  9113. * Compute the transpose of a matrix and store it in a target matrix
  9114. * @param matrix defines the matrix to transpose
  9115. * @param result defines the target matrix
  9116. */
  9117. Matrix.TransposeToRef = function (matrix, result) {
  9118. var rm = result._m;
  9119. var mm = matrix.m;
  9120. rm[0] = mm[0];
  9121. rm[1] = mm[4];
  9122. rm[2] = mm[8];
  9123. rm[3] = mm[12];
  9124. rm[4] = mm[1];
  9125. rm[5] = mm[5];
  9126. rm[6] = mm[9];
  9127. rm[7] = mm[13];
  9128. rm[8] = mm[2];
  9129. rm[9] = mm[6];
  9130. rm[10] = mm[10];
  9131. rm[11] = mm[14];
  9132. rm[12] = mm[3];
  9133. rm[13] = mm[7];
  9134. rm[14] = mm[11];
  9135. rm[15] = mm[15];
  9136. // identity-ness does not change when transposing
  9137. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9138. };
  9139. /**
  9140. * Computes a reflection matrix from a plane
  9141. * @param plane defines the reflection plane
  9142. * @returns a new matrix
  9143. */
  9144. Matrix.Reflection = function (plane) {
  9145. var matrix = new Matrix();
  9146. Matrix.ReflectionToRef(plane, matrix);
  9147. return matrix;
  9148. };
  9149. /**
  9150. * Computes a reflection matrix from a plane
  9151. * @param plane defines the reflection plane
  9152. * @param result defines the target matrix
  9153. */
  9154. Matrix.ReflectionToRef = function (plane, result) {
  9155. plane.normalize();
  9156. var x = plane.normal.x;
  9157. var y = plane.normal.y;
  9158. var z = plane.normal.z;
  9159. var temp = -2 * x;
  9160. var temp2 = -2 * y;
  9161. var temp3 = -2 * z;
  9162. 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);
  9163. };
  9164. /**
  9165. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9166. * @param xaxis defines the value of the 1st axis
  9167. * @param yaxis defines the value of the 2nd axis
  9168. * @param zaxis defines the value of the 3rd axis
  9169. * @param result defines the target matrix
  9170. */
  9171. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9172. 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);
  9173. };
  9174. /**
  9175. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9176. * @param quat defines the quaternion to use
  9177. * @param result defines the target matrix
  9178. */
  9179. Matrix.FromQuaternionToRef = function (quat, result) {
  9180. var xx = quat.x * quat.x;
  9181. var yy = quat.y * quat.y;
  9182. var zz = quat.z * quat.z;
  9183. var xy = quat.x * quat.y;
  9184. var zw = quat.z * quat.w;
  9185. var zx = quat.z * quat.x;
  9186. var yw = quat.y * quat.w;
  9187. var yz = quat.y * quat.z;
  9188. var xw = quat.x * quat.w;
  9189. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9190. result._m[1] = 2.0 * (xy + zw);
  9191. result._m[2] = 2.0 * (zx - yw);
  9192. result._m[3] = 0.0;
  9193. result._m[4] = 2.0 * (xy - zw);
  9194. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9195. result._m[6] = 2.0 * (yz + xw);
  9196. result._m[7] = 0.0;
  9197. result._m[8] = 2.0 * (zx + yw);
  9198. result._m[9] = 2.0 * (yz - xw);
  9199. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9200. result._m[11] = 0.0;
  9201. result._m[12] = 0.0;
  9202. result._m[13] = 0.0;
  9203. result._m[14] = 0.0;
  9204. result._m[15] = 1.0;
  9205. result._markAsUpdated();
  9206. };
  9207. Matrix._updateFlagSeed = 0;
  9208. Matrix._identityReadOnly = Matrix.Identity();
  9209. return Matrix;
  9210. }());
  9211. BABYLON.Matrix = Matrix;
  9212. /**
  9213. * Represens a plane by the equation ax + by + cz + d = 0
  9214. */
  9215. var Plane = /** @class */ (function () {
  9216. /**
  9217. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9218. * @param a a component of the plane
  9219. * @param b b component of the plane
  9220. * @param c c component of the plane
  9221. * @param d d component of the plane
  9222. */
  9223. function Plane(a, b, c, d) {
  9224. this.normal = new Vector3(a, b, c);
  9225. this.d = d;
  9226. }
  9227. /**
  9228. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9229. */
  9230. Plane.prototype.asArray = function () {
  9231. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9232. };
  9233. // Methods
  9234. /**
  9235. * @returns a new plane copied from the current Plane.
  9236. */
  9237. Plane.prototype.clone = function () {
  9238. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9239. };
  9240. /**
  9241. * @returns the string "Plane".
  9242. */
  9243. Plane.prototype.getClassName = function () {
  9244. return "Plane";
  9245. };
  9246. /**
  9247. * @returns the Plane hash code.
  9248. */
  9249. Plane.prototype.getHashCode = function () {
  9250. var hash = this.normal.getHashCode();
  9251. hash = (hash * 397) ^ (this.d || 0);
  9252. return hash;
  9253. };
  9254. /**
  9255. * Normalize the current Plane in place.
  9256. * @returns the updated Plane.
  9257. */
  9258. Plane.prototype.normalize = function () {
  9259. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9260. var magnitude = 0.0;
  9261. if (norm !== 0) {
  9262. magnitude = 1.0 / norm;
  9263. }
  9264. this.normal.x *= magnitude;
  9265. this.normal.y *= magnitude;
  9266. this.normal.z *= magnitude;
  9267. this.d *= magnitude;
  9268. return this;
  9269. };
  9270. /**
  9271. * Applies a transformation the plane and returns the result
  9272. * @param transformation the transformation matrix to be applied to the plane
  9273. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9274. */
  9275. Plane.prototype.transform = function (transformation) {
  9276. var transposedMatrix = MathTmp.Matrix[0];
  9277. Matrix.TransposeToRef(transformation, transposedMatrix);
  9278. var m = transposedMatrix.m;
  9279. var x = this.normal.x;
  9280. var y = this.normal.y;
  9281. var z = this.normal.z;
  9282. var d = this.d;
  9283. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9284. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9285. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9286. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9287. return new Plane(normalX, normalY, normalZ, finalD);
  9288. };
  9289. /**
  9290. * Calcualtte the dot product between the point and the plane normal
  9291. * @param point point to calculate the dot product with
  9292. * @returns the dot product (float) of the point coordinates and the plane normal.
  9293. */
  9294. Plane.prototype.dotCoordinate = function (point) {
  9295. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9296. };
  9297. /**
  9298. * Updates the current Plane from the plane defined by the three given points.
  9299. * @param point1 one of the points used to contruct the plane
  9300. * @param point2 one of the points used to contruct the plane
  9301. * @param point3 one of the points used to contruct the plane
  9302. * @returns the updated Plane.
  9303. */
  9304. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9305. var x1 = point2.x - point1.x;
  9306. var y1 = point2.y - point1.y;
  9307. var z1 = point2.z - point1.z;
  9308. var x2 = point3.x - point1.x;
  9309. var y2 = point3.y - point1.y;
  9310. var z2 = point3.z - point1.z;
  9311. var yz = (y1 * z2) - (z1 * y2);
  9312. var xz = (z1 * x2) - (x1 * z2);
  9313. var xy = (x1 * y2) - (y1 * x2);
  9314. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9315. var invPyth;
  9316. if (pyth !== 0) {
  9317. invPyth = 1.0 / pyth;
  9318. }
  9319. else {
  9320. invPyth = 0.0;
  9321. }
  9322. this.normal.x = yz * invPyth;
  9323. this.normal.y = xz * invPyth;
  9324. this.normal.z = xy * invPyth;
  9325. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9326. return this;
  9327. };
  9328. /**
  9329. * Checks if the plane is facing a given direction
  9330. * @param direction the direction to check if the plane is facing
  9331. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9332. * @returns True is the vector "direction" is the same side than the plane normal.
  9333. */
  9334. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9335. var dot = Vector3.Dot(this.normal, direction);
  9336. return (dot <= epsilon);
  9337. };
  9338. /**
  9339. * Calculates the distance to a point
  9340. * @param point point to calculate distance to
  9341. * @returns the signed distance (float) from the given point to the Plane.
  9342. */
  9343. Plane.prototype.signedDistanceTo = function (point) {
  9344. return Vector3.Dot(point, this.normal) + this.d;
  9345. };
  9346. // Statics
  9347. /**
  9348. * Creates a plane from an array
  9349. * @param array the array to create a plane from
  9350. * @returns a new Plane from the given array.
  9351. */
  9352. Plane.FromArray = function (array) {
  9353. return new Plane(array[0], array[1], array[2], array[3]);
  9354. };
  9355. /**
  9356. * Creates a plane from three points
  9357. * @param point1 point used to create the plane
  9358. * @param point2 point used to create the plane
  9359. * @param point3 point used to create the plane
  9360. * @returns a new Plane defined by the three given points.
  9361. */
  9362. Plane.FromPoints = function (point1, point2, point3) {
  9363. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9364. result.copyFromPoints(point1, point2, point3);
  9365. return result;
  9366. };
  9367. /**
  9368. * Creates a plane from an origin point and a normal
  9369. * @param origin origin of the plane to be constructed
  9370. * @param normal normal of the plane to be constructed
  9371. * @returns a new Plane the normal vector to this plane at the given origin point.
  9372. * Note : the vector "normal" is updated because normalized.
  9373. */
  9374. Plane.FromPositionAndNormal = function (origin, normal) {
  9375. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9376. normal.normalize();
  9377. result.normal = normal;
  9378. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9379. return result;
  9380. };
  9381. /**
  9382. * Calculates the distance from a plane and a point
  9383. * @param origin origin of the plane to be constructed
  9384. * @param normal normal of the plane to be constructed
  9385. * @param point point to calculate distance to
  9386. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9387. */
  9388. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9389. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9390. return Vector3.Dot(point, normal) + d;
  9391. };
  9392. return Plane;
  9393. }());
  9394. BABYLON.Plane = Plane;
  9395. /**
  9396. * Class used to represent a viewport on screen
  9397. */
  9398. var Viewport = /** @class */ (function () {
  9399. /**
  9400. * Creates a Viewport object located at (x, y) and sized (width, height)
  9401. * @param x defines viewport left coordinate
  9402. * @param y defines viewport top coordinate
  9403. * @param width defines the viewport width
  9404. * @param height defines the viewport height
  9405. */
  9406. function Viewport(
  9407. /** viewport left coordinate */
  9408. x,
  9409. /** viewport top coordinate */
  9410. y,
  9411. /**viewport width */
  9412. width,
  9413. /** viewport height */
  9414. height) {
  9415. this.x = x;
  9416. this.y = y;
  9417. this.width = width;
  9418. this.height = height;
  9419. }
  9420. /**
  9421. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9422. * @param renderWidthOrEngine defines either an engine or the rendering width
  9423. * @param renderHeight defines the rendering height
  9424. * @returns a new Viewport
  9425. */
  9426. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9427. if (renderWidthOrEngine.getRenderWidth) {
  9428. var engine = renderWidthOrEngine;
  9429. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9430. }
  9431. var renderWidth = renderWidthOrEngine;
  9432. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9433. };
  9434. /**
  9435. * Returns a new Viewport copied from the current one
  9436. * @returns a new Viewport
  9437. */
  9438. Viewport.prototype.clone = function () {
  9439. return new Viewport(this.x, this.y, this.width, this.height);
  9440. };
  9441. return Viewport;
  9442. }());
  9443. BABYLON.Viewport = Viewport;
  9444. /**
  9445. * Reprasents a camera frustum
  9446. */
  9447. var Frustum = /** @class */ (function () {
  9448. function Frustum() {
  9449. }
  9450. /**
  9451. * Gets the planes representing the frustum
  9452. * @param transform matrix to be applied to the returned planes
  9453. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9454. */
  9455. Frustum.GetPlanes = function (transform) {
  9456. var frustumPlanes = [];
  9457. for (var index = 0; index < 6; index++) {
  9458. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9459. }
  9460. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9461. return frustumPlanes;
  9462. };
  9463. /**
  9464. * Gets the near frustum plane transformed by the transform matrix
  9465. * @param transform transformation matrix to be applied to the resulting frustum plane
  9466. * @param frustumPlane the resuling frustum plane
  9467. */
  9468. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9469. var m = transform.m;
  9470. frustumPlane.normal.x = m[3] + m[2];
  9471. frustumPlane.normal.y = m[7] + m[6];
  9472. frustumPlane.normal.z = m[11] + m[10];
  9473. frustumPlane.d = m[15] + m[14];
  9474. frustumPlane.normalize();
  9475. };
  9476. /**
  9477. * Gets the far frustum plane transformed by the transform matrix
  9478. * @param transform transformation matrix to be applied to the resulting frustum plane
  9479. * @param frustumPlane the resuling frustum plane
  9480. */
  9481. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9482. var m = transform.m;
  9483. frustumPlane.normal.x = m[3] - m[2];
  9484. frustumPlane.normal.y = m[7] - m[6];
  9485. frustumPlane.normal.z = m[11] - m[10];
  9486. frustumPlane.d = m[15] - m[14];
  9487. frustumPlane.normalize();
  9488. };
  9489. /**
  9490. * Gets the left frustum plane transformed by the transform matrix
  9491. * @param transform transformation matrix to be applied to the resulting frustum plane
  9492. * @param frustumPlane the resuling frustum plane
  9493. */
  9494. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9495. var m = transform.m;
  9496. frustumPlane.normal.x = m[3] + m[0];
  9497. frustumPlane.normal.y = m[7] + m[4];
  9498. frustumPlane.normal.z = m[11] + m[8];
  9499. frustumPlane.d = m[15] + m[12];
  9500. frustumPlane.normalize();
  9501. };
  9502. /**
  9503. * Gets the right frustum plane transformed by the transform matrix
  9504. * @param transform transformation matrix to be applied to the resulting frustum plane
  9505. * @param frustumPlane the resuling frustum plane
  9506. */
  9507. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9508. var m = transform.m;
  9509. frustumPlane.normal.x = m[3] - m[0];
  9510. frustumPlane.normal.y = m[7] - m[4];
  9511. frustumPlane.normal.z = m[11] - m[8];
  9512. frustumPlane.d = m[15] - m[12];
  9513. frustumPlane.normalize();
  9514. };
  9515. /**
  9516. * Gets the top frustum plane transformed by the transform matrix
  9517. * @param transform transformation matrix to be applied to the resulting frustum plane
  9518. * @param frustumPlane the resuling frustum plane
  9519. */
  9520. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9521. var m = transform.m;
  9522. frustumPlane.normal.x = m[3] - m[1];
  9523. frustumPlane.normal.y = m[7] - m[5];
  9524. frustumPlane.normal.z = m[11] - m[9];
  9525. frustumPlane.d = m[15] - m[13];
  9526. frustumPlane.normalize();
  9527. };
  9528. /**
  9529. * Gets the bottom frustum plane transformed by the transform matrix
  9530. * @param transform transformation matrix to be applied to the resulting frustum plane
  9531. * @param frustumPlane the resuling frustum plane
  9532. */
  9533. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9534. var m = transform.m;
  9535. frustumPlane.normal.x = m[3] + m[1];
  9536. frustumPlane.normal.y = m[7] + m[5];
  9537. frustumPlane.normal.z = m[11] + m[9];
  9538. frustumPlane.d = m[15] + m[13];
  9539. frustumPlane.normalize();
  9540. };
  9541. /**
  9542. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9543. * @param transform transformation matrix to be applied to the resulting frustum planes
  9544. * @param frustumPlanes the resuling frustum planes
  9545. */
  9546. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9547. // Near
  9548. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9549. // Far
  9550. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9551. // Left
  9552. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9553. // Right
  9554. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9555. // Top
  9556. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9557. // Bottom
  9558. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9559. };
  9560. return Frustum;
  9561. }());
  9562. BABYLON.Frustum = Frustum;
  9563. /** Defines supported spaces */
  9564. var Space;
  9565. (function (Space) {
  9566. /** Local (object) space */
  9567. Space[Space["LOCAL"] = 0] = "LOCAL";
  9568. /** World space */
  9569. Space[Space["WORLD"] = 1] = "WORLD";
  9570. /** Bone space */
  9571. Space[Space["BONE"] = 2] = "BONE";
  9572. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9573. /** Defines the 3 main axes */
  9574. var Axis = /** @class */ (function () {
  9575. function Axis() {
  9576. }
  9577. /** X axis */
  9578. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9579. /** Y axis */
  9580. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9581. /** Z axis */
  9582. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9583. return Axis;
  9584. }());
  9585. BABYLON.Axis = Axis;
  9586. /** Class used to represent a Bezier curve */
  9587. var BezierCurve = /** @class */ (function () {
  9588. function BezierCurve() {
  9589. }
  9590. /**
  9591. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9592. * @param t defines the time
  9593. * @param x1 defines the left coordinate on X axis
  9594. * @param y1 defines the left coordinate on Y axis
  9595. * @param x2 defines the right coordinate on X axis
  9596. * @param y2 defines the right coordinate on Y axis
  9597. * @returns the interpolated value
  9598. */
  9599. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9600. // Extract X (which is equal to time here)
  9601. var f0 = 1 - 3 * x2 + 3 * x1;
  9602. var f1 = 3 * x2 - 6 * x1;
  9603. var f2 = 3 * x1;
  9604. var refinedT = t;
  9605. for (var i = 0; i < 5; i++) {
  9606. var refinedT2 = refinedT * refinedT;
  9607. var refinedT3 = refinedT2 * refinedT;
  9608. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9609. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9610. refinedT -= (x - t) * slope;
  9611. refinedT = Math.min(1, Math.max(0, refinedT));
  9612. }
  9613. // Resolve cubic bezier for the given x
  9614. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9615. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9616. Math.pow(refinedT, 3);
  9617. };
  9618. return BezierCurve;
  9619. }());
  9620. BABYLON.BezierCurve = BezierCurve;
  9621. /**
  9622. * Defines potential orientation for back face culling
  9623. */
  9624. var Orientation;
  9625. (function (Orientation) {
  9626. /**
  9627. * Clockwise
  9628. */
  9629. Orientation[Orientation["CW"] = 0] = "CW";
  9630. /** Counter clockwise */
  9631. Orientation[Orientation["CCW"] = 1] = "CCW";
  9632. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9633. /**
  9634. * Defines angle representation
  9635. */
  9636. var Angle = /** @class */ (function () {
  9637. /**
  9638. * Creates an Angle object of "radians" radians (float).
  9639. */
  9640. function Angle(radians) {
  9641. this._radians = radians;
  9642. if (this._radians < 0.0) {
  9643. this._radians += (2.0 * Math.PI);
  9644. }
  9645. }
  9646. /**
  9647. * Get value in degrees
  9648. * @returns the Angle value in degrees (float)
  9649. */
  9650. Angle.prototype.degrees = function () {
  9651. return this._radians * 180.0 / Math.PI;
  9652. };
  9653. /**
  9654. * Get value in radians
  9655. * @returns the Angle value in radians (float)
  9656. */
  9657. Angle.prototype.radians = function () {
  9658. return this._radians;
  9659. };
  9660. /**
  9661. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9662. * @param a defines first vector
  9663. * @param b defines second vector
  9664. * @returns a new Angle
  9665. */
  9666. Angle.BetweenTwoPoints = function (a, b) {
  9667. var delta = b.subtract(a);
  9668. var theta = Math.atan2(delta.y, delta.x);
  9669. return new Angle(theta);
  9670. };
  9671. /**
  9672. * Gets a new Angle object from the given float in radians
  9673. * @param radians defines the angle value in radians
  9674. * @returns a new Angle
  9675. */
  9676. Angle.FromRadians = function (radians) {
  9677. return new Angle(radians);
  9678. };
  9679. /**
  9680. * Gets a new Angle object from the given float in degrees
  9681. * @param degrees defines the angle value in degrees
  9682. * @returns a new Angle
  9683. */
  9684. Angle.FromDegrees = function (degrees) {
  9685. return new Angle(degrees * Math.PI / 180.0);
  9686. };
  9687. return Angle;
  9688. }());
  9689. BABYLON.Angle = Angle;
  9690. /**
  9691. * This represents an arc in a 2d space.
  9692. */
  9693. var Arc2 = /** @class */ (function () {
  9694. /**
  9695. * Creates an Arc object from the three given points : start, middle and end.
  9696. * @param startPoint Defines the start point of the arc
  9697. * @param midPoint Defines the midlle point of the arc
  9698. * @param endPoint Defines the end point of the arc
  9699. */
  9700. function Arc2(
  9701. /** Defines the start point of the arc */
  9702. startPoint,
  9703. /** Defines the mid point of the arc */
  9704. midPoint,
  9705. /** Defines the end point of the arc */
  9706. endPoint) {
  9707. this.startPoint = startPoint;
  9708. this.midPoint = midPoint;
  9709. this.endPoint = endPoint;
  9710. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9711. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9712. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9713. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9714. 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);
  9715. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9716. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9717. var a1 = this.startAngle.degrees();
  9718. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9719. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9720. // angles correction
  9721. if (a2 - a1 > +180.0) {
  9722. a2 -= 360.0;
  9723. }
  9724. if (a2 - a1 < -180.0) {
  9725. a2 += 360.0;
  9726. }
  9727. if (a3 - a2 > +180.0) {
  9728. a3 -= 360.0;
  9729. }
  9730. if (a3 - a2 < -180.0) {
  9731. a3 += 360.0;
  9732. }
  9733. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9734. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9735. }
  9736. return Arc2;
  9737. }());
  9738. BABYLON.Arc2 = Arc2;
  9739. /**
  9740. * Represents a 2D path made up of multiple 2D points
  9741. */
  9742. var Path2 = /** @class */ (function () {
  9743. /**
  9744. * Creates a Path2 object from the starting 2D coordinates x and y.
  9745. * @param x the starting points x value
  9746. * @param y the starting points y value
  9747. */
  9748. function Path2(x, y) {
  9749. this._points = new Array();
  9750. this._length = 0.0;
  9751. /**
  9752. * If the path start and end point are the same
  9753. */
  9754. this.closed = false;
  9755. this._points.push(new Vector2(x, y));
  9756. }
  9757. /**
  9758. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9759. * @param x the added points x value
  9760. * @param y the added points y value
  9761. * @returns the updated Path2.
  9762. */
  9763. Path2.prototype.addLineTo = function (x, y) {
  9764. if (this.closed) {
  9765. return this;
  9766. }
  9767. var newPoint = new Vector2(x, y);
  9768. var previousPoint = this._points[this._points.length - 1];
  9769. this._points.push(newPoint);
  9770. this._length += newPoint.subtract(previousPoint).length();
  9771. return this;
  9772. };
  9773. /**
  9774. * 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.
  9775. * @param midX middle point x value
  9776. * @param midY middle point y value
  9777. * @param endX end point x value
  9778. * @param endY end point y value
  9779. * @param numberOfSegments (default: 36)
  9780. * @returns the updated Path2.
  9781. */
  9782. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9783. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9784. if (this.closed) {
  9785. return this;
  9786. }
  9787. var startPoint = this._points[this._points.length - 1];
  9788. var midPoint = new Vector2(midX, midY);
  9789. var endPoint = new Vector2(endX, endY);
  9790. var arc = new Arc2(startPoint, midPoint, endPoint);
  9791. var increment = arc.angle.radians() / numberOfSegments;
  9792. if (arc.orientation === Orientation.CW) {
  9793. increment *= -1;
  9794. }
  9795. var currentAngle = arc.startAngle.radians() + increment;
  9796. for (var i = 0; i < numberOfSegments; i++) {
  9797. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9798. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9799. this.addLineTo(x, y);
  9800. currentAngle += increment;
  9801. }
  9802. return this;
  9803. };
  9804. /**
  9805. * Closes the Path2.
  9806. * @returns the Path2.
  9807. */
  9808. Path2.prototype.close = function () {
  9809. this.closed = true;
  9810. return this;
  9811. };
  9812. /**
  9813. * Gets the sum of the distance between each sequential point in the path
  9814. * @returns the Path2 total length (float).
  9815. */
  9816. Path2.prototype.length = function () {
  9817. var result = this._length;
  9818. if (!this.closed) {
  9819. var lastPoint = this._points[this._points.length - 1];
  9820. var firstPoint = this._points[0];
  9821. result += (firstPoint.subtract(lastPoint).length());
  9822. }
  9823. return result;
  9824. };
  9825. /**
  9826. * Gets the points which construct the path
  9827. * @returns the Path2 internal array of points.
  9828. */
  9829. Path2.prototype.getPoints = function () {
  9830. return this._points;
  9831. };
  9832. /**
  9833. * Retreives the point at the distance aways from the starting point
  9834. * @param normalizedLengthPosition the length along the path to retreive the point from
  9835. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9836. */
  9837. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9838. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9839. return Vector2.Zero();
  9840. }
  9841. var lengthPosition = normalizedLengthPosition * this.length();
  9842. var previousOffset = 0;
  9843. for (var i = 0; i < this._points.length; i++) {
  9844. var j = (i + 1) % this._points.length;
  9845. var a = this._points[i];
  9846. var b = this._points[j];
  9847. var bToA = b.subtract(a);
  9848. var nextOffset = (bToA.length() + previousOffset);
  9849. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9850. var dir = bToA.normalize();
  9851. var localOffset = lengthPosition - previousOffset;
  9852. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9853. }
  9854. previousOffset = nextOffset;
  9855. }
  9856. return Vector2.Zero();
  9857. };
  9858. /**
  9859. * Creates a new path starting from an x and y position
  9860. * @param x starting x value
  9861. * @param y starting y value
  9862. * @returns a new Path2 starting at the coordinates (x, y).
  9863. */
  9864. Path2.StartingAt = function (x, y) {
  9865. return new Path2(x, y);
  9866. };
  9867. return Path2;
  9868. }());
  9869. BABYLON.Path2 = Path2;
  9870. /**
  9871. * Represents a 3D path made up of multiple 3D points
  9872. */
  9873. var Path3D = /** @class */ (function () {
  9874. /**
  9875. * new Path3D(path, normal, raw)
  9876. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9877. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  9878. * @param path an array of Vector3, the curve axis of the Path3D
  9879. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9880. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9881. */
  9882. function Path3D(
  9883. /**
  9884. * an array of Vector3, the curve axis of the Path3D
  9885. */
  9886. path, firstNormal, raw) {
  9887. if (firstNormal === void 0) { firstNormal = null; }
  9888. this.path = path;
  9889. this._curve = new Array();
  9890. this._distances = new Array();
  9891. this._tangents = new Array();
  9892. this._normals = new Array();
  9893. this._binormals = new Array();
  9894. for (var p = 0; p < path.length; p++) {
  9895. this._curve[p] = path[p].clone(); // hard copy
  9896. }
  9897. this._raw = raw || false;
  9898. this._compute(firstNormal);
  9899. }
  9900. /**
  9901. * Returns the Path3D array of successive Vector3 designing its curve.
  9902. * @returns the Path3D array of successive Vector3 designing its curve.
  9903. */
  9904. Path3D.prototype.getCurve = function () {
  9905. return this._curve;
  9906. };
  9907. /**
  9908. * Returns an array populated with tangent vectors on each Path3D curve point.
  9909. * @returns an array populated with tangent vectors on each Path3D curve point.
  9910. */
  9911. Path3D.prototype.getTangents = function () {
  9912. return this._tangents;
  9913. };
  9914. /**
  9915. * Returns an array populated with normal vectors on each Path3D curve point.
  9916. * @returns an array populated with normal vectors on each Path3D curve point.
  9917. */
  9918. Path3D.prototype.getNormals = function () {
  9919. return this._normals;
  9920. };
  9921. /**
  9922. * Returns an array populated with binormal vectors on each Path3D curve point.
  9923. * @returns an array populated with binormal vectors on each Path3D curve point.
  9924. */
  9925. Path3D.prototype.getBinormals = function () {
  9926. return this._binormals;
  9927. };
  9928. /**
  9929. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9930. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9931. */
  9932. Path3D.prototype.getDistances = function () {
  9933. return this._distances;
  9934. };
  9935. /**
  9936. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9937. * @param path path which all values are copied into the curves points
  9938. * @param firstNormal which should be projected onto the curve
  9939. * @returns the same object updated.
  9940. */
  9941. Path3D.prototype.update = function (path, firstNormal) {
  9942. if (firstNormal === void 0) { firstNormal = null; }
  9943. for (var p = 0; p < path.length; p++) {
  9944. this._curve[p].x = path[p].x;
  9945. this._curve[p].y = path[p].y;
  9946. this._curve[p].z = path[p].z;
  9947. }
  9948. this._compute(firstNormal);
  9949. return this;
  9950. };
  9951. // private function compute() : computes tangents, normals and binormals
  9952. Path3D.prototype._compute = function (firstNormal) {
  9953. var l = this._curve.length;
  9954. // first and last tangents
  9955. this._tangents[0] = this._getFirstNonNullVector(0);
  9956. if (!this._raw) {
  9957. this._tangents[0].normalize();
  9958. }
  9959. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9960. if (!this._raw) {
  9961. this._tangents[l - 1].normalize();
  9962. }
  9963. // normals and binormals at first point : arbitrary vector with _normalVector()
  9964. var tg0 = this._tangents[0];
  9965. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9966. this._normals[0] = pp0;
  9967. if (!this._raw) {
  9968. this._normals[0].normalize();
  9969. }
  9970. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9971. if (!this._raw) {
  9972. this._binormals[0].normalize();
  9973. }
  9974. this._distances[0] = 0.0;
  9975. // normals and binormals : next points
  9976. var prev; // previous vector (segment)
  9977. var cur; // current vector (segment)
  9978. var curTang; // current tangent
  9979. // previous normal
  9980. var prevBinor; // previous binormal
  9981. for (var i = 1; i < l; i++) {
  9982. // tangents
  9983. prev = this._getLastNonNullVector(i);
  9984. if (i < l - 1) {
  9985. cur = this._getFirstNonNullVector(i);
  9986. this._tangents[i] = prev.add(cur);
  9987. this._tangents[i].normalize();
  9988. }
  9989. this._distances[i] = this._distances[i - 1] + prev.length();
  9990. // normals and binormals
  9991. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9992. curTang = this._tangents[i];
  9993. prevBinor = this._binormals[i - 1];
  9994. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9995. if (!this._raw) {
  9996. this._normals[i].normalize();
  9997. }
  9998. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9999. if (!this._raw) {
  10000. this._binormals[i].normalize();
  10001. }
  10002. }
  10003. };
  10004. // private function getFirstNonNullVector(index)
  10005. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  10006. Path3D.prototype._getFirstNonNullVector = function (index) {
  10007. var i = 1;
  10008. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  10009. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  10010. i++;
  10011. nNVector = this._curve[index + i].subtract(this._curve[index]);
  10012. }
  10013. return nNVector;
  10014. };
  10015. // private function getLastNonNullVector(index)
  10016. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  10017. Path3D.prototype._getLastNonNullVector = function (index) {
  10018. var i = 1;
  10019. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  10020. while (nLVector.length() === 0 && index > i + 1) {
  10021. i++;
  10022. nLVector = this._curve[index].subtract(this._curve[index - i]);
  10023. }
  10024. return nLVector;
  10025. };
  10026. // private function normalVector(v0, vt, va) :
  10027. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  10028. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  10029. Path3D.prototype._normalVector = function (v0, vt, va) {
  10030. var normal0;
  10031. var tgl = vt.length();
  10032. if (tgl === 0.0) {
  10033. tgl = 1.0;
  10034. }
  10035. if (va === undefined || va === null) {
  10036. var point;
  10037. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  10038. point = new Vector3(0.0, -1.0, 0.0);
  10039. }
  10040. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  10041. point = new Vector3(1.0, 0.0, 0.0);
  10042. }
  10043. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  10044. point = new Vector3(0.0, 0.0, 1.0);
  10045. }
  10046. else {
  10047. point = Vector3.Zero();
  10048. }
  10049. normal0 = Vector3.Cross(vt, point);
  10050. }
  10051. else {
  10052. normal0 = Vector3.Cross(vt, va);
  10053. Vector3.CrossToRef(normal0, vt, normal0);
  10054. }
  10055. normal0.normalize();
  10056. return normal0;
  10057. };
  10058. return Path3D;
  10059. }());
  10060. BABYLON.Path3D = Path3D;
  10061. /**
  10062. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10063. * A Curve3 is designed from a series of successive Vector3.
  10064. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  10065. */
  10066. var Curve3 = /** @class */ (function () {
  10067. /**
  10068. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10069. * A Curve3 is designed from a series of successive Vector3.
  10070. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  10071. * @param points points which make up the curve
  10072. */
  10073. function Curve3(points) {
  10074. this._length = 0.0;
  10075. this._points = points;
  10076. this._length = this._computeLength(points);
  10077. }
  10078. /**
  10079. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  10080. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  10081. * @param v1 (Vector3) the control point
  10082. * @param v2 (Vector3) the end point of the Quadratic Bezier
  10083. * @param nbPoints (integer) the wanted number of points in the curve
  10084. * @returns the created Curve3
  10085. */
  10086. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  10087. nbPoints = nbPoints > 2 ? nbPoints : 3;
  10088. var bez = new Array();
  10089. var equation = function (t, val0, val1, val2) {
  10090. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  10091. return res;
  10092. };
  10093. for (var i = 0; i <= nbPoints; i++) {
  10094. 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)));
  10095. }
  10096. return new Curve3(bez);
  10097. };
  10098. /**
  10099. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  10100. * @param v0 (Vector3) the origin point of the Cubic Bezier
  10101. * @param v1 (Vector3) the first control point
  10102. * @param v2 (Vector3) the second control point
  10103. * @param v3 (Vector3) the end point of the Cubic Bezier
  10104. * @param nbPoints (integer) the wanted number of points in the curve
  10105. * @returns the created Curve3
  10106. */
  10107. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  10108. nbPoints = nbPoints > 3 ? nbPoints : 4;
  10109. var bez = new Array();
  10110. var equation = function (t, val0, val1, val2, val3) {
  10111. 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;
  10112. return res;
  10113. };
  10114. for (var i = 0; i <= nbPoints; i++) {
  10115. 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)));
  10116. }
  10117. return new Curve3(bez);
  10118. };
  10119. /**
  10120. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  10121. * @param p1 (Vector3) the origin point of the Hermite Spline
  10122. * @param t1 (Vector3) the tangent vector at the origin point
  10123. * @param p2 (Vector3) the end point of the Hermite Spline
  10124. * @param t2 (Vector3) the tangent vector at the end point
  10125. * @param nbPoints (integer) the wanted number of points in the curve
  10126. * @returns the created Curve3
  10127. */
  10128. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  10129. var hermite = new Array();
  10130. var step = 1.0 / nbPoints;
  10131. for (var i = 0; i <= nbPoints; i++) {
  10132. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  10133. }
  10134. return new Curve3(hermite);
  10135. };
  10136. /**
  10137. * Returns a Curve3 object along a CatmullRom Spline curve :
  10138. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10139. * @param nbPoints (integer) the wanted number of points between each curve control points
  10140. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10141. * @returns the created Curve3
  10142. */
  10143. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10144. var catmullRom = new Array();
  10145. var step = 1.0 / nbPoints;
  10146. var amount = 0.0;
  10147. if (closed) {
  10148. var pointsCount = points.length;
  10149. for (var i = 0; i < pointsCount; i++) {
  10150. amount = 0;
  10151. for (var c = 0; c < nbPoints; c++) {
  10152. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10153. amount += step;
  10154. }
  10155. }
  10156. catmullRom.push(catmullRom[0]);
  10157. }
  10158. else {
  10159. var totalPoints = new Array();
  10160. totalPoints.push(points[0].clone());
  10161. Array.prototype.push.apply(totalPoints, points);
  10162. totalPoints.push(points[points.length - 1].clone());
  10163. for (var i = 0; i < totalPoints.length - 3; i++) {
  10164. amount = 0;
  10165. for (var c = 0; c < nbPoints; c++) {
  10166. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10167. amount += step;
  10168. }
  10169. }
  10170. i--;
  10171. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10172. }
  10173. return new Curve3(catmullRom);
  10174. };
  10175. /**
  10176. * @returns the Curve3 stored array of successive Vector3
  10177. */
  10178. Curve3.prototype.getPoints = function () {
  10179. return this._points;
  10180. };
  10181. /**
  10182. * @returns the computed length (float) of the curve.
  10183. */
  10184. Curve3.prototype.length = function () {
  10185. return this._length;
  10186. };
  10187. /**
  10188. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10189. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10190. * curveA and curveB keep unchanged.
  10191. * @param curve the curve to continue from this curve
  10192. * @returns the newly constructed curve
  10193. */
  10194. Curve3.prototype.continue = function (curve) {
  10195. var lastPoint = this._points[this._points.length - 1];
  10196. var continuedPoints = this._points.slice();
  10197. var curvePoints = curve.getPoints();
  10198. for (var i = 1; i < curvePoints.length; i++) {
  10199. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10200. }
  10201. var continuedCurve = new Curve3(continuedPoints);
  10202. return continuedCurve;
  10203. };
  10204. Curve3.prototype._computeLength = function (path) {
  10205. var l = 0;
  10206. for (var i = 1; i < path.length; i++) {
  10207. l += (path[i].subtract(path[i - 1])).length();
  10208. }
  10209. return l;
  10210. };
  10211. return Curve3;
  10212. }());
  10213. BABYLON.Curve3 = Curve3;
  10214. // Vertex formats
  10215. /**
  10216. * Contains position and normal vectors for a vertex
  10217. */
  10218. var PositionNormalVertex = /** @class */ (function () {
  10219. /**
  10220. * Creates a PositionNormalVertex
  10221. * @param position the position of the vertex (defaut: 0,0,0)
  10222. * @param normal the normal of the vertex (defaut: 0,1,0)
  10223. */
  10224. function PositionNormalVertex(
  10225. /** the position of the vertex (defaut: 0,0,0) */
  10226. position,
  10227. /** the normal of the vertex (defaut: 0,1,0) */
  10228. normal) {
  10229. if (position === void 0) { position = Vector3.Zero(); }
  10230. if (normal === void 0) { normal = Vector3.Up(); }
  10231. this.position = position;
  10232. this.normal = normal;
  10233. }
  10234. /**
  10235. * Clones the PositionNormalVertex
  10236. * @returns the cloned PositionNormalVertex
  10237. */
  10238. PositionNormalVertex.prototype.clone = function () {
  10239. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10240. };
  10241. return PositionNormalVertex;
  10242. }());
  10243. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10244. /**
  10245. * Contains position, normal and uv vectors for a vertex
  10246. */
  10247. var PositionNormalTextureVertex = /** @class */ (function () {
  10248. /**
  10249. * Creates a PositionNormalTextureVertex
  10250. * @param position the position of the vertex (defaut: 0,0,0)
  10251. * @param normal the normal of the vertex (defaut: 0,1,0)
  10252. * @param uv the uv of the vertex (default: 0,0)
  10253. */
  10254. function PositionNormalTextureVertex(
  10255. /** the position of the vertex (defaut: 0,0,0) */
  10256. position,
  10257. /** the normal of the vertex (defaut: 0,1,0) */
  10258. normal,
  10259. /** the uv of the vertex (default: 0,0) */
  10260. uv) {
  10261. if (position === void 0) { position = Vector3.Zero(); }
  10262. if (normal === void 0) { normal = Vector3.Up(); }
  10263. if (uv === void 0) { uv = Vector2.Zero(); }
  10264. this.position = position;
  10265. this.normal = normal;
  10266. this.uv = uv;
  10267. }
  10268. /**
  10269. * Clones the PositionNormalTextureVertex
  10270. * @returns the cloned PositionNormalTextureVertex
  10271. */
  10272. PositionNormalTextureVertex.prototype.clone = function () {
  10273. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10274. };
  10275. return PositionNormalTextureVertex;
  10276. }());
  10277. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10278. // Temporary pre-allocated objects for engine internal use
  10279. // usage in any internal function :
  10280. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10281. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10282. /**
  10283. * @hidden
  10284. */
  10285. var Tmp = /** @class */ (function () {
  10286. function Tmp() {
  10287. }
  10288. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10289. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10290. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10291. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10292. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10293. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10294. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10295. return Tmp;
  10296. }());
  10297. BABYLON.Tmp = Tmp;
  10298. /**
  10299. * @hidden
  10300. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10301. */
  10302. var MathTmp = /** @class */ (function () {
  10303. function MathTmp() {
  10304. }
  10305. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10306. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10307. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10308. return MathTmp;
  10309. }());
  10310. })(BABYLON || (BABYLON = {}));
  10311. //# sourceMappingURL=babylon.math.js.map
  10312. var BABYLON;
  10313. (function (BABYLON) {
  10314. /**
  10315. * Scalar computation library
  10316. */
  10317. var Scalar = /** @class */ (function () {
  10318. function Scalar() {
  10319. }
  10320. /**
  10321. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10322. * @param a number
  10323. * @param b number
  10324. * @param epsilon (default = 1.401298E-45)
  10325. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10326. */
  10327. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10328. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10329. var num = a - b;
  10330. return -epsilon <= num && num <= epsilon;
  10331. };
  10332. /**
  10333. * Returns a string : the upper case translation of the number i to hexadecimal.
  10334. * @param i number
  10335. * @returns the upper case translation of the number i to hexadecimal.
  10336. */
  10337. Scalar.ToHex = function (i) {
  10338. var str = i.toString(16);
  10339. if (i <= 15) {
  10340. return ("0" + str).toUpperCase();
  10341. }
  10342. return str.toUpperCase();
  10343. };
  10344. /**
  10345. * Returns -1 if value is negative and +1 is value is positive.
  10346. * @param value the value
  10347. * @returns the value itself if it's equal to zero.
  10348. */
  10349. Scalar.Sign = function (value) {
  10350. value = +value; // convert to a number
  10351. if (value === 0 || isNaN(value)) {
  10352. return value;
  10353. }
  10354. return value > 0 ? 1 : -1;
  10355. };
  10356. /**
  10357. * Returns the value itself if it's between min and max.
  10358. * Returns min if the value is lower than min.
  10359. * Returns max if the value is greater than max.
  10360. * @param value the value to clmap
  10361. * @param min the min value to clamp to (default: 0)
  10362. * @param max the max value to clamp to (default: 1)
  10363. * @returns the clamped value
  10364. */
  10365. Scalar.Clamp = function (value, min, max) {
  10366. if (min === void 0) { min = 0; }
  10367. if (max === void 0) { max = 1; }
  10368. return Math.min(max, Math.max(min, value));
  10369. };
  10370. /**
  10371. * the log2 of value.
  10372. * @param value the value to compute log2 of
  10373. * @returns the log2 of value.
  10374. */
  10375. Scalar.Log2 = function (value) {
  10376. return Math.log(value) * Math.LOG2E;
  10377. };
  10378. /**
  10379. * Loops the value, so that it is never larger than length and never smaller than 0.
  10380. *
  10381. * This is similar to the modulo operator but it works with floating point numbers.
  10382. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10383. * With t = 5 and length = 2.5, the result would be 0.0.
  10384. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10385. * @param value the value
  10386. * @param length the length
  10387. * @returns the looped value
  10388. */
  10389. Scalar.Repeat = function (value, length) {
  10390. return value - Math.floor(value / length) * length;
  10391. };
  10392. /**
  10393. * Normalize the value between 0.0 and 1.0 using min and max values
  10394. * @param value value to normalize
  10395. * @param min max to normalize between
  10396. * @param max min to normalize between
  10397. * @returns the normalized value
  10398. */
  10399. Scalar.Normalize = function (value, min, max) {
  10400. return (value - min) / (max - min);
  10401. };
  10402. /**
  10403. * Denormalize the value from 0.0 and 1.0 using min and max values
  10404. * @param normalized value to denormalize
  10405. * @param min max to denormalize between
  10406. * @param max min to denormalize between
  10407. * @returns the denormalized value
  10408. */
  10409. Scalar.Denormalize = function (normalized, min, max) {
  10410. return (normalized * (max - min) + min);
  10411. };
  10412. /**
  10413. * Calculates the shortest difference between two given angles given in degrees.
  10414. * @param current current angle in degrees
  10415. * @param target target angle in degrees
  10416. * @returns the delta
  10417. */
  10418. Scalar.DeltaAngle = function (current, target) {
  10419. var num = Scalar.Repeat(target - current, 360.0);
  10420. if (num > 180.0) {
  10421. num -= 360.0;
  10422. }
  10423. return num;
  10424. };
  10425. /**
  10426. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10427. * @param tx value
  10428. * @param length length
  10429. * @returns The returned value will move back and forth between 0 and length
  10430. */
  10431. Scalar.PingPong = function (tx, length) {
  10432. var t = Scalar.Repeat(tx, length * 2.0);
  10433. return length - Math.abs(t - length);
  10434. };
  10435. /**
  10436. * Interpolates between min and max with smoothing at the limits.
  10437. *
  10438. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10439. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10440. * @param from from
  10441. * @param to to
  10442. * @param tx value
  10443. * @returns the smooth stepped value
  10444. */
  10445. Scalar.SmoothStep = function (from, to, tx) {
  10446. var t = Scalar.Clamp(tx);
  10447. t = -2.0 * t * t * t + 3.0 * t * t;
  10448. return to * t + from * (1.0 - t);
  10449. };
  10450. /**
  10451. * Moves a value current towards target.
  10452. *
  10453. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10454. * Negative values of maxDelta pushes the value away from target.
  10455. * @param current current value
  10456. * @param target target value
  10457. * @param maxDelta max distance to move
  10458. * @returns resulting value
  10459. */
  10460. Scalar.MoveTowards = function (current, target, maxDelta) {
  10461. var result = 0;
  10462. if (Math.abs(target - current) <= maxDelta) {
  10463. result = target;
  10464. }
  10465. else {
  10466. result = current + Scalar.Sign(target - current) * maxDelta;
  10467. }
  10468. return result;
  10469. };
  10470. /**
  10471. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10472. *
  10473. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10474. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10475. * @param current current value
  10476. * @param target target value
  10477. * @param maxDelta max distance to move
  10478. * @returns resulting angle
  10479. */
  10480. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10481. var num = Scalar.DeltaAngle(current, target);
  10482. var result = 0;
  10483. if (-maxDelta < num && num < maxDelta) {
  10484. result = target;
  10485. }
  10486. else {
  10487. target = current + num;
  10488. result = Scalar.MoveTowards(current, target, maxDelta);
  10489. }
  10490. return result;
  10491. };
  10492. /**
  10493. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10494. * @param start start value
  10495. * @param end target value
  10496. * @param amount amount to lerp between
  10497. * @returns the lerped value
  10498. */
  10499. Scalar.Lerp = function (start, end, amount) {
  10500. return start + ((end - start) * amount);
  10501. };
  10502. /**
  10503. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10504. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10505. * @param start start value
  10506. * @param end target value
  10507. * @param amount amount to lerp between
  10508. * @returns the lerped value
  10509. */
  10510. Scalar.LerpAngle = function (start, end, amount) {
  10511. var num = Scalar.Repeat(end - start, 360.0);
  10512. if (num > 180.0) {
  10513. num -= 360.0;
  10514. }
  10515. return start + num * Scalar.Clamp(amount);
  10516. };
  10517. /**
  10518. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10519. * @param a start value
  10520. * @param b target value
  10521. * @param value value between a and b
  10522. * @returns the inverseLerp value
  10523. */
  10524. Scalar.InverseLerp = function (a, b, value) {
  10525. var result = 0;
  10526. if (a != b) {
  10527. result = Scalar.Clamp((value - a) / (b - a));
  10528. }
  10529. else {
  10530. result = 0.0;
  10531. }
  10532. return result;
  10533. };
  10534. /**
  10535. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10536. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10537. * @param value1 spline value
  10538. * @param tangent1 spline value
  10539. * @param value2 spline value
  10540. * @param tangent2 spline value
  10541. * @param amount input value
  10542. * @returns hermite result
  10543. */
  10544. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10545. var squared = amount * amount;
  10546. var cubed = amount * squared;
  10547. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10548. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10549. var part3 = (cubed - (2.0 * squared)) + amount;
  10550. var part4 = cubed - squared;
  10551. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10552. };
  10553. /**
  10554. * Returns a random float number between and min and max values
  10555. * @param min min value of random
  10556. * @param max max value of random
  10557. * @returns random value
  10558. */
  10559. Scalar.RandomRange = function (min, max) {
  10560. if (min === max) {
  10561. return min;
  10562. }
  10563. return ((Math.random() * (max - min)) + min);
  10564. };
  10565. /**
  10566. * This function returns percentage of a number in a given range.
  10567. *
  10568. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10569. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10570. * @param number to convert to percentage
  10571. * @param min min range
  10572. * @param max max range
  10573. * @returns the percentage
  10574. */
  10575. Scalar.RangeToPercent = function (number, min, max) {
  10576. return ((number - min) / (max - min));
  10577. };
  10578. /**
  10579. * This function returns number that corresponds to the percentage in a given range.
  10580. *
  10581. * PercentToRange(0.34,0,100) will return 34.
  10582. * @param percent to convert to number
  10583. * @param min min range
  10584. * @param max max range
  10585. * @returns the number
  10586. */
  10587. Scalar.PercentToRange = function (percent, min, max) {
  10588. return ((max - min) * percent + min);
  10589. };
  10590. /**
  10591. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10592. * @param angle The angle to normalize in radian.
  10593. * @return The converted angle.
  10594. */
  10595. Scalar.NormalizeRadians = function (angle) {
  10596. // More precise but slower version kept for reference.
  10597. // angle = angle % Tools.TwoPi;
  10598. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10599. //if (angle > Math.PI) {
  10600. // angle -= Tools.TwoPi;
  10601. //}
  10602. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10603. return angle;
  10604. };
  10605. /**
  10606. * Two pi constants convenient for computation.
  10607. */
  10608. Scalar.TwoPi = Math.PI * 2;
  10609. return Scalar;
  10610. }());
  10611. BABYLON.Scalar = Scalar;
  10612. })(BABYLON || (BABYLON = {}));
  10613. //# sourceMappingURL=babylon.math.scalar.js.map
  10614. //# sourceMappingURL=babylon.mixins.js.map
  10615. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10616. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10617. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10618. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10619. //# sourceMappingURL=babylon.webgl2.js.map
  10620. var BABYLON;
  10621. (function (BABYLON) {
  10622. var __decoratorInitialStore = {};
  10623. var __mergedStore = {};
  10624. var _copySource = function (creationFunction, source, instanciate) {
  10625. var destination = creationFunction();
  10626. // Tags
  10627. if (BABYLON.Tags) {
  10628. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10629. }
  10630. var classStore = getMergedStore(destination);
  10631. // Properties
  10632. for (var property in classStore) {
  10633. var propertyDescriptor = classStore[property];
  10634. var sourceProperty = source[property];
  10635. var propertyType = propertyDescriptor.type;
  10636. if (sourceProperty !== undefined && sourceProperty !== null) {
  10637. switch (propertyType) {
  10638. case 0: // Value
  10639. case 6: // Mesh reference
  10640. case 11: // Camera reference
  10641. destination[property] = sourceProperty;
  10642. break;
  10643. case 1: // Texture
  10644. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10645. break;
  10646. case 2: // Color3
  10647. case 3: // FresnelParameters
  10648. case 4: // Vector2
  10649. case 5: // Vector3
  10650. case 7: // Color Curves
  10651. case 10: // Quaternion
  10652. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10653. break;
  10654. }
  10655. }
  10656. }
  10657. return destination;
  10658. };
  10659. function getDirectStore(target) {
  10660. var classKey = target.getClassName();
  10661. if (!__decoratorInitialStore[classKey]) {
  10662. __decoratorInitialStore[classKey] = {};
  10663. }
  10664. return __decoratorInitialStore[classKey];
  10665. }
  10666. /**
  10667. * Return the list of properties flagged as serializable
  10668. * @param target: host object
  10669. */
  10670. function getMergedStore(target) {
  10671. var classKey = target.getClassName();
  10672. if (__mergedStore[classKey]) {
  10673. return __mergedStore[classKey];
  10674. }
  10675. __mergedStore[classKey] = {};
  10676. var store = __mergedStore[classKey];
  10677. var currentTarget = target;
  10678. var currentKey = classKey;
  10679. while (currentKey) {
  10680. var initialStore = __decoratorInitialStore[currentKey];
  10681. for (var property in initialStore) {
  10682. store[property] = initialStore[property];
  10683. }
  10684. var parent_1 = void 0;
  10685. var done = false;
  10686. do {
  10687. parent_1 = Object.getPrototypeOf(currentTarget);
  10688. if (!parent_1.getClassName) {
  10689. done = true;
  10690. break;
  10691. }
  10692. if (parent_1.getClassName() !== currentKey) {
  10693. break;
  10694. }
  10695. currentTarget = parent_1;
  10696. } while (parent_1);
  10697. if (done) {
  10698. break;
  10699. }
  10700. currentKey = parent_1.getClassName();
  10701. currentTarget = parent_1;
  10702. }
  10703. return store;
  10704. }
  10705. function generateSerializableMember(type, sourceName) {
  10706. return function (target, propertyKey) {
  10707. var classStore = getDirectStore(target);
  10708. if (!classStore[propertyKey]) {
  10709. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10710. }
  10711. };
  10712. }
  10713. function generateExpandMember(setCallback, targetKey) {
  10714. if (targetKey === void 0) { targetKey = null; }
  10715. return function (target, propertyKey) {
  10716. var key = targetKey || ("_" + propertyKey);
  10717. Object.defineProperty(target, propertyKey, {
  10718. get: function () {
  10719. return this[key];
  10720. },
  10721. set: function (value) {
  10722. if (this[key] === value) {
  10723. return;
  10724. }
  10725. this[key] = value;
  10726. target[setCallback].apply(this);
  10727. },
  10728. enumerable: true,
  10729. configurable: true
  10730. });
  10731. };
  10732. }
  10733. function expandToProperty(callback, targetKey) {
  10734. if (targetKey === void 0) { targetKey = null; }
  10735. return generateExpandMember(callback, targetKey);
  10736. }
  10737. BABYLON.expandToProperty = expandToProperty;
  10738. function serialize(sourceName) {
  10739. return generateSerializableMember(0, sourceName); // value member
  10740. }
  10741. BABYLON.serialize = serialize;
  10742. function serializeAsTexture(sourceName) {
  10743. return generateSerializableMember(1, sourceName); // texture member
  10744. }
  10745. BABYLON.serializeAsTexture = serializeAsTexture;
  10746. function serializeAsColor3(sourceName) {
  10747. return generateSerializableMember(2, sourceName); // color3 member
  10748. }
  10749. BABYLON.serializeAsColor3 = serializeAsColor3;
  10750. function serializeAsFresnelParameters(sourceName) {
  10751. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10752. }
  10753. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10754. function serializeAsVector2(sourceName) {
  10755. return generateSerializableMember(4, sourceName); // vector2 member
  10756. }
  10757. BABYLON.serializeAsVector2 = serializeAsVector2;
  10758. function serializeAsVector3(sourceName) {
  10759. return generateSerializableMember(5, sourceName); // vector3 member
  10760. }
  10761. BABYLON.serializeAsVector3 = serializeAsVector3;
  10762. function serializeAsMeshReference(sourceName) {
  10763. return generateSerializableMember(6, sourceName); // mesh reference member
  10764. }
  10765. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10766. function serializeAsColorCurves(sourceName) {
  10767. return generateSerializableMember(7, sourceName); // color curves
  10768. }
  10769. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10770. function serializeAsColor4(sourceName) {
  10771. return generateSerializableMember(8, sourceName); // color 4
  10772. }
  10773. BABYLON.serializeAsColor4 = serializeAsColor4;
  10774. function serializeAsImageProcessingConfiguration(sourceName) {
  10775. return generateSerializableMember(9, sourceName); // image processing
  10776. }
  10777. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10778. function serializeAsQuaternion(sourceName) {
  10779. return generateSerializableMember(10, sourceName); // quaternion member
  10780. }
  10781. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10782. /**
  10783. * Decorator used to define property that can be serialized as reference to a camera
  10784. * @param sourceName defines the name of the property to decorate
  10785. */
  10786. function serializeAsCameraReference(sourceName) {
  10787. return generateSerializableMember(11, sourceName); // camera reference member
  10788. }
  10789. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10790. /**
  10791. * Class used to help serialization objects
  10792. */
  10793. var SerializationHelper = /** @class */ (function () {
  10794. function SerializationHelper() {
  10795. }
  10796. /**
  10797. * Static function used to serialized a specific entity
  10798. * @param entity defines the entity to serialize
  10799. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10800. * @returns a JSON compatible object representing the serialization of the entity
  10801. */
  10802. SerializationHelper.Serialize = function (entity, serializationObject) {
  10803. if (!serializationObject) {
  10804. serializationObject = {};
  10805. }
  10806. // Tags
  10807. if (BABYLON.Tags) {
  10808. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10809. }
  10810. var serializedProperties = getMergedStore(entity);
  10811. // Properties
  10812. for (var property in serializedProperties) {
  10813. var propertyDescriptor = serializedProperties[property];
  10814. var targetPropertyName = propertyDescriptor.sourceName || property;
  10815. var propertyType = propertyDescriptor.type;
  10816. var sourceProperty = entity[property];
  10817. if (sourceProperty !== undefined && sourceProperty !== null) {
  10818. switch (propertyType) {
  10819. case 0: // Value
  10820. serializationObject[targetPropertyName] = sourceProperty;
  10821. break;
  10822. case 1: // Texture
  10823. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10824. break;
  10825. case 2: // Color3
  10826. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10827. break;
  10828. case 3: // FresnelParameters
  10829. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10830. break;
  10831. case 4: // Vector2
  10832. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10833. break;
  10834. case 5: // Vector3
  10835. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10836. break;
  10837. case 6: // Mesh reference
  10838. serializationObject[targetPropertyName] = sourceProperty.id;
  10839. break;
  10840. case 7: // Color Curves
  10841. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10842. break;
  10843. case 8: // Color 4
  10844. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10845. break;
  10846. case 9: // Image Processing
  10847. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10848. break;
  10849. case 10: // Quaternion
  10850. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10851. break;
  10852. case 11: // Camera reference
  10853. serializationObject[targetPropertyName] = sourceProperty.id;
  10854. break;
  10855. }
  10856. }
  10857. }
  10858. return serializationObject;
  10859. };
  10860. /**
  10861. * Creates a new entity from a serialization data object
  10862. * @param creationFunction defines a function used to instanciated the new entity
  10863. * @param source defines the source serialization data
  10864. * @param scene defines the hosting scene
  10865. * @param rootUrl defines the root url for resources
  10866. * @returns a new entity
  10867. */
  10868. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10869. if (rootUrl === void 0) { rootUrl = null; }
  10870. var destination = creationFunction();
  10871. if (!rootUrl) {
  10872. rootUrl = "";
  10873. }
  10874. // Tags
  10875. if (BABYLON.Tags) {
  10876. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10877. }
  10878. var classStore = getMergedStore(destination);
  10879. // Properties
  10880. for (var property in classStore) {
  10881. var propertyDescriptor = classStore[property];
  10882. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10883. var propertyType = propertyDescriptor.type;
  10884. if (sourceProperty !== undefined && sourceProperty !== null) {
  10885. var dest = destination;
  10886. switch (propertyType) {
  10887. case 0: // Value
  10888. dest[property] = sourceProperty;
  10889. break;
  10890. case 1: // Texture
  10891. if (scene) {
  10892. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10893. }
  10894. break;
  10895. case 2: // Color3
  10896. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10897. break;
  10898. case 3: // FresnelParameters
  10899. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10900. break;
  10901. case 4: // Vector2
  10902. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10903. break;
  10904. case 5: // Vector3
  10905. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10906. break;
  10907. case 6: // Mesh reference
  10908. if (scene) {
  10909. dest[property] = scene.getLastMeshByID(sourceProperty);
  10910. }
  10911. break;
  10912. case 7: // Color Curves
  10913. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10914. break;
  10915. case 8: // Color 4
  10916. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10917. break;
  10918. case 9: // Image Processing
  10919. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10920. break;
  10921. case 10: // Quaternion
  10922. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10923. break;
  10924. case 11: // Camera reference
  10925. if (scene) {
  10926. dest[property] = scene.getCameraByID(sourceProperty);
  10927. }
  10928. break;
  10929. }
  10930. }
  10931. }
  10932. return destination;
  10933. };
  10934. /**
  10935. * Clones an object
  10936. * @param creationFunction defines the function used to instanciate the new object
  10937. * @param source defines the source object
  10938. * @returns the cloned object
  10939. */
  10940. SerializationHelper.Clone = function (creationFunction, source) {
  10941. return _copySource(creationFunction, source, false);
  10942. };
  10943. /**
  10944. * Instanciates a new object based on a source one (some data will be shared between both object)
  10945. * @param creationFunction defines the function used to instanciate the new object
  10946. * @param source defines the source object
  10947. * @returns the new object
  10948. */
  10949. SerializationHelper.Instanciate = function (creationFunction, source) {
  10950. return _copySource(creationFunction, source, true);
  10951. };
  10952. return SerializationHelper;
  10953. }());
  10954. BABYLON.SerializationHelper = SerializationHelper;
  10955. })(BABYLON || (BABYLON = {}));
  10956. //# sourceMappingURL=babylon.decorators.js.map
  10957. var BABYLON;
  10958. (function (BABYLON) {
  10959. /**
  10960. * Wrapper class for promise with external resolve and reject.
  10961. */
  10962. var Deferred = /** @class */ (function () {
  10963. /**
  10964. * Constructor for this deferred object.
  10965. */
  10966. function Deferred() {
  10967. var _this = this;
  10968. this.promise = new Promise(function (resolve, reject) {
  10969. _this._resolve = resolve;
  10970. _this._reject = reject;
  10971. });
  10972. }
  10973. Object.defineProperty(Deferred.prototype, "resolve", {
  10974. /**
  10975. * The resolve method of the promise associated with this deferred object.
  10976. */
  10977. get: function () {
  10978. return this._resolve;
  10979. },
  10980. enumerable: true,
  10981. configurable: true
  10982. });
  10983. Object.defineProperty(Deferred.prototype, "reject", {
  10984. /**
  10985. * The reject method of the promise associated with this deferred object.
  10986. */
  10987. get: function () {
  10988. return this._reject;
  10989. },
  10990. enumerable: true,
  10991. configurable: true
  10992. });
  10993. return Deferred;
  10994. }());
  10995. BABYLON.Deferred = Deferred;
  10996. })(BABYLON || (BABYLON = {}));
  10997. //# sourceMappingURL=babylon.deferred.js.map
  10998. var BABYLON;
  10999. (function (BABYLON) {
  11000. /**
  11001. * A class serves as a medium between the observable and its observers
  11002. */
  11003. var EventState = /** @class */ (function () {
  11004. /**
  11005. * Create a new EventState
  11006. * @param mask defines the mask associated with this state
  11007. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  11008. * @param target defines the original target of the state
  11009. * @param currentTarget defines the current target of the state
  11010. */
  11011. function EventState(mask, skipNextObservers, target, currentTarget) {
  11012. if (skipNextObservers === void 0) { skipNextObservers = false; }
  11013. this.initalize(mask, skipNextObservers, target, currentTarget);
  11014. }
  11015. /**
  11016. * Initialize the current event state
  11017. * @param mask defines the mask associated with this state
  11018. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  11019. * @param target defines the original target of the state
  11020. * @param currentTarget defines the current target of the state
  11021. * @returns the current event state
  11022. */
  11023. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  11024. if (skipNextObservers === void 0) { skipNextObservers = false; }
  11025. this.mask = mask;
  11026. this.skipNextObservers = skipNextObservers;
  11027. this.target = target;
  11028. this.currentTarget = currentTarget;
  11029. return this;
  11030. };
  11031. return EventState;
  11032. }());
  11033. BABYLON.EventState = EventState;
  11034. /**
  11035. * Represent an Observer registered to a given Observable object.
  11036. */
  11037. var Observer = /** @class */ (function () {
  11038. /**
  11039. * Creates a new observer
  11040. * @param callback defines the callback to call when the observer is notified
  11041. * @param mask defines the mask of the observer (used to filter notifications)
  11042. * @param scope defines the current scope used to restore the JS context
  11043. */
  11044. function Observer(
  11045. /**
  11046. * Defines the callback to call when the observer is notified
  11047. */
  11048. callback,
  11049. /**
  11050. * Defines the mask of the observer (used to filter notifications)
  11051. */
  11052. mask,
  11053. /**
  11054. * Defines the current scope used to restore the JS context
  11055. */
  11056. scope) {
  11057. if (scope === void 0) { scope = null; }
  11058. this.callback = callback;
  11059. this.mask = mask;
  11060. this.scope = scope;
  11061. /** @hidden */
  11062. this._willBeUnregistered = false;
  11063. /**
  11064. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  11065. */
  11066. this.unregisterOnNextCall = false;
  11067. }
  11068. return Observer;
  11069. }());
  11070. BABYLON.Observer = Observer;
  11071. /**
  11072. * Represent a list of observers registered to multiple Observables object.
  11073. */
  11074. var MultiObserver = /** @class */ (function () {
  11075. function MultiObserver() {
  11076. }
  11077. /**
  11078. * Release associated resources
  11079. */
  11080. MultiObserver.prototype.dispose = function () {
  11081. if (this._observers && this._observables) {
  11082. for (var index = 0; index < this._observers.length; index++) {
  11083. this._observables[index].remove(this._observers[index]);
  11084. }
  11085. }
  11086. this._observers = null;
  11087. this._observables = null;
  11088. };
  11089. /**
  11090. * Raise a callback when one of the observable will notify
  11091. * @param observables defines a list of observables to watch
  11092. * @param callback defines the callback to call on notification
  11093. * @param mask defines the mask used to filter notifications
  11094. * @param scope defines the current scope used to restore the JS context
  11095. * @returns the new MultiObserver
  11096. */
  11097. MultiObserver.Watch = function (observables, callback, mask, scope) {
  11098. if (mask === void 0) { mask = -1; }
  11099. if (scope === void 0) { scope = null; }
  11100. var result = new MultiObserver();
  11101. result._observers = new Array();
  11102. result._observables = observables;
  11103. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  11104. var observable = observables_1[_i];
  11105. var observer = observable.add(callback, mask, false, scope);
  11106. if (observer) {
  11107. result._observers.push(observer);
  11108. }
  11109. }
  11110. return result;
  11111. };
  11112. return MultiObserver;
  11113. }());
  11114. BABYLON.MultiObserver = MultiObserver;
  11115. /**
  11116. * The Observable class is a simple implementation of the Observable pattern.
  11117. *
  11118. * 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.
  11119. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  11120. * 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).
  11121. * 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.
  11122. */
  11123. var Observable = /** @class */ (function () {
  11124. /**
  11125. * Creates a new observable
  11126. * @param onObserverAdded defines a callback to call when a new observer is added
  11127. */
  11128. function Observable(onObserverAdded) {
  11129. this._observers = new Array();
  11130. this._eventState = new EventState(0);
  11131. if (onObserverAdded) {
  11132. this._onObserverAdded = onObserverAdded;
  11133. }
  11134. }
  11135. /**
  11136. * Create a new Observer with the specified callback
  11137. * @param callback the callback that will be executed for that Observer
  11138. * @param mask the mask used to filter observers
  11139. * @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.
  11140. * @param scope optional scope for the callback to be called from
  11141. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11142. * @returns the new observer created for the callback
  11143. */
  11144. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11145. if (mask === void 0) { mask = -1; }
  11146. if (insertFirst === void 0) { insertFirst = false; }
  11147. if (scope === void 0) { scope = null; }
  11148. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11149. if (!callback) {
  11150. return null;
  11151. }
  11152. var observer = new Observer(callback, mask, scope);
  11153. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11154. if (insertFirst) {
  11155. this._observers.unshift(observer);
  11156. }
  11157. else {
  11158. this._observers.push(observer);
  11159. }
  11160. if (this._onObserverAdded) {
  11161. this._onObserverAdded(observer);
  11162. }
  11163. return observer;
  11164. };
  11165. /**
  11166. * Create a new Observer with the specified callback and unregisters after the next notification
  11167. * @param callback the callback that will be executed for that Observer
  11168. * @returns the new observer created for the callback
  11169. */
  11170. Observable.prototype.addOnce = function (callback) {
  11171. return this.add(callback, undefined, undefined, undefined, true);
  11172. };
  11173. /**
  11174. * Remove an Observer from the Observable object
  11175. * @param observer the instance of the Observer to remove
  11176. * @returns false if it doesn't belong to this Observable
  11177. */
  11178. Observable.prototype.remove = function (observer) {
  11179. if (!observer) {
  11180. return false;
  11181. }
  11182. var index = this._observers.indexOf(observer);
  11183. if (index !== -1) {
  11184. this._deferUnregister(observer);
  11185. return true;
  11186. }
  11187. return false;
  11188. };
  11189. /**
  11190. * Remove a callback from the Observable object
  11191. * @param callback the callback to remove
  11192. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11193. * @returns false if it doesn't belong to this Observable
  11194. */
  11195. Observable.prototype.removeCallback = function (callback, scope) {
  11196. for (var index = 0; index < this._observers.length; index++) {
  11197. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11198. this._deferUnregister(this._observers[index]);
  11199. return true;
  11200. }
  11201. }
  11202. return false;
  11203. };
  11204. Observable.prototype._deferUnregister = function (observer) {
  11205. var _this = this;
  11206. observer.unregisterOnNextCall = false;
  11207. observer._willBeUnregistered = true;
  11208. BABYLON.Tools.SetImmediate(function () {
  11209. _this._remove(observer);
  11210. });
  11211. };
  11212. // This should only be called when not iterating over _observers to avoid callback skipping.
  11213. // Removes an observer from the _observer Array.
  11214. Observable.prototype._remove = function (observer) {
  11215. if (!observer) {
  11216. return false;
  11217. }
  11218. var index = this._observers.indexOf(observer);
  11219. if (index !== -1) {
  11220. this._observers.splice(index, 1);
  11221. return true;
  11222. }
  11223. return false;
  11224. };
  11225. /**
  11226. * Notify all Observers by calling their respective callback with the given data
  11227. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11228. * @param eventData defines the data to send to all observers
  11229. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11230. * @param target defines the original target of the state
  11231. * @param currentTarget defines the current target of the state
  11232. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11233. */
  11234. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11235. if (mask === void 0) { mask = -1; }
  11236. if (!this._observers.length) {
  11237. return true;
  11238. }
  11239. var state = this._eventState;
  11240. state.mask = mask;
  11241. state.target = target;
  11242. state.currentTarget = currentTarget;
  11243. state.skipNextObservers = false;
  11244. state.lastReturnValue = eventData;
  11245. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11246. var obs = _a[_i];
  11247. if (obs._willBeUnregistered) {
  11248. continue;
  11249. }
  11250. if (obs.mask & mask) {
  11251. if (obs.scope) {
  11252. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11253. }
  11254. else {
  11255. state.lastReturnValue = obs.callback(eventData, state);
  11256. }
  11257. if (obs.unregisterOnNextCall) {
  11258. this._deferUnregister(obs);
  11259. }
  11260. }
  11261. if (state.skipNextObservers) {
  11262. return false;
  11263. }
  11264. }
  11265. return true;
  11266. };
  11267. /**
  11268. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11269. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11270. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11271. * and it is crucial that all callbacks will be executed.
  11272. * The order of the callbacks is kept, callbacks are not executed parallel.
  11273. *
  11274. * @param eventData The data to be sent to each callback
  11275. * @param mask is used to filter observers defaults to -1
  11276. * @param target defines the callback target (see EventState)
  11277. * @param currentTarget defines he current object in the bubbling phase
  11278. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11279. */
  11280. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11281. var _this = this;
  11282. if (mask === void 0) { mask = -1; }
  11283. // create an empty promise
  11284. var p = Promise.resolve(eventData);
  11285. // no observers? return this promise.
  11286. if (!this._observers.length) {
  11287. return p;
  11288. }
  11289. var state = this._eventState;
  11290. state.mask = mask;
  11291. state.target = target;
  11292. state.currentTarget = currentTarget;
  11293. state.skipNextObservers = false;
  11294. // execute one callback after another (not using Promise.all, the order is important)
  11295. this._observers.forEach(function (obs) {
  11296. if (state.skipNextObservers) {
  11297. return;
  11298. }
  11299. if (obs._willBeUnregistered) {
  11300. return;
  11301. }
  11302. if (obs.mask & mask) {
  11303. if (obs.scope) {
  11304. p = p.then(function (lastReturnedValue) {
  11305. state.lastReturnValue = lastReturnedValue;
  11306. return obs.callback.apply(obs.scope, [eventData, state]);
  11307. });
  11308. }
  11309. else {
  11310. p = p.then(function (lastReturnedValue) {
  11311. state.lastReturnValue = lastReturnedValue;
  11312. return obs.callback(eventData, state);
  11313. });
  11314. }
  11315. if (obs.unregisterOnNextCall) {
  11316. _this._deferUnregister(obs);
  11317. }
  11318. }
  11319. });
  11320. // return the eventData
  11321. return p.then(function () { return eventData; });
  11322. };
  11323. /**
  11324. * Notify a specific observer
  11325. * @param observer defines the observer to notify
  11326. * @param eventData defines the data to be sent to each callback
  11327. * @param mask is used to filter observers defaults to -1
  11328. */
  11329. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11330. if (mask === void 0) { mask = -1; }
  11331. var state = this._eventState;
  11332. state.mask = mask;
  11333. state.skipNextObservers = false;
  11334. observer.callback(eventData, state);
  11335. };
  11336. /**
  11337. * Gets a boolean indicating if the observable has at least one observer
  11338. * @returns true is the Observable has at least one Observer registered
  11339. */
  11340. Observable.prototype.hasObservers = function () {
  11341. return this._observers.length > 0;
  11342. };
  11343. /**
  11344. * Clear the list of observers
  11345. */
  11346. Observable.prototype.clear = function () {
  11347. this._observers = new Array();
  11348. this._onObserverAdded = null;
  11349. };
  11350. /**
  11351. * Clone the current observable
  11352. * @returns a new observable
  11353. */
  11354. Observable.prototype.clone = function () {
  11355. var result = new Observable();
  11356. result._observers = this._observers.slice(0);
  11357. return result;
  11358. };
  11359. /**
  11360. * Does this observable handles observer registered with a given mask
  11361. * @param mask defines the mask to be tested
  11362. * @return whether or not one observer registered with the given mask is handeled
  11363. **/
  11364. Observable.prototype.hasSpecificMask = function (mask) {
  11365. if (mask === void 0) { mask = -1; }
  11366. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11367. var obs = _a[_i];
  11368. if (obs.mask & mask || obs.mask === mask) {
  11369. return true;
  11370. }
  11371. }
  11372. return false;
  11373. };
  11374. return Observable;
  11375. }());
  11376. BABYLON.Observable = Observable;
  11377. })(BABYLON || (BABYLON = {}));
  11378. //# sourceMappingURL=babylon.observable.js.map
  11379. var BABYLON;
  11380. (function (BABYLON) {
  11381. /**
  11382. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11383. */
  11384. var SmartArray = /** @class */ (function () {
  11385. /**
  11386. * Instantiates a Smart Array.
  11387. * @param capacity defines the default capacity of the array.
  11388. */
  11389. function SmartArray(capacity) {
  11390. /**
  11391. * The active length of the array.
  11392. */
  11393. this.length = 0;
  11394. this.data = new Array(capacity);
  11395. this._id = SmartArray._GlobalId++;
  11396. }
  11397. /**
  11398. * Pushes a value at the end of the active data.
  11399. * @param value defines the object to push in the array.
  11400. */
  11401. SmartArray.prototype.push = function (value) {
  11402. this.data[this.length++] = value;
  11403. if (this.length > this.data.length) {
  11404. this.data.length *= 2;
  11405. }
  11406. };
  11407. /**
  11408. * Iterates over the active data and apply the lambda to them.
  11409. * @param func defines the action to apply on each value.
  11410. */
  11411. SmartArray.prototype.forEach = function (func) {
  11412. for (var index = 0; index < this.length; index++) {
  11413. func(this.data[index]);
  11414. }
  11415. };
  11416. /**
  11417. * Sorts the full sets of data.
  11418. * @param compareFn defines the comparison function to apply.
  11419. */
  11420. SmartArray.prototype.sort = function (compareFn) {
  11421. this.data.sort(compareFn);
  11422. };
  11423. /**
  11424. * Resets the active data to an empty array.
  11425. */
  11426. SmartArray.prototype.reset = function () {
  11427. this.length = 0;
  11428. };
  11429. /**
  11430. * Releases all the data from the array as well as the array.
  11431. */
  11432. SmartArray.prototype.dispose = function () {
  11433. this.reset();
  11434. if (this.data) {
  11435. this.data.length = 0;
  11436. this.data = [];
  11437. }
  11438. };
  11439. /**
  11440. * Concats the active data with a given array.
  11441. * @param array defines the data to concatenate with.
  11442. */
  11443. SmartArray.prototype.concat = function (array) {
  11444. if (array.length === 0) {
  11445. return;
  11446. }
  11447. if (this.length + array.length > this.data.length) {
  11448. this.data.length = (this.length + array.length) * 2;
  11449. }
  11450. for (var index = 0; index < array.length; index++) {
  11451. this.data[this.length++] = (array.data || array)[index];
  11452. }
  11453. };
  11454. /**
  11455. * Returns the position of a value in the active data.
  11456. * @param value defines the value to find the index for
  11457. * @returns the index if found in the active data otherwise -1
  11458. */
  11459. SmartArray.prototype.indexOf = function (value) {
  11460. var position = this.data.indexOf(value);
  11461. if (position >= this.length) {
  11462. return -1;
  11463. }
  11464. return position;
  11465. };
  11466. /**
  11467. * Returns whether an element is part of the active data.
  11468. * @param value defines the value to look for
  11469. * @returns true if found in the active data otherwise false
  11470. */
  11471. SmartArray.prototype.contains = function (value) {
  11472. return this.indexOf(value) !== -1;
  11473. };
  11474. // Statics
  11475. SmartArray._GlobalId = 0;
  11476. return SmartArray;
  11477. }());
  11478. BABYLON.SmartArray = SmartArray;
  11479. /**
  11480. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11481. * The data in this array can only be present once
  11482. */
  11483. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11484. __extends(SmartArrayNoDuplicate, _super);
  11485. function SmartArrayNoDuplicate() {
  11486. var _this = _super !== null && _super.apply(this, arguments) || this;
  11487. _this._duplicateId = 0;
  11488. return _this;
  11489. }
  11490. /**
  11491. * Pushes a value at the end of the active data.
  11492. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11493. * @param value defines the object to push in the array.
  11494. */
  11495. SmartArrayNoDuplicate.prototype.push = function (value) {
  11496. _super.prototype.push.call(this, value);
  11497. if (!value.__smartArrayFlags) {
  11498. value.__smartArrayFlags = {};
  11499. }
  11500. value.__smartArrayFlags[this._id] = this._duplicateId;
  11501. };
  11502. /**
  11503. * Pushes a value at the end of the active data.
  11504. * If the data is already present, it won t be added again
  11505. * @param value defines the object to push in the array.
  11506. * @returns true if added false if it was already present
  11507. */
  11508. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11509. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11510. return false;
  11511. }
  11512. this.push(value);
  11513. return true;
  11514. };
  11515. /**
  11516. * Resets the active data to an empty array.
  11517. */
  11518. SmartArrayNoDuplicate.prototype.reset = function () {
  11519. _super.prototype.reset.call(this);
  11520. this._duplicateId++;
  11521. };
  11522. /**
  11523. * Concats the active data with a given array.
  11524. * This ensures no dupplicate will be present in the result.
  11525. * @param array defines the data to concatenate with.
  11526. */
  11527. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11528. if (array.length === 0) {
  11529. return;
  11530. }
  11531. if (this.length + array.length > this.data.length) {
  11532. this.data.length = (this.length + array.length) * 2;
  11533. }
  11534. for (var index = 0; index < array.length; index++) {
  11535. var item = (array.data || array)[index];
  11536. this.pushNoDuplicate(item);
  11537. }
  11538. };
  11539. return SmartArrayNoDuplicate;
  11540. }(SmartArray));
  11541. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11542. })(BABYLON || (BABYLON = {}));
  11543. //# sourceMappingURL=babylon.smartArray.js.map
  11544. var BABYLON;
  11545. (function (BABYLON) {
  11546. var PromiseStates;
  11547. (function (PromiseStates) {
  11548. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11549. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11550. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11551. })(PromiseStates || (PromiseStates = {}));
  11552. var FulFillmentAgregator = /** @class */ (function () {
  11553. function FulFillmentAgregator() {
  11554. this.count = 0;
  11555. this.target = 0;
  11556. this.results = [];
  11557. }
  11558. return FulFillmentAgregator;
  11559. }());
  11560. var InternalPromise = /** @class */ (function () {
  11561. function InternalPromise(resolver) {
  11562. var _this = this;
  11563. this._state = PromiseStates.Pending;
  11564. this._children = new Array();
  11565. this._rejectWasConsumed = false;
  11566. if (!resolver) {
  11567. return;
  11568. }
  11569. try {
  11570. resolver(function (value) {
  11571. _this._resolve(value);
  11572. }, function (reason) {
  11573. _this._reject(reason);
  11574. });
  11575. }
  11576. catch (e) {
  11577. this._reject(e);
  11578. }
  11579. }
  11580. Object.defineProperty(InternalPromise.prototype, "_result", {
  11581. get: function () {
  11582. return this._resultValue;
  11583. },
  11584. set: function (value) {
  11585. this._resultValue = value;
  11586. if (this._parent && this._parent._result === undefined) {
  11587. this._parent._result = value;
  11588. }
  11589. },
  11590. enumerable: true,
  11591. configurable: true
  11592. });
  11593. InternalPromise.prototype.catch = function (onRejected) {
  11594. return this.then(undefined, onRejected);
  11595. };
  11596. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11597. var _this = this;
  11598. var newPromise = new InternalPromise();
  11599. newPromise._onFulfilled = onFulfilled;
  11600. newPromise._onRejected = onRejected;
  11601. // Composition
  11602. this._children.push(newPromise);
  11603. newPromise._parent = this;
  11604. if (this._state !== PromiseStates.Pending) {
  11605. BABYLON.Tools.SetImmediate(function () {
  11606. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11607. var returnedValue = newPromise._resolve(_this._result);
  11608. if (returnedValue !== undefined && returnedValue !== null) {
  11609. if (returnedValue._state !== undefined) {
  11610. var returnedPromise = returnedValue;
  11611. newPromise._children.push(returnedPromise);
  11612. returnedPromise._parent = newPromise;
  11613. newPromise = returnedPromise;
  11614. }
  11615. else {
  11616. newPromise._result = returnedValue;
  11617. }
  11618. }
  11619. }
  11620. else {
  11621. newPromise._reject(_this._reason);
  11622. }
  11623. });
  11624. }
  11625. return newPromise;
  11626. };
  11627. InternalPromise.prototype._moveChildren = function (children) {
  11628. var _this = this;
  11629. var _a;
  11630. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11631. this._children.forEach(function (child) {
  11632. child._parent = _this;
  11633. });
  11634. if (this._state === PromiseStates.Fulfilled) {
  11635. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11636. var child = _b[_i];
  11637. child._resolve(this._result);
  11638. }
  11639. }
  11640. else if (this._state === PromiseStates.Rejected) {
  11641. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11642. var child = _d[_c];
  11643. child._reject(this._reason);
  11644. }
  11645. }
  11646. };
  11647. InternalPromise.prototype._resolve = function (value) {
  11648. try {
  11649. this._state = PromiseStates.Fulfilled;
  11650. var returnedValue = null;
  11651. if (this._onFulfilled) {
  11652. returnedValue = this._onFulfilled(value);
  11653. }
  11654. if (returnedValue !== undefined && returnedValue !== null) {
  11655. if (returnedValue._state !== undefined) {
  11656. // Transmit children
  11657. var returnedPromise = returnedValue;
  11658. returnedPromise._parent = this;
  11659. returnedPromise._moveChildren(this._children);
  11660. value = returnedPromise._result;
  11661. }
  11662. else {
  11663. value = returnedValue;
  11664. }
  11665. }
  11666. this._result = value;
  11667. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11668. var child = _a[_i];
  11669. child._resolve(value);
  11670. }
  11671. this._children.length = 0;
  11672. delete this._onFulfilled;
  11673. delete this._onRejected;
  11674. }
  11675. catch (e) {
  11676. this._reject(e, true);
  11677. }
  11678. };
  11679. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11680. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11681. this._state = PromiseStates.Rejected;
  11682. this._reason = reason;
  11683. if (this._onRejected && !onLocalThrow) {
  11684. try {
  11685. this._onRejected(reason);
  11686. this._rejectWasConsumed = true;
  11687. }
  11688. catch (e) {
  11689. reason = e;
  11690. }
  11691. }
  11692. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11693. var child = _a[_i];
  11694. if (this._rejectWasConsumed) {
  11695. child._resolve(null);
  11696. }
  11697. else {
  11698. child._reject(reason);
  11699. }
  11700. }
  11701. this._children.length = 0;
  11702. delete this._onFulfilled;
  11703. delete this._onRejected;
  11704. };
  11705. InternalPromise.resolve = function (value) {
  11706. var newPromise = new InternalPromise();
  11707. newPromise._resolve(value);
  11708. return newPromise;
  11709. };
  11710. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11711. promise.then(function (value) {
  11712. agregator.results[index] = value;
  11713. agregator.count++;
  11714. if (agregator.count === agregator.target) {
  11715. agregator.rootPromise._resolve(agregator.results);
  11716. }
  11717. return null;
  11718. }, function (reason) {
  11719. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11720. agregator.rootPromise._reject(reason);
  11721. }
  11722. });
  11723. };
  11724. InternalPromise.all = function (promises) {
  11725. var newPromise = new InternalPromise();
  11726. var agregator = new FulFillmentAgregator();
  11727. agregator.target = promises.length;
  11728. agregator.rootPromise = newPromise;
  11729. if (promises.length) {
  11730. for (var index = 0; index < promises.length; index++) {
  11731. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11732. }
  11733. }
  11734. else {
  11735. newPromise._resolve([]);
  11736. }
  11737. return newPromise;
  11738. };
  11739. InternalPromise.race = function (promises) {
  11740. var newPromise = new InternalPromise();
  11741. if (promises.length) {
  11742. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11743. var promise = promises_1[_i];
  11744. promise.then(function (value) {
  11745. if (newPromise) {
  11746. newPromise._resolve(value);
  11747. newPromise = null;
  11748. }
  11749. return null;
  11750. }, function (reason) {
  11751. if (newPromise) {
  11752. newPromise._reject(reason);
  11753. newPromise = null;
  11754. }
  11755. });
  11756. }
  11757. }
  11758. return newPromise;
  11759. };
  11760. return InternalPromise;
  11761. }());
  11762. /**
  11763. * Helper class that provides a small promise polyfill
  11764. */
  11765. var PromisePolyfill = /** @class */ (function () {
  11766. function PromisePolyfill() {
  11767. }
  11768. /**
  11769. * Static function used to check if the polyfill is required
  11770. * If this is the case then the function will inject the polyfill to window.Promise
  11771. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11772. */
  11773. PromisePolyfill.Apply = function (force) {
  11774. if (force === void 0) { force = false; }
  11775. if (force || typeof Promise === 'undefined') {
  11776. var root = window;
  11777. root.Promise = InternalPromise;
  11778. }
  11779. };
  11780. return PromisePolyfill;
  11781. }());
  11782. BABYLON.PromisePolyfill = PromisePolyfill;
  11783. })(BABYLON || (BABYLON = {}));
  11784. //# sourceMappingURL=babylon.promise.js.map
  11785. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11786. var BABYLON;
  11787. (function (BABYLON) {
  11788. /**
  11789. * Helper class to push actions to a pool of workers.
  11790. */
  11791. var WorkerPool = /** @class */ (function () {
  11792. /**
  11793. * Constructor
  11794. * @param workers Array of workers to use for actions
  11795. */
  11796. function WorkerPool(workers) {
  11797. this._pendingActions = new Array();
  11798. this._workerInfos = workers.map(function (worker) { return ({
  11799. worker: worker,
  11800. active: false
  11801. }); });
  11802. }
  11803. /**
  11804. * Terminates all workers and clears any pending actions.
  11805. */
  11806. WorkerPool.prototype.dispose = function () {
  11807. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11808. var workerInfo = _a[_i];
  11809. workerInfo.worker.terminate();
  11810. }
  11811. delete this._workerInfos;
  11812. delete this._pendingActions;
  11813. };
  11814. /**
  11815. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11816. * pended until a worker has completed its action.
  11817. * @param action The action to perform. Call onComplete when the action is complete.
  11818. */
  11819. WorkerPool.prototype.push = function (action) {
  11820. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11821. var workerInfo = _a[_i];
  11822. if (!workerInfo.active) {
  11823. this._execute(workerInfo, action);
  11824. return;
  11825. }
  11826. }
  11827. this._pendingActions.push(action);
  11828. };
  11829. WorkerPool.prototype._execute = function (workerInfo, action) {
  11830. var _this = this;
  11831. workerInfo.active = true;
  11832. action(workerInfo.worker, function () {
  11833. workerInfo.active = false;
  11834. var nextAction = _this._pendingActions.shift();
  11835. if (nextAction) {
  11836. _this._execute(workerInfo, nextAction);
  11837. }
  11838. });
  11839. };
  11840. return WorkerPool;
  11841. }());
  11842. BABYLON.WorkerPool = WorkerPool;
  11843. })(BABYLON || (BABYLON = {}));
  11844. //# sourceMappingURL=babylon.workerPool.js.map
  11845. var BABYLON;
  11846. (function (BABYLON) {
  11847. /**
  11848. * @hidden
  11849. **/
  11850. var _AlphaState = /** @class */ (function () {
  11851. /**
  11852. * Initializes the state.
  11853. */
  11854. function _AlphaState() {
  11855. this._isAlphaBlendDirty = false;
  11856. this._isBlendFunctionParametersDirty = false;
  11857. this._isBlendEquationParametersDirty = false;
  11858. this._isBlendConstantsDirty = false;
  11859. this._alphaBlend = false;
  11860. this._blendFunctionParameters = new Array(4);
  11861. this._blendEquationParameters = new Array(2);
  11862. this._blendConstants = new Array(4);
  11863. this.reset();
  11864. }
  11865. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11866. get: function () {
  11867. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11868. },
  11869. enumerable: true,
  11870. configurable: true
  11871. });
  11872. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11873. get: function () {
  11874. return this._alphaBlend;
  11875. },
  11876. set: function (value) {
  11877. if (this._alphaBlend === value) {
  11878. return;
  11879. }
  11880. this._alphaBlend = value;
  11881. this._isAlphaBlendDirty = true;
  11882. },
  11883. enumerable: true,
  11884. configurable: true
  11885. });
  11886. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11887. if (this._blendConstants[0] === r &&
  11888. this._blendConstants[1] === g &&
  11889. this._blendConstants[2] === b &&
  11890. this._blendConstants[3] === a) {
  11891. return;
  11892. }
  11893. this._blendConstants[0] = r;
  11894. this._blendConstants[1] = g;
  11895. this._blendConstants[2] = b;
  11896. this._blendConstants[3] = a;
  11897. this._isBlendConstantsDirty = true;
  11898. };
  11899. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11900. if (this._blendFunctionParameters[0] === value0 &&
  11901. this._blendFunctionParameters[1] === value1 &&
  11902. this._blendFunctionParameters[2] === value2 &&
  11903. this._blendFunctionParameters[3] === value3) {
  11904. return;
  11905. }
  11906. this._blendFunctionParameters[0] = value0;
  11907. this._blendFunctionParameters[1] = value1;
  11908. this._blendFunctionParameters[2] = value2;
  11909. this._blendFunctionParameters[3] = value3;
  11910. this._isBlendFunctionParametersDirty = true;
  11911. };
  11912. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11913. if (this._blendEquationParameters[0] === rgb &&
  11914. this._blendEquationParameters[1] === alpha) {
  11915. return;
  11916. }
  11917. this._blendEquationParameters[0] = rgb;
  11918. this._blendEquationParameters[1] = alpha;
  11919. this._isBlendEquationParametersDirty = true;
  11920. };
  11921. _AlphaState.prototype.reset = function () {
  11922. this._alphaBlend = false;
  11923. this._blendFunctionParameters[0] = null;
  11924. this._blendFunctionParameters[1] = null;
  11925. this._blendFunctionParameters[2] = null;
  11926. this._blendFunctionParameters[3] = null;
  11927. this._blendEquationParameters[0] = null;
  11928. this._blendEquationParameters[1] = null;
  11929. this._blendConstants[0] = null;
  11930. this._blendConstants[1] = null;
  11931. this._blendConstants[2] = null;
  11932. this._blendConstants[3] = null;
  11933. this._isAlphaBlendDirty = true;
  11934. this._isBlendFunctionParametersDirty = false;
  11935. this._isBlendEquationParametersDirty = false;
  11936. this._isBlendConstantsDirty = false;
  11937. };
  11938. _AlphaState.prototype.apply = function (gl) {
  11939. if (!this.isDirty) {
  11940. return;
  11941. }
  11942. // Alpha blend
  11943. if (this._isAlphaBlendDirty) {
  11944. if (this._alphaBlend) {
  11945. gl.enable(gl.BLEND);
  11946. }
  11947. else {
  11948. gl.disable(gl.BLEND);
  11949. }
  11950. this._isAlphaBlendDirty = false;
  11951. }
  11952. // Alpha function
  11953. if (this._isBlendFunctionParametersDirty) {
  11954. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11955. this._isBlendFunctionParametersDirty = false;
  11956. }
  11957. // Alpha equation
  11958. if (this._isBlendEquationParametersDirty) {
  11959. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11960. this._isBlendEquationParametersDirty = false;
  11961. }
  11962. // Constants
  11963. if (this._isBlendConstantsDirty) {
  11964. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11965. this._isBlendConstantsDirty = false;
  11966. }
  11967. };
  11968. return _AlphaState;
  11969. }());
  11970. BABYLON._AlphaState = _AlphaState;
  11971. })(BABYLON || (BABYLON = {}));
  11972. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11973. var BABYLON;
  11974. (function (BABYLON) {
  11975. /**
  11976. * @hidden
  11977. **/
  11978. var _DepthCullingState = /** @class */ (function () {
  11979. /**
  11980. * Initializes the state.
  11981. */
  11982. function _DepthCullingState() {
  11983. this._isDepthTestDirty = false;
  11984. this._isDepthMaskDirty = false;
  11985. this._isDepthFuncDirty = false;
  11986. this._isCullFaceDirty = false;
  11987. this._isCullDirty = false;
  11988. this._isZOffsetDirty = false;
  11989. this._isFrontFaceDirty = false;
  11990. this.reset();
  11991. }
  11992. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11993. get: function () {
  11994. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11995. },
  11996. enumerable: true,
  11997. configurable: true
  11998. });
  11999. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  12000. get: function () {
  12001. return this._zOffset;
  12002. },
  12003. set: function (value) {
  12004. if (this._zOffset === value) {
  12005. return;
  12006. }
  12007. this._zOffset = value;
  12008. this._isZOffsetDirty = true;
  12009. },
  12010. enumerable: true,
  12011. configurable: true
  12012. });
  12013. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  12014. get: function () {
  12015. return this._cullFace;
  12016. },
  12017. set: function (value) {
  12018. if (this._cullFace === value) {
  12019. return;
  12020. }
  12021. this._cullFace = value;
  12022. this._isCullFaceDirty = true;
  12023. },
  12024. enumerable: true,
  12025. configurable: true
  12026. });
  12027. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  12028. get: function () {
  12029. return this._cull;
  12030. },
  12031. set: function (value) {
  12032. if (this._cull === value) {
  12033. return;
  12034. }
  12035. this._cull = value;
  12036. this._isCullDirty = true;
  12037. },
  12038. enumerable: true,
  12039. configurable: true
  12040. });
  12041. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  12042. get: function () {
  12043. return this._depthFunc;
  12044. },
  12045. set: function (value) {
  12046. if (this._depthFunc === value) {
  12047. return;
  12048. }
  12049. this._depthFunc = value;
  12050. this._isDepthFuncDirty = true;
  12051. },
  12052. enumerable: true,
  12053. configurable: true
  12054. });
  12055. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  12056. get: function () {
  12057. return this._depthMask;
  12058. },
  12059. set: function (value) {
  12060. if (this._depthMask === value) {
  12061. return;
  12062. }
  12063. this._depthMask = value;
  12064. this._isDepthMaskDirty = true;
  12065. },
  12066. enumerable: true,
  12067. configurable: true
  12068. });
  12069. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  12070. get: function () {
  12071. return this._depthTest;
  12072. },
  12073. set: function (value) {
  12074. if (this._depthTest === value) {
  12075. return;
  12076. }
  12077. this._depthTest = value;
  12078. this._isDepthTestDirty = true;
  12079. },
  12080. enumerable: true,
  12081. configurable: true
  12082. });
  12083. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  12084. get: function () {
  12085. return this._frontFace;
  12086. },
  12087. set: function (value) {
  12088. if (this._frontFace === value) {
  12089. return;
  12090. }
  12091. this._frontFace = value;
  12092. this._isFrontFaceDirty = true;
  12093. },
  12094. enumerable: true,
  12095. configurable: true
  12096. });
  12097. _DepthCullingState.prototype.reset = function () {
  12098. this._depthMask = true;
  12099. this._depthTest = true;
  12100. this._depthFunc = null;
  12101. this._cullFace = null;
  12102. this._cull = null;
  12103. this._zOffset = 0;
  12104. this._frontFace = null;
  12105. this._isDepthTestDirty = true;
  12106. this._isDepthMaskDirty = true;
  12107. this._isDepthFuncDirty = false;
  12108. this._isCullFaceDirty = false;
  12109. this._isCullDirty = false;
  12110. this._isZOffsetDirty = false;
  12111. this._isFrontFaceDirty = false;
  12112. };
  12113. _DepthCullingState.prototype.apply = function (gl) {
  12114. if (!this.isDirty) {
  12115. return;
  12116. }
  12117. // Cull
  12118. if (this._isCullDirty) {
  12119. if (this.cull) {
  12120. gl.enable(gl.CULL_FACE);
  12121. }
  12122. else {
  12123. gl.disable(gl.CULL_FACE);
  12124. }
  12125. this._isCullDirty = false;
  12126. }
  12127. // Cull face
  12128. if (this._isCullFaceDirty) {
  12129. gl.cullFace(this.cullFace);
  12130. this._isCullFaceDirty = false;
  12131. }
  12132. // Depth mask
  12133. if (this._isDepthMaskDirty) {
  12134. gl.depthMask(this.depthMask);
  12135. this._isDepthMaskDirty = false;
  12136. }
  12137. // Depth test
  12138. if (this._isDepthTestDirty) {
  12139. if (this.depthTest) {
  12140. gl.enable(gl.DEPTH_TEST);
  12141. }
  12142. else {
  12143. gl.disable(gl.DEPTH_TEST);
  12144. }
  12145. this._isDepthTestDirty = false;
  12146. }
  12147. // Depth func
  12148. if (this._isDepthFuncDirty) {
  12149. gl.depthFunc(this.depthFunc);
  12150. this._isDepthFuncDirty = false;
  12151. }
  12152. // zOffset
  12153. if (this._isZOffsetDirty) {
  12154. if (this.zOffset) {
  12155. gl.enable(gl.POLYGON_OFFSET_FILL);
  12156. gl.polygonOffset(this.zOffset, 0);
  12157. }
  12158. else {
  12159. gl.disable(gl.POLYGON_OFFSET_FILL);
  12160. }
  12161. this._isZOffsetDirty = false;
  12162. }
  12163. // Front face
  12164. if (this._isFrontFaceDirty) {
  12165. gl.frontFace(this.frontFace);
  12166. this._isFrontFaceDirty = false;
  12167. }
  12168. };
  12169. return _DepthCullingState;
  12170. }());
  12171. BABYLON._DepthCullingState = _DepthCullingState;
  12172. })(BABYLON || (BABYLON = {}));
  12173. //# sourceMappingURL=babylon.depthCullingState.js.map
  12174. var BABYLON;
  12175. (function (BABYLON) {
  12176. /**
  12177. * @hidden
  12178. **/
  12179. var _StencilState = /** @class */ (function () {
  12180. function _StencilState() {
  12181. this._isStencilTestDirty = false;
  12182. this._isStencilMaskDirty = false;
  12183. this._isStencilFuncDirty = false;
  12184. this._isStencilOpDirty = false;
  12185. this.reset();
  12186. }
  12187. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12188. get: function () {
  12189. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12190. },
  12191. enumerable: true,
  12192. configurable: true
  12193. });
  12194. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12195. get: function () {
  12196. return this._stencilFunc;
  12197. },
  12198. set: function (value) {
  12199. if (this._stencilFunc === value) {
  12200. return;
  12201. }
  12202. this._stencilFunc = value;
  12203. this._isStencilFuncDirty = true;
  12204. },
  12205. enumerable: true,
  12206. configurable: true
  12207. });
  12208. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12209. get: function () {
  12210. return this._stencilFuncRef;
  12211. },
  12212. set: function (value) {
  12213. if (this._stencilFuncRef === value) {
  12214. return;
  12215. }
  12216. this._stencilFuncRef = value;
  12217. this._isStencilFuncDirty = true;
  12218. },
  12219. enumerable: true,
  12220. configurable: true
  12221. });
  12222. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12223. get: function () {
  12224. return this._stencilFuncMask;
  12225. },
  12226. set: function (value) {
  12227. if (this._stencilFuncMask === value) {
  12228. return;
  12229. }
  12230. this._stencilFuncMask = value;
  12231. this._isStencilFuncDirty = true;
  12232. },
  12233. enumerable: true,
  12234. configurable: true
  12235. });
  12236. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12237. get: function () {
  12238. return this._stencilOpStencilFail;
  12239. },
  12240. set: function (value) {
  12241. if (this._stencilOpStencilFail === value) {
  12242. return;
  12243. }
  12244. this._stencilOpStencilFail = value;
  12245. this._isStencilOpDirty = true;
  12246. },
  12247. enumerable: true,
  12248. configurable: true
  12249. });
  12250. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12251. get: function () {
  12252. return this._stencilOpDepthFail;
  12253. },
  12254. set: function (value) {
  12255. if (this._stencilOpDepthFail === value) {
  12256. return;
  12257. }
  12258. this._stencilOpDepthFail = value;
  12259. this._isStencilOpDirty = true;
  12260. },
  12261. enumerable: true,
  12262. configurable: true
  12263. });
  12264. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12265. get: function () {
  12266. return this._stencilOpStencilDepthPass;
  12267. },
  12268. set: function (value) {
  12269. if (this._stencilOpStencilDepthPass === value) {
  12270. return;
  12271. }
  12272. this._stencilOpStencilDepthPass = value;
  12273. this._isStencilOpDirty = true;
  12274. },
  12275. enumerable: true,
  12276. configurable: true
  12277. });
  12278. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12279. get: function () {
  12280. return this._stencilMask;
  12281. },
  12282. set: function (value) {
  12283. if (this._stencilMask === value) {
  12284. return;
  12285. }
  12286. this._stencilMask = value;
  12287. this._isStencilMaskDirty = true;
  12288. },
  12289. enumerable: true,
  12290. configurable: true
  12291. });
  12292. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12293. get: function () {
  12294. return this._stencilTest;
  12295. },
  12296. set: function (value) {
  12297. if (this._stencilTest === value) {
  12298. return;
  12299. }
  12300. this._stencilTest = value;
  12301. this._isStencilTestDirty = true;
  12302. },
  12303. enumerable: true,
  12304. configurable: true
  12305. });
  12306. _StencilState.prototype.reset = function () {
  12307. this._stencilTest = false;
  12308. this._stencilMask = 0xFF;
  12309. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12310. this._stencilFuncRef = 1;
  12311. this._stencilFuncMask = 0xFF;
  12312. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12313. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12314. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12315. this._isStencilTestDirty = true;
  12316. this._isStencilMaskDirty = true;
  12317. this._isStencilFuncDirty = true;
  12318. this._isStencilOpDirty = true;
  12319. };
  12320. _StencilState.prototype.apply = function (gl) {
  12321. if (!this.isDirty) {
  12322. return;
  12323. }
  12324. // Stencil test
  12325. if (this._isStencilTestDirty) {
  12326. if (this.stencilTest) {
  12327. gl.enable(gl.STENCIL_TEST);
  12328. }
  12329. else {
  12330. gl.disable(gl.STENCIL_TEST);
  12331. }
  12332. this._isStencilTestDirty = false;
  12333. }
  12334. // Stencil mask
  12335. if (this._isStencilMaskDirty) {
  12336. gl.stencilMask(this.stencilMask);
  12337. this._isStencilMaskDirty = false;
  12338. }
  12339. // Stencil func
  12340. if (this._isStencilFuncDirty) {
  12341. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12342. this._isStencilFuncDirty = false;
  12343. }
  12344. // Stencil op
  12345. if (this._isStencilOpDirty) {
  12346. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12347. this._isStencilOpDirty = false;
  12348. }
  12349. };
  12350. return _StencilState;
  12351. }());
  12352. BABYLON._StencilState = _StencilState;
  12353. })(BABYLON || (BABYLON = {}));
  12354. //# sourceMappingURL=babylon.stencilState.js.map
  12355. var __assign = (this && this.__assign) || function () {
  12356. __assign = Object.assign || function(t) {
  12357. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12358. s = arguments[i];
  12359. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12360. t[p] = s[p];
  12361. }
  12362. return t;
  12363. };
  12364. return __assign.apply(this, arguments);
  12365. };
  12366. var BABYLON;
  12367. (function (BABYLON) {
  12368. /**
  12369. * Keeps track of all the buffer info used in engine.
  12370. */
  12371. var BufferPointer = /** @class */ (function () {
  12372. function BufferPointer() {
  12373. }
  12374. return BufferPointer;
  12375. }());
  12376. /**
  12377. * Interface for attribute information associated with buffer instanciation
  12378. */
  12379. var InstancingAttributeInfo = /** @class */ (function () {
  12380. function InstancingAttributeInfo() {
  12381. }
  12382. return InstancingAttributeInfo;
  12383. }());
  12384. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12385. /**
  12386. * Define options used to create a render target texture
  12387. */
  12388. var RenderTargetCreationOptions = /** @class */ (function () {
  12389. function RenderTargetCreationOptions() {
  12390. }
  12391. return RenderTargetCreationOptions;
  12392. }());
  12393. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12394. /**
  12395. * Define options used to create a depth texture
  12396. */
  12397. var DepthTextureCreationOptions = /** @class */ (function () {
  12398. function DepthTextureCreationOptions() {
  12399. }
  12400. return DepthTextureCreationOptions;
  12401. }());
  12402. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12403. /**
  12404. * Class used to describe the capabilities of the engine relatively to the current browser
  12405. */
  12406. var EngineCapabilities = /** @class */ (function () {
  12407. function EngineCapabilities() {
  12408. }
  12409. return EngineCapabilities;
  12410. }());
  12411. BABYLON.EngineCapabilities = EngineCapabilities;
  12412. /**
  12413. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12414. */
  12415. var Engine = /** @class */ (function () {
  12416. /**
  12417. * Creates a new engine
  12418. * @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
  12419. * @param antialias defines enable antialiasing (default: false)
  12420. * @param options defines further options to be sent to the getContext() function
  12421. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12422. */
  12423. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12424. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12425. var _this = this;
  12426. // Public members
  12427. /**
  12428. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12429. */
  12430. this.forcePOTTextures = false;
  12431. /**
  12432. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12433. */
  12434. this.isFullscreen = false;
  12435. /**
  12436. * Gets a boolean indicating if the pointer is currently locked
  12437. */
  12438. this.isPointerLock = false;
  12439. /**
  12440. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12441. */
  12442. this.cullBackFaces = true;
  12443. /**
  12444. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12445. */
  12446. this.renderEvenInBackground = true;
  12447. /**
  12448. * Gets or sets a boolean indicating that cache can be kept between frames
  12449. */
  12450. this.preventCacheWipeBetweenFrames = false;
  12451. /**
  12452. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12453. **/
  12454. this.enableOfflineSupport = false;
  12455. /**
  12456. * 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)
  12457. **/
  12458. this.disableManifestCheck = false;
  12459. /**
  12460. * Gets the list of created scenes
  12461. */
  12462. this.scenes = new Array();
  12463. /**
  12464. * Event raised when a new scene is created
  12465. */
  12466. this.onNewSceneAddedObservable = new BABYLON.Observable();
  12467. /**
  12468. * Gets the list of created postprocesses
  12469. */
  12470. this.postProcesses = new Array();
  12471. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12472. this.validateShaderPrograms = false;
  12473. // Observables
  12474. /**
  12475. * Observable event triggered each time the rendering canvas is resized
  12476. */
  12477. this.onResizeObservable = new BABYLON.Observable();
  12478. /**
  12479. * Observable event triggered each time the canvas loses focus
  12480. */
  12481. this.onCanvasBlurObservable = new BABYLON.Observable();
  12482. /**
  12483. * Observable event triggered each time the canvas gains focus
  12484. */
  12485. this.onCanvasFocusObservable = new BABYLON.Observable();
  12486. /**
  12487. * Observable event triggered each time the canvas receives pointerout event
  12488. */
  12489. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12490. /**
  12491. * Observable event triggered before each texture is initialized
  12492. */
  12493. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12494. //WebVR
  12495. this._vrDisplay = undefined;
  12496. this._vrSupported = false;
  12497. this._vrExclusivePointerMode = false;
  12498. // Uniform buffers list
  12499. /**
  12500. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12501. */
  12502. this.disableUniformBuffers = false;
  12503. /** @hidden */
  12504. this._uniformBuffers = new Array();
  12505. // Observables
  12506. /**
  12507. * Observable raised when the engine begins a new frame
  12508. */
  12509. this.onBeginFrameObservable = new BABYLON.Observable();
  12510. /**
  12511. * If set, will be used to request the next animation frame for the render loop
  12512. */
  12513. this.customAnimationFrameRequester = null;
  12514. /**
  12515. * Observable raised when the engine ends the current frame
  12516. */
  12517. this.onEndFrameObservable = new BABYLON.Observable();
  12518. /**
  12519. * Observable raised when the engine is about to compile a shader
  12520. */
  12521. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12522. /**
  12523. * Observable raised when the engine has jsut compiled a shader
  12524. */
  12525. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12526. this._windowIsBackground = false;
  12527. this._webGLVersion = 1.0;
  12528. /** @hidden */
  12529. this._badOS = false;
  12530. /** @hidden */
  12531. this._badDesktopOS = false;
  12532. /**
  12533. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12534. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12535. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12536. */
  12537. this.disableTextureBindingOptimization = false;
  12538. /**
  12539. * Observable signaled when VR display mode changes
  12540. */
  12541. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12542. /**
  12543. * Observable signaled when VR request present is complete
  12544. */
  12545. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12546. /**
  12547. * Observable signaled when VR request present starts
  12548. */
  12549. this.onVRRequestPresentStart = new BABYLON.Observable();
  12550. this._colorWrite = true;
  12551. /** @hidden */
  12552. this._drawCalls = new BABYLON.PerfCounter();
  12553. /** @hidden */
  12554. this._textureCollisions = new BABYLON.PerfCounter();
  12555. this._renderingQueueLaunched = false;
  12556. this._activeRenderLoops = new Array();
  12557. // Deterministic lockstepMaxSteps
  12558. this._deterministicLockstep = false;
  12559. this._lockstepMaxSteps = 4;
  12560. // Lost context
  12561. /**
  12562. * Observable signaled when a context lost event is raised
  12563. */
  12564. this.onContextLostObservable = new BABYLON.Observable();
  12565. /**
  12566. * Observable signaled when a context restored event is raised
  12567. */
  12568. this.onContextRestoredObservable = new BABYLON.Observable();
  12569. this._contextWasLost = false;
  12570. this._doNotHandleContextLost = false;
  12571. // FPS
  12572. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12573. this._fps = 60;
  12574. this._deltaTime = 0;
  12575. /**
  12576. * Turn this value on if you want to pause FPS computation when in background
  12577. */
  12578. this.disablePerformanceMonitorInBackground = false;
  12579. // States
  12580. /** @hidden */
  12581. this._depthCullingState = new BABYLON._DepthCullingState();
  12582. /** @hidden */
  12583. this._stencilState = new BABYLON._StencilState();
  12584. /** @hidden */
  12585. this._alphaState = new BABYLON._AlphaState();
  12586. /** @hidden */
  12587. this._alphaMode = Engine.ALPHA_DISABLE;
  12588. // Cache
  12589. this._internalTexturesCache = new Array();
  12590. /** @hidden */
  12591. this._activeChannel = 0;
  12592. this._currentTextureChannel = -1;
  12593. /** @hidden */
  12594. this._boundTexturesCache = {};
  12595. this._compiledEffects = {};
  12596. this._vertexAttribArraysEnabled = [];
  12597. this._uintIndicesCurrentlySet = false;
  12598. this._currentBoundBuffer = new Array();
  12599. /** @hidden */
  12600. this._currentFramebuffer = null;
  12601. this._currentBufferPointers = new Array();
  12602. this._currentInstanceLocations = new Array();
  12603. this._currentInstanceBuffers = new Array();
  12604. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12605. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12606. this._vaoRecordInProgress = false;
  12607. this._mustWipeVertexAttributes = false;
  12608. this._nextFreeTextureSlots = new Array();
  12609. this._maxSimultaneousTextures = 0;
  12610. this._activeRequests = new Array();
  12611. // Hardware supported Compressed Textures
  12612. this._texturesSupported = new Array();
  12613. /**
  12614. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12615. */
  12616. this.premultipliedAlpha = true;
  12617. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12618. this._onVRFullScreenTriggered = function () {
  12619. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12620. //get the old size before we change
  12621. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12622. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12623. //get the width and height, change the render size
  12624. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12625. _this.setHardwareScalingLevel(1);
  12626. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12627. }
  12628. else {
  12629. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12630. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12631. }
  12632. };
  12633. this._unpackFlipYCached = null;
  12634. /**
  12635. * In case you are sharing the context with other applications, it might
  12636. * be interested to not cache the unpack flip y state to ensure a consistent
  12637. * value would be set.
  12638. */
  12639. this.enableUnpackFlipYCached = true;
  12640. this._boundUniforms = {};
  12641. // Register promises
  12642. BABYLON.PromisePolyfill.Apply();
  12643. var canvas = null;
  12644. Engine.Instances.push(this);
  12645. if (!canvasOrContext) {
  12646. return;
  12647. }
  12648. options = options || {};
  12649. if (canvasOrContext.getContext) {
  12650. canvas = canvasOrContext;
  12651. this._renderingCanvas = canvas;
  12652. if (antialias != null) {
  12653. options.antialias = antialias;
  12654. }
  12655. if (options.deterministicLockstep === undefined) {
  12656. options.deterministicLockstep = false;
  12657. }
  12658. if (options.lockstepMaxSteps === undefined) {
  12659. options.lockstepMaxSteps = 4;
  12660. }
  12661. if (options.preserveDrawingBuffer === undefined) {
  12662. options.preserveDrawingBuffer = false;
  12663. }
  12664. if (options.audioEngine === undefined) {
  12665. options.audioEngine = true;
  12666. }
  12667. if (options.stencil === undefined) {
  12668. options.stencil = true;
  12669. }
  12670. if (options.premultipliedAlpha === false) {
  12671. this.premultipliedAlpha = false;
  12672. }
  12673. this._deterministicLockstep = options.deterministicLockstep;
  12674. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12675. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12676. // Exceptions
  12677. if (navigator && navigator.userAgent) {
  12678. var ua = navigator.userAgent;
  12679. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12680. var exception = _a[_i];
  12681. var key = exception.key;
  12682. var targets = exception.targets;
  12683. if (ua.indexOf(key) > -1) {
  12684. if (exception.capture && exception.captureConstraint) {
  12685. var capture = exception.capture;
  12686. var constraint = exception.captureConstraint;
  12687. var regex = new RegExp(capture);
  12688. var matches = regex.exec(ua);
  12689. if (matches && matches.length > 0) {
  12690. var capturedValue = parseInt(matches[matches.length - 1]);
  12691. if (capturedValue >= constraint) {
  12692. continue;
  12693. }
  12694. }
  12695. }
  12696. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12697. var target = targets_1[_b];
  12698. switch (target) {
  12699. case "uniformBuffer":
  12700. this.disableUniformBuffers = true;
  12701. break;
  12702. case "textureBindingOptimization":
  12703. this.disableTextureBindingOptimization = true;
  12704. break;
  12705. }
  12706. }
  12707. }
  12708. }
  12709. }
  12710. // GL
  12711. if (!options.disableWebGL2Support) {
  12712. try {
  12713. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12714. if (this._gl) {
  12715. this._webGLVersion = 2.0;
  12716. // Prevent weird browsers to lie :-)
  12717. if (!this._gl.deleteQuery) {
  12718. this._webGLVersion = 1.0;
  12719. }
  12720. }
  12721. }
  12722. catch (e) {
  12723. // Do nothing
  12724. }
  12725. }
  12726. if (!this._gl) {
  12727. if (!canvas) {
  12728. throw new Error("The provided canvas is null or undefined.");
  12729. }
  12730. try {
  12731. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12732. }
  12733. catch (e) {
  12734. throw new Error("WebGL not supported");
  12735. }
  12736. }
  12737. if (!this._gl) {
  12738. throw new Error("WebGL not supported");
  12739. }
  12740. this._onCanvasFocus = function () {
  12741. _this.onCanvasFocusObservable.notifyObservers(_this);
  12742. };
  12743. this._onCanvasBlur = function () {
  12744. _this.onCanvasBlurObservable.notifyObservers(_this);
  12745. };
  12746. canvas.addEventListener("focus", this._onCanvasFocus);
  12747. canvas.addEventListener("blur", this._onCanvasBlur);
  12748. this._onBlur = function () {
  12749. if (_this.disablePerformanceMonitorInBackground) {
  12750. _this._performanceMonitor.disable();
  12751. }
  12752. _this._windowIsBackground = true;
  12753. };
  12754. this._onFocus = function () {
  12755. if (_this.disablePerformanceMonitorInBackground) {
  12756. _this._performanceMonitor.enable();
  12757. }
  12758. _this._windowIsBackground = false;
  12759. };
  12760. this._onCanvasPointerOut = function (ev) {
  12761. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12762. };
  12763. if (BABYLON.Tools.IsWindowObjectExist()) {
  12764. window.addEventListener("blur", this._onBlur);
  12765. window.addEventListener("focus", this._onFocus);
  12766. }
  12767. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12768. // Context lost
  12769. if (!this._doNotHandleContextLost) {
  12770. this._onContextLost = function (evt) {
  12771. evt.preventDefault();
  12772. _this._contextWasLost = true;
  12773. BABYLON.Tools.Warn("WebGL context lost.");
  12774. _this.onContextLostObservable.notifyObservers(_this);
  12775. };
  12776. this._onContextRestored = function (evt) {
  12777. // Adding a timeout to avoid race condition at browser level
  12778. setTimeout(function () {
  12779. // Rebuild gl context
  12780. _this._initGLContext();
  12781. // Rebuild effects
  12782. _this._rebuildEffects();
  12783. // Rebuild textures
  12784. _this._rebuildInternalTextures();
  12785. // Rebuild buffers
  12786. _this._rebuildBuffers();
  12787. // Cache
  12788. _this.wipeCaches(true);
  12789. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12790. _this.onContextRestoredObservable.notifyObservers(_this);
  12791. _this._contextWasLost = false;
  12792. }, 0);
  12793. };
  12794. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12795. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12796. }
  12797. }
  12798. else {
  12799. this._gl = canvasOrContext;
  12800. this._renderingCanvas = this._gl.canvas;
  12801. if (this._gl.renderbufferStorageMultisample) {
  12802. this._webGLVersion = 2.0;
  12803. }
  12804. var attributes = this._gl.getContextAttributes();
  12805. if (attributes) {
  12806. options.stencil = attributes.stencil;
  12807. }
  12808. }
  12809. // Viewport
  12810. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12811. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12812. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12813. this.resize();
  12814. this._isStencilEnable = options.stencil ? true : false;
  12815. this._initGLContext();
  12816. if (canvas) {
  12817. // Fullscreen
  12818. this._onFullscreenChange = function () {
  12819. if (document.fullscreen !== undefined) {
  12820. _this.isFullscreen = document.fullscreen;
  12821. }
  12822. else if (document.mozFullScreen !== undefined) {
  12823. _this.isFullscreen = document.mozFullScreen;
  12824. }
  12825. else if (document.webkitIsFullScreen !== undefined) {
  12826. _this.isFullscreen = document.webkitIsFullScreen;
  12827. }
  12828. else if (document.msIsFullScreen !== undefined) {
  12829. _this.isFullscreen = document.msIsFullScreen;
  12830. }
  12831. // Pointer lock
  12832. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12833. canvas.requestPointerLock = canvas.requestPointerLock ||
  12834. canvas.msRequestPointerLock ||
  12835. canvas.mozRequestPointerLock ||
  12836. canvas.webkitRequestPointerLock;
  12837. if (canvas.requestPointerLock) {
  12838. canvas.requestPointerLock();
  12839. }
  12840. }
  12841. };
  12842. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12843. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12844. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12845. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12846. // Pointer lock
  12847. this._onPointerLockChange = function () {
  12848. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12849. document.webkitPointerLockElement === canvas ||
  12850. document.msPointerLockElement === canvas ||
  12851. document.pointerLockElement === canvas);
  12852. };
  12853. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12854. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12855. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12856. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12857. this._onVRDisplayPointerRestricted = function () {
  12858. if (canvas) {
  12859. canvas.requestPointerLock();
  12860. }
  12861. };
  12862. this._onVRDisplayPointerUnrestricted = function () {
  12863. document.exitPointerLock();
  12864. };
  12865. if (BABYLON.Tools.IsWindowObjectExist()) {
  12866. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12867. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12868. }
  12869. }
  12870. // Create Audio Engine if needed.
  12871. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12872. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12873. }
  12874. // Prepare buffer pointers
  12875. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12876. this._currentBufferPointers[i] = new BufferPointer();
  12877. }
  12878. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12879. // Load WebVR Devices
  12880. if (options.autoEnableWebVR) {
  12881. this.initWebVR();
  12882. }
  12883. // Detect if we are running on a faulty buggy OS.
  12884. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12885. // Detect if we are running on a faulty buggy desktop OS.
  12886. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12887. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12888. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12889. }
  12890. Object.defineProperty(Engine, "LastCreatedEngine", {
  12891. /**
  12892. * Gets the latest created engine
  12893. */
  12894. get: function () {
  12895. if (Engine.Instances.length === 0) {
  12896. return null;
  12897. }
  12898. return Engine.Instances[Engine.Instances.length - 1];
  12899. },
  12900. enumerable: true,
  12901. configurable: true
  12902. });
  12903. Object.defineProperty(Engine, "LastCreatedScene", {
  12904. /**
  12905. * Gets the latest created scene
  12906. */
  12907. get: function () {
  12908. var lastCreatedEngine = Engine.LastCreatedEngine;
  12909. if (!lastCreatedEngine) {
  12910. return null;
  12911. }
  12912. if (lastCreatedEngine.scenes.length === 0) {
  12913. return null;
  12914. }
  12915. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12916. },
  12917. enumerable: true,
  12918. configurable: true
  12919. });
  12920. /**
  12921. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12922. * @param flag defines which part of the materials must be marked as dirty
  12923. * @param predicate defines a predicate used to filter which materials should be affected
  12924. */
  12925. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12926. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12927. var engine = Engine.Instances[engineIndex];
  12928. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12929. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12930. }
  12931. }
  12932. };
  12933. Object.defineProperty(Engine, "Version", {
  12934. /**
  12935. * Returns the current version of the framework
  12936. */
  12937. get: function () {
  12938. return "4.0.0-alpha.16";
  12939. },
  12940. enumerable: true,
  12941. configurable: true
  12942. });
  12943. Object.defineProperty(Engine.prototype, "description", {
  12944. /**
  12945. * Returns a string describing the current engine
  12946. */
  12947. get: function () {
  12948. var description = "WebGL" + this.webGLVersion;
  12949. if (this._caps.parallelShaderCompile) {
  12950. description += " - Parallel shader compilation";
  12951. }
  12952. return description;
  12953. },
  12954. enumerable: true,
  12955. configurable: true
  12956. });
  12957. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12958. /**
  12959. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12960. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12961. */
  12962. get: function () {
  12963. return this._vrExclusivePointerMode;
  12964. },
  12965. enumerable: true,
  12966. configurable: true
  12967. });
  12968. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12969. /**
  12970. * Gets a boolean indicating that the engine supports uniform buffers
  12971. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12972. */
  12973. get: function () {
  12974. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12975. },
  12976. enumerable: true,
  12977. configurable: true
  12978. });
  12979. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12980. /**
  12981. * Gets a boolean indicating that only power of 2 textures are supported
  12982. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12983. */
  12984. get: function () {
  12985. return this._webGLVersion < 2 || this.forcePOTTextures;
  12986. },
  12987. enumerable: true,
  12988. configurable: true
  12989. });
  12990. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12991. /**
  12992. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12993. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12994. */
  12995. get: function () {
  12996. return this._doNotHandleContextLost;
  12997. },
  12998. set: function (value) {
  12999. this._doNotHandleContextLost = value;
  13000. },
  13001. enumerable: true,
  13002. configurable: true
  13003. });
  13004. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  13005. /**
  13006. * Gets the performance monitor attached to this engine
  13007. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  13008. */
  13009. get: function () {
  13010. return this._performanceMonitor;
  13011. },
  13012. enumerable: true,
  13013. configurable: true
  13014. });
  13015. Object.defineProperty(Engine.prototype, "texturesSupported", {
  13016. /**
  13017. * Gets the list of texture formats supported
  13018. */
  13019. get: function () {
  13020. return this._texturesSupported;
  13021. },
  13022. enumerable: true,
  13023. configurable: true
  13024. });
  13025. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  13026. /**
  13027. * Gets the list of texture formats in use
  13028. */
  13029. get: function () {
  13030. return this._textureFormatInUse;
  13031. },
  13032. enumerable: true,
  13033. configurable: true
  13034. });
  13035. Object.defineProperty(Engine.prototype, "currentViewport", {
  13036. /**
  13037. * Gets the current viewport
  13038. */
  13039. get: function () {
  13040. return this._cachedViewport;
  13041. },
  13042. enumerable: true,
  13043. configurable: true
  13044. });
  13045. Object.defineProperty(Engine.prototype, "emptyTexture", {
  13046. /**
  13047. * Gets the default empty texture
  13048. */
  13049. get: function () {
  13050. if (!this._emptyTexture) {
  13051. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13052. }
  13053. return this._emptyTexture;
  13054. },
  13055. enumerable: true,
  13056. configurable: true
  13057. });
  13058. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  13059. /**
  13060. * Gets the default empty 3D texture
  13061. */
  13062. get: function () {
  13063. if (!this._emptyTexture3D) {
  13064. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13065. }
  13066. return this._emptyTexture3D;
  13067. },
  13068. enumerable: true,
  13069. configurable: true
  13070. });
  13071. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  13072. /**
  13073. * Gets the default empty cube texture
  13074. */
  13075. get: function () {
  13076. if (!this._emptyCubeTexture) {
  13077. var faceData = new Uint8Array(4);
  13078. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  13079. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13080. }
  13081. return this._emptyCubeTexture;
  13082. },
  13083. enumerable: true,
  13084. configurable: true
  13085. });
  13086. Engine.prototype._rebuildInternalTextures = function () {
  13087. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  13088. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  13089. var internalTexture = currentState_1[_i];
  13090. internalTexture._rebuild();
  13091. }
  13092. };
  13093. Engine.prototype._rebuildEffects = function () {
  13094. for (var key in this._compiledEffects) {
  13095. var effect = this._compiledEffects[key];
  13096. effect._prepareEffect();
  13097. }
  13098. BABYLON.Effect.ResetCache();
  13099. };
  13100. /**
  13101. * Gets a boolean indicating if all created effects are ready
  13102. * @returns true if all effects are ready
  13103. */
  13104. Engine.prototype.areAllEffectsReady = function () {
  13105. for (var key in this._compiledEffects) {
  13106. var effect = this._compiledEffects[key];
  13107. if (!effect.isReady()) {
  13108. return false;
  13109. }
  13110. }
  13111. return true;
  13112. };
  13113. Engine.prototype._rebuildBuffers = function () {
  13114. // Index / Vertex
  13115. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  13116. var scene = _a[_i];
  13117. scene.resetCachedMaterial();
  13118. scene._rebuildGeometries();
  13119. scene._rebuildTextures();
  13120. }
  13121. // Uniforms
  13122. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  13123. var uniformBuffer = _c[_b];
  13124. uniformBuffer._rebuild();
  13125. }
  13126. };
  13127. Engine.prototype._initGLContext = function () {
  13128. // Caps
  13129. this._caps = new EngineCapabilities();
  13130. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  13131. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  13132. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  13133. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  13134. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  13135. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  13136. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  13137. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  13138. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  13139. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  13140. // Infos
  13141. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13142. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13143. if (rendererInfo != null) {
  13144. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13145. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13146. }
  13147. if (!this._glVendor) {
  13148. this._glVendor = "Unknown vendor";
  13149. }
  13150. if (!this._glRenderer) {
  13151. this._glRenderer = "Unknown renderer";
  13152. }
  13153. // Constants
  13154. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13155. if (this._gl.RGBA16F !== 0x881A) {
  13156. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13157. }
  13158. if (this._gl.RGBA32F !== 0x8814) {
  13159. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13160. }
  13161. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13162. this._gl.DEPTH24_STENCIL8 = 35056;
  13163. }
  13164. // Extensions
  13165. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13166. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13167. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13168. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13169. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13170. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13171. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13172. 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');
  13173. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13174. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13175. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13176. this._caps.highPrecisionShaderSupported = false;
  13177. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13178. if (this._caps.timerQuery) {
  13179. if (this._webGLVersion === 1) {
  13180. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13181. }
  13182. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13183. }
  13184. // Checks if some of the format renders first to allow the use of webgl inspector.
  13185. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13186. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13187. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13188. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13189. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13190. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13191. if (this._webGLVersion > 1) {
  13192. this._gl.HALF_FLOAT_OES = 0x140B;
  13193. }
  13194. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13195. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13196. // Draw buffers
  13197. if (this._webGLVersion > 1) {
  13198. this._caps.drawBuffersExtension = true;
  13199. }
  13200. else {
  13201. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13202. if (drawBuffersExtension !== null) {
  13203. this._caps.drawBuffersExtension = true;
  13204. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13205. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13206. for (var i = 0; i < 16; i++) {
  13207. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13208. }
  13209. }
  13210. else {
  13211. this._caps.drawBuffersExtension = false;
  13212. }
  13213. }
  13214. // Shader compiler threads
  13215. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13216. if (this._caps.parallelShaderCompile) {
  13217. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13218. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13219. }
  13220. // Depth Texture
  13221. if (this._webGLVersion > 1) {
  13222. this._caps.depthTextureExtension = true;
  13223. }
  13224. else {
  13225. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13226. if (depthTextureExtension != null) {
  13227. this._caps.depthTextureExtension = true;
  13228. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13229. }
  13230. }
  13231. // Vertex array object
  13232. if (this._webGLVersion > 1) {
  13233. this._caps.vertexArrayObject = true;
  13234. }
  13235. else {
  13236. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13237. if (vertexArrayObjectExtension != null) {
  13238. this._caps.vertexArrayObject = true;
  13239. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13240. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13241. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13242. }
  13243. else {
  13244. this._caps.vertexArrayObject = false;
  13245. }
  13246. }
  13247. // Instances count
  13248. if (this._webGLVersion > 1) {
  13249. this._caps.instancedArrays = true;
  13250. }
  13251. else {
  13252. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13253. if (instanceExtension != null) {
  13254. this._caps.instancedArrays = true;
  13255. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13256. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13257. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13258. }
  13259. else {
  13260. this._caps.instancedArrays = false;
  13261. }
  13262. }
  13263. // Intelligently add supported compressed formats in order to check for.
  13264. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13265. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13266. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13267. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13268. if (this._caps.astc) {
  13269. this.texturesSupported.push('-astc.ktx');
  13270. }
  13271. if (this._caps.s3tc) {
  13272. this.texturesSupported.push('-dxt.ktx');
  13273. }
  13274. if (this._caps.pvrtc) {
  13275. this.texturesSupported.push('-pvrtc.ktx');
  13276. }
  13277. if (this._caps.etc2) {
  13278. this.texturesSupported.push('-etc2.ktx');
  13279. }
  13280. if (this._caps.etc1) {
  13281. this.texturesSupported.push('-etc1.ktx');
  13282. }
  13283. if (this._gl.getShaderPrecisionFormat) {
  13284. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13285. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13286. if (vertex_highp && fragment_highp) {
  13287. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13288. }
  13289. }
  13290. // Depth buffer
  13291. this.setDepthBuffer(true);
  13292. this.setDepthFunctionToLessOrEqual();
  13293. this.setDepthWrite(true);
  13294. // Texture maps
  13295. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13296. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13297. this._nextFreeTextureSlots.push(slot);
  13298. }
  13299. };
  13300. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13301. /**
  13302. * Gets version of the current webGL context
  13303. */
  13304. get: function () {
  13305. return this._webGLVersion;
  13306. },
  13307. enumerable: true,
  13308. configurable: true
  13309. });
  13310. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13311. /**
  13312. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13313. */
  13314. get: function () {
  13315. return this._isStencilEnable;
  13316. },
  13317. enumerable: true,
  13318. configurable: true
  13319. });
  13320. Engine.prototype._prepareWorkingCanvas = function () {
  13321. if (this._workingCanvas) {
  13322. return;
  13323. }
  13324. this._workingCanvas = document.createElement("canvas");
  13325. var context = this._workingCanvas.getContext("2d");
  13326. if (context) {
  13327. this._workingContext = context;
  13328. }
  13329. };
  13330. /**
  13331. * Reset the texture cache to empty state
  13332. */
  13333. Engine.prototype.resetTextureCache = function () {
  13334. for (var key in this._boundTexturesCache) {
  13335. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13336. continue;
  13337. }
  13338. var boundTexture = this._boundTexturesCache[key];
  13339. if (boundTexture) {
  13340. this._removeDesignatedSlot(boundTexture);
  13341. }
  13342. this._boundTexturesCache[key] = null;
  13343. }
  13344. if (!this.disableTextureBindingOptimization) {
  13345. this._nextFreeTextureSlots = [];
  13346. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13347. this._nextFreeTextureSlots.push(slot);
  13348. }
  13349. }
  13350. this._currentTextureChannel = -1;
  13351. };
  13352. /**
  13353. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13354. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13355. * @returns true if engine is in deterministic lock step mode
  13356. */
  13357. Engine.prototype.isDeterministicLockStep = function () {
  13358. return this._deterministicLockstep;
  13359. };
  13360. /**
  13361. * Gets the max steps when engine is running in deterministic lock step
  13362. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13363. * @returns the max steps
  13364. */
  13365. Engine.prototype.getLockstepMaxSteps = function () {
  13366. return this._lockstepMaxSteps;
  13367. };
  13368. /**
  13369. * Gets an object containing information about the current webGL context
  13370. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13371. */
  13372. Engine.prototype.getGlInfo = function () {
  13373. return {
  13374. vendor: this._glVendor,
  13375. renderer: this._glRenderer,
  13376. version: this._glVersion
  13377. };
  13378. };
  13379. /**
  13380. * Gets current aspect ratio
  13381. * @param camera defines the camera to use to get the aspect ratio
  13382. * @param useScreen defines if screen size must be used (or the current render target if any)
  13383. * @returns a number defining the aspect ratio
  13384. */
  13385. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13386. if (useScreen === void 0) { useScreen = false; }
  13387. var viewport = camera.viewport;
  13388. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13389. };
  13390. /**
  13391. * Gets current screen aspect ratio
  13392. * @returns a number defining the aspect ratio
  13393. */
  13394. Engine.prototype.getScreenAspectRatio = function () {
  13395. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13396. };
  13397. /**
  13398. * Gets the current render width
  13399. * @param useScreen defines if screen size must be used (or the current render target if any)
  13400. * @returns a number defining the current render width
  13401. */
  13402. Engine.prototype.getRenderWidth = function (useScreen) {
  13403. if (useScreen === void 0) { useScreen = false; }
  13404. if (!useScreen && this._currentRenderTarget) {
  13405. return this._currentRenderTarget.width;
  13406. }
  13407. return this._gl.drawingBufferWidth;
  13408. };
  13409. /**
  13410. * Gets the current render height
  13411. * @param useScreen defines if screen size must be used (or the current render target if any)
  13412. * @returns a number defining the current render height
  13413. */
  13414. Engine.prototype.getRenderHeight = function (useScreen) {
  13415. if (useScreen === void 0) { useScreen = false; }
  13416. if (!useScreen && this._currentRenderTarget) {
  13417. return this._currentRenderTarget.height;
  13418. }
  13419. return this._gl.drawingBufferHeight;
  13420. };
  13421. /**
  13422. * Gets the HTML canvas attached with the current webGL context
  13423. * @returns a HTML canvas
  13424. */
  13425. Engine.prototype.getRenderingCanvas = function () {
  13426. return this._renderingCanvas;
  13427. };
  13428. /**
  13429. * Gets the client rect of the HTML canvas attached with the current webGL context
  13430. * @returns a client rectanglee
  13431. */
  13432. Engine.prototype.getRenderingCanvasClientRect = function () {
  13433. if (!this._renderingCanvas) {
  13434. return null;
  13435. }
  13436. return this._renderingCanvas.getBoundingClientRect();
  13437. };
  13438. /**
  13439. * Defines the hardware scaling level.
  13440. * By default the hardware scaling level is computed from the window device ratio.
  13441. * 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.
  13442. * @param level defines the level to use
  13443. */
  13444. Engine.prototype.setHardwareScalingLevel = function (level) {
  13445. this._hardwareScalingLevel = level;
  13446. this.resize();
  13447. };
  13448. /**
  13449. * Gets the current hardware scaling level.
  13450. * By default the hardware scaling level is computed from the window device ratio.
  13451. * 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.
  13452. * @returns a number indicating the current hardware scaling level
  13453. */
  13454. Engine.prototype.getHardwareScalingLevel = function () {
  13455. return this._hardwareScalingLevel;
  13456. };
  13457. /**
  13458. * Gets the list of loaded textures
  13459. * @returns an array containing all loaded textures
  13460. */
  13461. Engine.prototype.getLoadedTexturesCache = function () {
  13462. return this._internalTexturesCache;
  13463. };
  13464. /**
  13465. * Gets the object containing all engine capabilities
  13466. * @returns the EngineCapabilities object
  13467. */
  13468. Engine.prototype.getCaps = function () {
  13469. return this._caps;
  13470. };
  13471. /**
  13472. * Gets the current depth function
  13473. * @returns a number defining the depth function
  13474. */
  13475. Engine.prototype.getDepthFunction = function () {
  13476. return this._depthCullingState.depthFunc;
  13477. };
  13478. /**
  13479. * Sets the current depth function
  13480. * @param depthFunc defines the function to use
  13481. */
  13482. Engine.prototype.setDepthFunction = function (depthFunc) {
  13483. this._depthCullingState.depthFunc = depthFunc;
  13484. };
  13485. /**
  13486. * Sets the current depth function to GREATER
  13487. */
  13488. Engine.prototype.setDepthFunctionToGreater = function () {
  13489. this._depthCullingState.depthFunc = this._gl.GREATER;
  13490. };
  13491. /**
  13492. * Sets the current depth function to GEQUAL
  13493. */
  13494. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13495. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13496. };
  13497. /**
  13498. * Sets the current depth function to LESS
  13499. */
  13500. Engine.prototype.setDepthFunctionToLess = function () {
  13501. this._depthCullingState.depthFunc = this._gl.LESS;
  13502. };
  13503. /**
  13504. * Sets the current depth function to LEQUAL
  13505. */
  13506. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13507. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13508. };
  13509. /**
  13510. * Gets a boolean indicating if stencil buffer is enabled
  13511. * @returns the current stencil buffer state
  13512. */
  13513. Engine.prototype.getStencilBuffer = function () {
  13514. return this._stencilState.stencilTest;
  13515. };
  13516. /**
  13517. * Enable or disable the stencil buffer
  13518. * @param enable defines if the stencil buffer must be enabled or disabled
  13519. */
  13520. Engine.prototype.setStencilBuffer = function (enable) {
  13521. this._stencilState.stencilTest = enable;
  13522. };
  13523. /**
  13524. * Gets the current stencil mask
  13525. * @returns a number defining the new stencil mask to use
  13526. */
  13527. Engine.prototype.getStencilMask = function () {
  13528. return this._stencilState.stencilMask;
  13529. };
  13530. /**
  13531. * Sets the current stencil mask
  13532. * @param mask defines the new stencil mask to use
  13533. */
  13534. Engine.prototype.setStencilMask = function (mask) {
  13535. this._stencilState.stencilMask = mask;
  13536. };
  13537. /**
  13538. * Gets the current stencil function
  13539. * @returns a number defining the stencil function to use
  13540. */
  13541. Engine.prototype.getStencilFunction = function () {
  13542. return this._stencilState.stencilFunc;
  13543. };
  13544. /**
  13545. * Gets the current stencil reference value
  13546. * @returns a number defining the stencil reference value to use
  13547. */
  13548. Engine.prototype.getStencilFunctionReference = function () {
  13549. return this._stencilState.stencilFuncRef;
  13550. };
  13551. /**
  13552. * Gets the current stencil mask
  13553. * @returns a number defining the stencil mask to use
  13554. */
  13555. Engine.prototype.getStencilFunctionMask = function () {
  13556. return this._stencilState.stencilFuncMask;
  13557. };
  13558. /**
  13559. * Sets the current stencil function
  13560. * @param stencilFunc defines the new stencil function to use
  13561. */
  13562. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13563. this._stencilState.stencilFunc = stencilFunc;
  13564. };
  13565. /**
  13566. * Sets the current stencil reference
  13567. * @param reference defines the new stencil reference to use
  13568. */
  13569. Engine.prototype.setStencilFunctionReference = function (reference) {
  13570. this._stencilState.stencilFuncRef = reference;
  13571. };
  13572. /**
  13573. * Sets the current stencil mask
  13574. * @param mask defines the new stencil mask to use
  13575. */
  13576. Engine.prototype.setStencilFunctionMask = function (mask) {
  13577. this._stencilState.stencilFuncMask = mask;
  13578. };
  13579. /**
  13580. * Gets the current stencil operation when stencil fails
  13581. * @returns a number defining stencil operation to use when stencil fails
  13582. */
  13583. Engine.prototype.getStencilOperationFail = function () {
  13584. return this._stencilState.stencilOpStencilFail;
  13585. };
  13586. /**
  13587. * Gets the current stencil operation when depth fails
  13588. * @returns a number defining stencil operation to use when depth fails
  13589. */
  13590. Engine.prototype.getStencilOperationDepthFail = function () {
  13591. return this._stencilState.stencilOpDepthFail;
  13592. };
  13593. /**
  13594. * Gets the current stencil operation when stencil passes
  13595. * @returns a number defining stencil operation to use when stencil passes
  13596. */
  13597. Engine.prototype.getStencilOperationPass = function () {
  13598. return this._stencilState.stencilOpStencilDepthPass;
  13599. };
  13600. /**
  13601. * Sets the stencil operation to use when stencil fails
  13602. * @param operation defines the stencil operation to use when stencil fails
  13603. */
  13604. Engine.prototype.setStencilOperationFail = function (operation) {
  13605. this._stencilState.stencilOpStencilFail = operation;
  13606. };
  13607. /**
  13608. * Sets the stencil operation to use when depth fails
  13609. * @param operation defines the stencil operation to use when depth fails
  13610. */
  13611. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13612. this._stencilState.stencilOpDepthFail = operation;
  13613. };
  13614. /**
  13615. * Sets the stencil operation to use when stencil passes
  13616. * @param operation defines the stencil operation to use when stencil passes
  13617. */
  13618. Engine.prototype.setStencilOperationPass = function (operation) {
  13619. this._stencilState.stencilOpStencilDepthPass = operation;
  13620. };
  13621. /**
  13622. * Sets a boolean indicating if the dithering state is enabled or disabled
  13623. * @param value defines the dithering state
  13624. */
  13625. Engine.prototype.setDitheringState = function (value) {
  13626. if (value) {
  13627. this._gl.enable(this._gl.DITHER);
  13628. }
  13629. else {
  13630. this._gl.disable(this._gl.DITHER);
  13631. }
  13632. };
  13633. /**
  13634. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13635. * @param value defines the rasterizer state
  13636. */
  13637. Engine.prototype.setRasterizerState = function (value) {
  13638. if (value) {
  13639. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13640. }
  13641. else {
  13642. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13643. }
  13644. };
  13645. /**
  13646. * stop executing a render loop function and remove it from the execution array
  13647. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13648. */
  13649. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13650. if (!renderFunction) {
  13651. this._activeRenderLoops = [];
  13652. return;
  13653. }
  13654. var index = this._activeRenderLoops.indexOf(renderFunction);
  13655. if (index >= 0) {
  13656. this._activeRenderLoops.splice(index, 1);
  13657. }
  13658. };
  13659. /** @hidden */
  13660. Engine.prototype._renderLoop = function () {
  13661. if (!this._contextWasLost) {
  13662. var shouldRender = true;
  13663. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13664. shouldRender = false;
  13665. }
  13666. if (shouldRender) {
  13667. // Start new frame
  13668. this.beginFrame();
  13669. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13670. var renderFunction = this._activeRenderLoops[index];
  13671. renderFunction();
  13672. }
  13673. // Present
  13674. this.endFrame();
  13675. }
  13676. }
  13677. if (this._activeRenderLoops.length > 0) {
  13678. // Register new frame
  13679. if (this.customAnimationFrameRequester) {
  13680. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13681. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13682. }
  13683. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13684. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13685. }
  13686. else {
  13687. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13688. }
  13689. }
  13690. else {
  13691. this._renderingQueueLaunched = false;
  13692. }
  13693. };
  13694. /**
  13695. * Register and execute a render loop. The engine can have more than one render function
  13696. * @param renderFunction defines the function to continuously execute
  13697. */
  13698. Engine.prototype.runRenderLoop = function (renderFunction) {
  13699. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13700. return;
  13701. }
  13702. this._activeRenderLoops.push(renderFunction);
  13703. if (!this._renderingQueueLaunched) {
  13704. this._renderingQueueLaunched = true;
  13705. this._bindedRenderFunction = this._renderLoop.bind(this);
  13706. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13707. }
  13708. };
  13709. /**
  13710. * Toggle full screen mode
  13711. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13712. */
  13713. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13714. if (this.isFullscreen) {
  13715. BABYLON.Tools.ExitFullscreen();
  13716. }
  13717. else {
  13718. this._pointerLockRequested = requestPointerLock;
  13719. if (this._renderingCanvas) {
  13720. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13721. }
  13722. }
  13723. };
  13724. /**
  13725. * Clear the current render buffer or the current render target (if any is set up)
  13726. * @param color defines the color to use
  13727. * @param backBuffer defines if the back buffer must be cleared
  13728. * @param depth defines if the depth buffer must be cleared
  13729. * @param stencil defines if the stencil buffer must be cleared
  13730. */
  13731. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13732. if (stencil === void 0) { stencil = false; }
  13733. this.applyStates();
  13734. var mode = 0;
  13735. if (backBuffer && color) {
  13736. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13737. mode |= this._gl.COLOR_BUFFER_BIT;
  13738. }
  13739. if (depth) {
  13740. this._gl.clearDepth(1.0);
  13741. mode |= this._gl.DEPTH_BUFFER_BIT;
  13742. }
  13743. if (stencil) {
  13744. this._gl.clearStencil(0);
  13745. mode |= this._gl.STENCIL_BUFFER_BIT;
  13746. }
  13747. this._gl.clear(mode);
  13748. };
  13749. /**
  13750. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13751. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13752. * @param y defines the y-coordinate of the corner of the clear rectangle
  13753. * @param width defines the width of the clear rectangle
  13754. * @param height defines the height of the clear rectangle
  13755. * @param clearColor defines the clear color
  13756. */
  13757. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13758. this.enableScissor(x, y, width, height);
  13759. this.clear(clearColor, true, true, true);
  13760. this.disableScissor();
  13761. };
  13762. /**
  13763. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  13764. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13765. * @param y defines the y-coordinate of the corner of the clear rectangle
  13766. * @param width defines the width of the clear rectangle
  13767. * @param height defines the height of the clear rectangle
  13768. */
  13769. Engine.prototype.enableScissor = function (x, y, width, height) {
  13770. var gl = this._gl;
  13771. // Change state
  13772. gl.enable(gl.SCISSOR_TEST);
  13773. gl.scissor(x, y, width, height);
  13774. };
  13775. /**
  13776. * Disable previously set scissor test rectangle
  13777. */
  13778. Engine.prototype.disableScissor = function () {
  13779. var gl = this._gl;
  13780. gl.disable(gl.SCISSOR_TEST);
  13781. };
  13782. /** @hidden */
  13783. Engine.prototype._viewport = function (x, y, width, height) {
  13784. if (x !== this._viewportCached.x ||
  13785. y !== this._viewportCached.y ||
  13786. width !== this._viewportCached.z ||
  13787. height !== this._viewportCached.w) {
  13788. this._viewportCached.x = x;
  13789. this._viewportCached.y = y;
  13790. this._viewportCached.z = width;
  13791. this._viewportCached.w = height;
  13792. this._gl.viewport(x, y, width, height);
  13793. }
  13794. };
  13795. /**
  13796. * Set the WebGL's viewport
  13797. * @param viewport defines the viewport element to be used
  13798. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13799. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13800. */
  13801. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13802. var width = requiredWidth || this.getRenderWidth();
  13803. var height = requiredHeight || this.getRenderHeight();
  13804. var x = viewport.x || 0;
  13805. var y = viewport.y || 0;
  13806. this._cachedViewport = viewport;
  13807. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13808. };
  13809. /**
  13810. * Directly set the WebGL Viewport
  13811. * @param x defines the x coordinate of the viewport (in screen space)
  13812. * @param y defines the y coordinate of the viewport (in screen space)
  13813. * @param width defines the width of the viewport (in screen space)
  13814. * @param height defines the height of the viewport (in screen space)
  13815. * @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
  13816. */
  13817. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13818. var currentViewport = this._cachedViewport;
  13819. this._cachedViewport = null;
  13820. this._viewport(x, y, width, height);
  13821. return currentViewport;
  13822. };
  13823. /**
  13824. * Begin a new frame
  13825. */
  13826. Engine.prototype.beginFrame = function () {
  13827. this.onBeginFrameObservable.notifyObservers(this);
  13828. this._measureFps();
  13829. };
  13830. /**
  13831. * Enf the current frame
  13832. */
  13833. Engine.prototype.endFrame = function () {
  13834. // Force a flush in case we are using a bad OS.
  13835. if (this._badOS) {
  13836. this.flushFramebuffer();
  13837. }
  13838. // Submit frame to the vr device, if enabled
  13839. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13840. // TODO: We should only submit the frame if we read frameData successfully.
  13841. this._vrDisplay.submitFrame();
  13842. }
  13843. this.onEndFrameObservable.notifyObservers(this);
  13844. };
  13845. /**
  13846. * Resize the view according to the canvas' size
  13847. */
  13848. Engine.prototype.resize = function () {
  13849. // We're not resizing the size of the canvas while in VR mode & presenting
  13850. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13851. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13852. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13853. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13854. }
  13855. };
  13856. /**
  13857. * Force a specific size of the canvas
  13858. * @param width defines the new canvas' width
  13859. * @param height defines the new canvas' height
  13860. */
  13861. Engine.prototype.setSize = function (width, height) {
  13862. if (!this._renderingCanvas) {
  13863. return;
  13864. }
  13865. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13866. return;
  13867. }
  13868. this._renderingCanvas.width = width;
  13869. this._renderingCanvas.height = height;
  13870. for (var index = 0; index < this.scenes.length; index++) {
  13871. var scene = this.scenes[index];
  13872. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13873. var cam = scene.cameras[camIndex];
  13874. cam._currentRenderId = 0;
  13875. }
  13876. }
  13877. if (this.onResizeObservable.hasObservers) {
  13878. this.onResizeObservable.notifyObservers(this);
  13879. }
  13880. };
  13881. // WebVR functions
  13882. /**
  13883. * Gets a boolean indicating if a webVR device was detected
  13884. * @returns true if a webVR device was detected
  13885. */
  13886. Engine.prototype.isVRDevicePresent = function () {
  13887. return !!this._vrDisplay;
  13888. };
  13889. /**
  13890. * Gets the current webVR device
  13891. * @returns the current webVR device (or null)
  13892. */
  13893. Engine.prototype.getVRDevice = function () {
  13894. return this._vrDisplay;
  13895. };
  13896. /**
  13897. * Initializes a webVR display and starts listening to display change events
  13898. * The onVRDisplayChangedObservable will be notified upon these changes
  13899. * @returns The onVRDisplayChangedObservable
  13900. */
  13901. Engine.prototype.initWebVR = function () {
  13902. this.initWebVRAsync();
  13903. return this.onVRDisplayChangedObservable;
  13904. };
  13905. /**
  13906. * Initializes a webVR display and starts listening to display change events
  13907. * The onVRDisplayChangedObservable will be notified upon these changes
  13908. * @returns A promise containing a VRDisplay and if vr is supported
  13909. */
  13910. Engine.prototype.initWebVRAsync = function () {
  13911. var _this = this;
  13912. var notifyObservers = function () {
  13913. var eventArgs = {
  13914. vrDisplay: _this._vrDisplay,
  13915. vrSupported: _this._vrSupported
  13916. };
  13917. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13918. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13919. };
  13920. if (!this._onVrDisplayConnect) {
  13921. this._onVrDisplayConnect = function (event) {
  13922. _this._vrDisplay = event.display;
  13923. notifyObservers();
  13924. };
  13925. this._onVrDisplayDisconnect = function () {
  13926. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13927. _this._vrDisplay = undefined;
  13928. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13929. notifyObservers();
  13930. };
  13931. this._onVrDisplayPresentChange = function () {
  13932. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13933. };
  13934. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13935. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13936. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13937. }
  13938. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13939. this._webVRInitPromise.then(notifyObservers);
  13940. return this._webVRInitPromise;
  13941. };
  13942. /**
  13943. * Call this function to switch to webVR mode
  13944. * Will do nothing if webVR is not supported or if there is no webVR device
  13945. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13946. */
  13947. Engine.prototype.enableVR = function () {
  13948. var _this = this;
  13949. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13950. var onResolved = function () {
  13951. _this.onVRRequestPresentComplete.notifyObservers(true);
  13952. _this._onVRFullScreenTriggered();
  13953. };
  13954. var onRejected = function () {
  13955. _this.onVRRequestPresentComplete.notifyObservers(false);
  13956. };
  13957. this.onVRRequestPresentStart.notifyObservers(this);
  13958. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13959. }
  13960. };
  13961. /**
  13962. * Call this function to leave webVR mode
  13963. * Will do nothing if webVR is not supported or if there is no webVR device
  13964. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13965. */
  13966. Engine.prototype.disableVR = function () {
  13967. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13968. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13969. }
  13970. };
  13971. Engine.prototype._getVRDisplaysAsync = function () {
  13972. var _this = this;
  13973. return new Promise(function (res, rej) {
  13974. if (navigator.getVRDisplays) {
  13975. navigator.getVRDisplays().then(function (devices) {
  13976. _this._vrSupported = true;
  13977. // note that devices may actually be an empty array. This is fine;
  13978. // we expect this._vrDisplay to be undefined in this case.
  13979. _this._vrDisplay = devices[0];
  13980. res({
  13981. vrDisplay: _this._vrDisplay,
  13982. vrSupported: _this._vrSupported
  13983. });
  13984. });
  13985. }
  13986. else {
  13987. _this._vrDisplay = undefined;
  13988. _this._vrSupported = false;
  13989. res({
  13990. vrDisplay: _this._vrDisplay,
  13991. vrSupported: _this._vrSupported
  13992. });
  13993. }
  13994. });
  13995. };
  13996. /**
  13997. * Binds the frame buffer to the specified texture.
  13998. * @param texture The texture to render to or null for the default canvas
  13999. * @param faceIndex The face of the texture to render to in case of cube texture
  14000. * @param requiredWidth The width of the target to render to
  14001. * @param requiredHeight The height of the target to render to
  14002. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  14003. * @param depthStencilTexture The depth stencil texture to use to render
  14004. * @param lodLevel defines le lod level to bind to the frame buffer
  14005. */
  14006. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  14007. if (lodLevel === void 0) { lodLevel = 0; }
  14008. if (this._currentRenderTarget) {
  14009. this.unBindFramebuffer(this._currentRenderTarget);
  14010. }
  14011. this._currentRenderTarget = texture;
  14012. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  14013. var gl = this._gl;
  14014. if (texture.isCube) {
  14015. if (faceIndex === undefined) {
  14016. faceIndex = 0;
  14017. }
  14018. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  14019. if (depthStencilTexture) {
  14020. if (depthStencilTexture._generateStencilBuffer) {
  14021. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  14022. }
  14023. else {
  14024. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  14025. }
  14026. }
  14027. }
  14028. if (this._cachedViewport && !forceFullscreenViewport) {
  14029. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  14030. }
  14031. else {
  14032. if (!requiredWidth) {
  14033. requiredWidth = texture.width;
  14034. if (lodLevel) {
  14035. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  14036. }
  14037. }
  14038. if (!requiredHeight) {
  14039. requiredHeight = texture.height;
  14040. if (lodLevel) {
  14041. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  14042. }
  14043. }
  14044. this._viewport(0, 0, requiredWidth, requiredHeight);
  14045. }
  14046. this.wipeCaches();
  14047. };
  14048. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  14049. if (this._currentFramebuffer !== framebuffer) {
  14050. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  14051. this._currentFramebuffer = framebuffer;
  14052. }
  14053. };
  14054. /**
  14055. * Unbind the current render target texture from the webGL context
  14056. * @param texture defines the render target texture to unbind
  14057. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14058. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14059. */
  14060. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  14061. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14062. this._currentRenderTarget = null;
  14063. // If MSAA, we need to bitblt back to main texture
  14064. var gl = this._gl;
  14065. if (texture._MSAAFramebuffer) {
  14066. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  14067. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  14068. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14069. }
  14070. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14071. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  14072. gl.generateMipmap(gl.TEXTURE_2D);
  14073. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14074. }
  14075. if (onBeforeUnbind) {
  14076. if (texture._MSAAFramebuffer) {
  14077. // Bind the correct framebuffer
  14078. this.bindUnboundFramebuffer(texture._framebuffer);
  14079. }
  14080. onBeforeUnbind();
  14081. }
  14082. this.bindUnboundFramebuffer(null);
  14083. };
  14084. /**
  14085. * Unbind a list of render target textures from the webGL context
  14086. * This is used only when drawBuffer extension or webGL2 are active
  14087. * @param textures defines the render target textures to unbind
  14088. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14089. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14090. */
  14091. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  14092. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14093. this._currentRenderTarget = null;
  14094. // If MSAA, we need to bitblt back to main texture
  14095. var gl = this._gl;
  14096. if (textures[0]._MSAAFramebuffer) {
  14097. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  14098. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  14099. var attachments = textures[0]._attachments;
  14100. if (!attachments) {
  14101. attachments = new Array(textures.length);
  14102. textures[0]._attachments = attachments;
  14103. }
  14104. for (var i = 0; i < textures.length; i++) {
  14105. var texture = textures[i];
  14106. for (var j = 0; j < attachments.length; j++) {
  14107. attachments[j] = gl.NONE;
  14108. }
  14109. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14110. gl.readBuffer(attachments[i]);
  14111. gl.drawBuffers(attachments);
  14112. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14113. }
  14114. for (var i = 0; i < attachments.length; i++) {
  14115. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14116. }
  14117. gl.drawBuffers(attachments);
  14118. }
  14119. for (var i = 0; i < textures.length; i++) {
  14120. var texture = textures[i];
  14121. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14122. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  14123. gl.generateMipmap(gl.TEXTURE_2D);
  14124. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14125. }
  14126. }
  14127. if (onBeforeUnbind) {
  14128. if (textures[0]._MSAAFramebuffer) {
  14129. // Bind the correct framebuffer
  14130. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  14131. }
  14132. onBeforeUnbind();
  14133. }
  14134. this.bindUnboundFramebuffer(null);
  14135. };
  14136. /**
  14137. * Force the mipmap generation for the given render target texture
  14138. * @param texture defines the render target texture to use
  14139. */
  14140. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  14141. if (texture.generateMipMaps) {
  14142. var gl = this._gl;
  14143. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  14144. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  14145. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  14146. }
  14147. };
  14148. /**
  14149. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14150. */
  14151. Engine.prototype.flushFramebuffer = function () {
  14152. this._gl.flush();
  14153. };
  14154. /**
  14155. * Unbind the current render target and bind the default framebuffer
  14156. */
  14157. Engine.prototype.restoreDefaultFramebuffer = function () {
  14158. if (this._currentRenderTarget) {
  14159. this.unBindFramebuffer(this._currentRenderTarget);
  14160. }
  14161. else {
  14162. this.bindUnboundFramebuffer(null);
  14163. }
  14164. if (this._cachedViewport) {
  14165. this.setViewport(this._cachedViewport);
  14166. }
  14167. this.wipeCaches();
  14168. };
  14169. // UBOs
  14170. /**
  14171. * Create an uniform buffer
  14172. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14173. * @param elements defines the content of the uniform buffer
  14174. * @returns the webGL uniform buffer
  14175. */
  14176. Engine.prototype.createUniformBuffer = function (elements) {
  14177. var ubo = this._gl.createBuffer();
  14178. if (!ubo) {
  14179. throw new Error("Unable to create uniform buffer");
  14180. }
  14181. this.bindUniformBuffer(ubo);
  14182. if (elements instanceof Float32Array) {
  14183. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14184. }
  14185. else {
  14186. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14187. }
  14188. this.bindUniformBuffer(null);
  14189. ubo.references = 1;
  14190. return ubo;
  14191. };
  14192. /**
  14193. * Create a dynamic uniform buffer
  14194. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14195. * @param elements defines the content of the uniform buffer
  14196. * @returns the webGL uniform buffer
  14197. */
  14198. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14199. var ubo = this._gl.createBuffer();
  14200. if (!ubo) {
  14201. throw new Error("Unable to create dynamic uniform buffer");
  14202. }
  14203. this.bindUniformBuffer(ubo);
  14204. if (elements instanceof Float32Array) {
  14205. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14206. }
  14207. else {
  14208. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14209. }
  14210. this.bindUniformBuffer(null);
  14211. ubo.references = 1;
  14212. return ubo;
  14213. };
  14214. /**
  14215. * Update an existing uniform buffer
  14216. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14217. * @param uniformBuffer defines the target uniform buffer
  14218. * @param elements defines the content to update
  14219. * @param offset defines the offset in the uniform buffer where update should start
  14220. * @param count defines the size of the data to update
  14221. */
  14222. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14223. this.bindUniformBuffer(uniformBuffer);
  14224. if (offset === undefined) {
  14225. offset = 0;
  14226. }
  14227. if (count === undefined) {
  14228. if (elements instanceof Float32Array) {
  14229. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14230. }
  14231. else {
  14232. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14233. }
  14234. }
  14235. else {
  14236. if (elements instanceof Float32Array) {
  14237. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14238. }
  14239. else {
  14240. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14241. }
  14242. }
  14243. this.bindUniformBuffer(null);
  14244. };
  14245. // VBOs
  14246. Engine.prototype._resetVertexBufferBinding = function () {
  14247. this.bindArrayBuffer(null);
  14248. this._cachedVertexBuffers = null;
  14249. };
  14250. /**
  14251. * Creates a vertex buffer
  14252. * @param data the data for the vertex buffer
  14253. * @returns the new WebGL static buffer
  14254. */
  14255. Engine.prototype.createVertexBuffer = function (data) {
  14256. var vbo = this._gl.createBuffer();
  14257. if (!vbo) {
  14258. throw new Error("Unable to create vertex buffer");
  14259. }
  14260. this.bindArrayBuffer(vbo);
  14261. if (data instanceof Array) {
  14262. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14263. }
  14264. else {
  14265. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14266. }
  14267. this._resetVertexBufferBinding();
  14268. vbo.references = 1;
  14269. return vbo;
  14270. };
  14271. /**
  14272. * Creates a dynamic vertex buffer
  14273. * @param data the data for the dynamic vertex buffer
  14274. * @returns the new WebGL dynamic buffer
  14275. */
  14276. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14277. var vbo = this._gl.createBuffer();
  14278. if (!vbo) {
  14279. throw new Error("Unable to create dynamic vertex buffer");
  14280. }
  14281. this.bindArrayBuffer(vbo);
  14282. if (data instanceof Array) {
  14283. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14284. }
  14285. else {
  14286. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14287. }
  14288. this._resetVertexBufferBinding();
  14289. vbo.references = 1;
  14290. return vbo;
  14291. };
  14292. /**
  14293. * Update a dynamic index buffer
  14294. * @param indexBuffer defines the target index buffer
  14295. * @param indices defines the data to update
  14296. * @param offset defines the offset in the target index buffer where update should start
  14297. */
  14298. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14299. if (offset === void 0) { offset = 0; }
  14300. // Force cache update
  14301. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14302. this.bindIndexBuffer(indexBuffer);
  14303. var arrayBuffer;
  14304. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14305. arrayBuffer = indices;
  14306. }
  14307. else {
  14308. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14309. }
  14310. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14311. this._resetIndexBufferBinding();
  14312. };
  14313. /**
  14314. * Updates a dynamic vertex buffer.
  14315. * @param vertexBuffer the vertex buffer to update
  14316. * @param data the data used to update the vertex buffer
  14317. * @param byteOffset the byte offset of the data
  14318. * @param byteLength the byte length of the data
  14319. */
  14320. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14321. this.bindArrayBuffer(vertexBuffer);
  14322. if (byteOffset === undefined) {
  14323. byteOffset = 0;
  14324. }
  14325. if (byteLength === undefined) {
  14326. if (data instanceof Array) {
  14327. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14328. }
  14329. else {
  14330. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14331. }
  14332. }
  14333. else {
  14334. if (data instanceof Array) {
  14335. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14336. }
  14337. else {
  14338. if (data instanceof ArrayBuffer) {
  14339. data = new Uint8Array(data, byteOffset, byteLength);
  14340. }
  14341. else {
  14342. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14343. }
  14344. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14345. }
  14346. }
  14347. this._resetVertexBufferBinding();
  14348. };
  14349. Engine.prototype._resetIndexBufferBinding = function () {
  14350. this.bindIndexBuffer(null);
  14351. this._cachedIndexBuffer = null;
  14352. };
  14353. /**
  14354. * Creates a new index buffer
  14355. * @param indices defines the content of the index buffer
  14356. * @param updatable defines if the index buffer must be updatable
  14357. * @returns a new webGL buffer
  14358. */
  14359. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14360. var vbo = this._gl.createBuffer();
  14361. if (!vbo) {
  14362. throw new Error("Unable to create index buffer");
  14363. }
  14364. this.bindIndexBuffer(vbo);
  14365. // Check for 32 bits indices
  14366. var arrayBuffer;
  14367. var need32Bits = false;
  14368. if (indices instanceof Uint16Array) {
  14369. arrayBuffer = indices;
  14370. }
  14371. else {
  14372. //check 32 bit support
  14373. if (this._caps.uintIndices) {
  14374. if (indices instanceof Uint32Array) {
  14375. arrayBuffer = indices;
  14376. need32Bits = true;
  14377. }
  14378. else {
  14379. //number[] or Int32Array, check if 32 bit is necessary
  14380. for (var index = 0; index < indices.length; index++) {
  14381. if (indices[index] > 65535) {
  14382. need32Bits = true;
  14383. break;
  14384. }
  14385. }
  14386. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14387. }
  14388. }
  14389. else {
  14390. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14391. arrayBuffer = new Uint16Array(indices);
  14392. }
  14393. }
  14394. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14395. this._resetIndexBufferBinding();
  14396. vbo.references = 1;
  14397. vbo.is32Bits = need32Bits;
  14398. return vbo;
  14399. };
  14400. /**
  14401. * Bind a webGL buffer to the webGL context
  14402. * @param buffer defines the buffer to bind
  14403. */
  14404. Engine.prototype.bindArrayBuffer = function (buffer) {
  14405. if (!this._vaoRecordInProgress) {
  14406. this._unbindVertexArrayObject();
  14407. }
  14408. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14409. };
  14410. /**
  14411. * Bind an uniform buffer to the current webGL context
  14412. * @param buffer defines the buffer to bind
  14413. */
  14414. Engine.prototype.bindUniformBuffer = function (buffer) {
  14415. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14416. };
  14417. /**
  14418. * Bind a buffer to the current webGL context at a given location
  14419. * @param buffer defines the buffer to bind
  14420. * @param location defines the index where to bind the buffer
  14421. */
  14422. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14423. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14424. };
  14425. /**
  14426. * Bind a specific block at a given index in a specific shader program
  14427. * @param shaderProgram defines the shader program
  14428. * @param blockName defines the block name
  14429. * @param index defines the index where to bind the block
  14430. */
  14431. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14432. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14433. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14434. };
  14435. Engine.prototype.bindIndexBuffer = function (buffer) {
  14436. if (!this._vaoRecordInProgress) {
  14437. this._unbindVertexArrayObject();
  14438. }
  14439. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14440. };
  14441. Engine.prototype.bindBuffer = function (buffer, target) {
  14442. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14443. this._gl.bindBuffer(target, buffer);
  14444. this._currentBoundBuffer[target] = buffer;
  14445. }
  14446. };
  14447. /**
  14448. * update the bound buffer with the given data
  14449. * @param data defines the data to update
  14450. */
  14451. Engine.prototype.updateArrayBuffer = function (data) {
  14452. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14453. };
  14454. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14455. var pointer = this._currentBufferPointers[indx];
  14456. var changed = false;
  14457. if (!pointer.active) {
  14458. changed = true;
  14459. pointer.active = true;
  14460. pointer.index = indx;
  14461. pointer.size = size;
  14462. pointer.type = type;
  14463. pointer.normalized = normalized;
  14464. pointer.stride = stride;
  14465. pointer.offset = offset;
  14466. pointer.buffer = buffer;
  14467. }
  14468. else {
  14469. if (pointer.buffer !== buffer) {
  14470. pointer.buffer = buffer;
  14471. changed = true;
  14472. }
  14473. if (pointer.size !== size) {
  14474. pointer.size = size;
  14475. changed = true;
  14476. }
  14477. if (pointer.type !== type) {
  14478. pointer.type = type;
  14479. changed = true;
  14480. }
  14481. if (pointer.normalized !== normalized) {
  14482. pointer.normalized = normalized;
  14483. changed = true;
  14484. }
  14485. if (pointer.stride !== stride) {
  14486. pointer.stride = stride;
  14487. changed = true;
  14488. }
  14489. if (pointer.offset !== offset) {
  14490. pointer.offset = offset;
  14491. changed = true;
  14492. }
  14493. }
  14494. if (changed || this._vaoRecordInProgress) {
  14495. this.bindArrayBuffer(buffer);
  14496. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14497. }
  14498. };
  14499. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14500. if (indexBuffer == null) {
  14501. return;
  14502. }
  14503. if (this._cachedIndexBuffer !== indexBuffer) {
  14504. this._cachedIndexBuffer = indexBuffer;
  14505. this.bindIndexBuffer(indexBuffer);
  14506. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14507. }
  14508. };
  14509. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14510. var attributes = effect.getAttributesNames();
  14511. if (!this._vaoRecordInProgress) {
  14512. this._unbindVertexArrayObject();
  14513. }
  14514. this.unbindAllAttributes();
  14515. for (var index = 0; index < attributes.length; index++) {
  14516. var order = effect.getAttributeLocation(index);
  14517. if (order >= 0) {
  14518. var vertexBuffer = vertexBuffers[attributes[index]];
  14519. if (!vertexBuffer) {
  14520. continue;
  14521. }
  14522. this._gl.enableVertexAttribArray(order);
  14523. if (!this._vaoRecordInProgress) {
  14524. this._vertexAttribArraysEnabled[order] = true;
  14525. }
  14526. var buffer = vertexBuffer.getBuffer();
  14527. if (buffer) {
  14528. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14529. if (vertexBuffer.getIsInstanced()) {
  14530. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14531. if (!this._vaoRecordInProgress) {
  14532. this._currentInstanceLocations.push(order);
  14533. this._currentInstanceBuffers.push(buffer);
  14534. }
  14535. }
  14536. }
  14537. }
  14538. }
  14539. };
  14540. /**
  14541. * Records a vertex array object
  14542. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14543. * @param vertexBuffers defines the list of vertex buffers to store
  14544. * @param indexBuffer defines the index buffer to store
  14545. * @param effect defines the effect to store
  14546. * @returns the new vertex array object
  14547. */
  14548. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14549. var vao = this._gl.createVertexArray();
  14550. this._vaoRecordInProgress = true;
  14551. this._gl.bindVertexArray(vao);
  14552. this._mustWipeVertexAttributes = true;
  14553. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14554. this.bindIndexBuffer(indexBuffer);
  14555. this._vaoRecordInProgress = false;
  14556. this._gl.bindVertexArray(null);
  14557. return vao;
  14558. };
  14559. /**
  14560. * Bind a specific vertex array object
  14561. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14562. * @param vertexArrayObject defines the vertex array object to bind
  14563. * @param indexBuffer defines the index buffer to bind
  14564. */
  14565. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14566. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14567. this._cachedVertexArrayObject = vertexArrayObject;
  14568. this._gl.bindVertexArray(vertexArrayObject);
  14569. this._cachedVertexBuffers = null;
  14570. this._cachedIndexBuffer = null;
  14571. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14572. this._mustWipeVertexAttributes = true;
  14573. }
  14574. };
  14575. /**
  14576. * Bind webGl buffers directly to the webGL context
  14577. * @param vertexBuffer defines the vertex buffer to bind
  14578. * @param indexBuffer defines the index buffer to bind
  14579. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14580. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14581. * @param effect defines the effect associated with the vertex buffer
  14582. */
  14583. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14584. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14585. this._cachedVertexBuffers = vertexBuffer;
  14586. this._cachedEffectForVertexBuffers = effect;
  14587. var attributesCount = effect.getAttributesCount();
  14588. this._unbindVertexArrayObject();
  14589. this.unbindAllAttributes();
  14590. var offset = 0;
  14591. for (var index = 0; index < attributesCount; index++) {
  14592. if (index < vertexDeclaration.length) {
  14593. var order = effect.getAttributeLocation(index);
  14594. if (order >= 0) {
  14595. this._gl.enableVertexAttribArray(order);
  14596. this._vertexAttribArraysEnabled[order] = true;
  14597. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14598. }
  14599. offset += vertexDeclaration[index] * 4;
  14600. }
  14601. }
  14602. }
  14603. this._bindIndexBufferWithCache(indexBuffer);
  14604. };
  14605. Engine.prototype._unbindVertexArrayObject = function () {
  14606. if (!this._cachedVertexArrayObject) {
  14607. return;
  14608. }
  14609. this._cachedVertexArrayObject = null;
  14610. this._gl.bindVertexArray(null);
  14611. };
  14612. /**
  14613. * Bind a list of vertex buffers to the webGL context
  14614. * @param vertexBuffers defines the list of vertex buffers to bind
  14615. * @param indexBuffer defines the index buffer to bind
  14616. * @param effect defines the effect associated with the vertex buffers
  14617. */
  14618. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14619. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14620. this._cachedVertexBuffers = vertexBuffers;
  14621. this._cachedEffectForVertexBuffers = effect;
  14622. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14623. }
  14624. this._bindIndexBufferWithCache(indexBuffer);
  14625. };
  14626. /**
  14627. * Unbind all instance attributes
  14628. */
  14629. Engine.prototype.unbindInstanceAttributes = function () {
  14630. var boundBuffer;
  14631. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14632. var instancesBuffer = this._currentInstanceBuffers[i];
  14633. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14634. boundBuffer = instancesBuffer;
  14635. this.bindArrayBuffer(instancesBuffer);
  14636. }
  14637. var offsetLocation = this._currentInstanceLocations[i];
  14638. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14639. }
  14640. this._currentInstanceBuffers.length = 0;
  14641. this._currentInstanceLocations.length = 0;
  14642. };
  14643. /**
  14644. * Release and free the memory of a vertex array object
  14645. * @param vao defines the vertex array object to delete
  14646. */
  14647. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14648. this._gl.deleteVertexArray(vao);
  14649. };
  14650. /** @hidden */
  14651. Engine.prototype._releaseBuffer = function (buffer) {
  14652. buffer.references--;
  14653. if (buffer.references === 0) {
  14654. this._gl.deleteBuffer(buffer);
  14655. return true;
  14656. }
  14657. return false;
  14658. };
  14659. /**
  14660. * Creates a webGL buffer to use with instanciation
  14661. * @param capacity defines the size of the buffer
  14662. * @returns the webGL buffer
  14663. */
  14664. Engine.prototype.createInstancesBuffer = function (capacity) {
  14665. var buffer = this._gl.createBuffer();
  14666. if (!buffer) {
  14667. throw new Error("Unable to create instance buffer");
  14668. }
  14669. buffer.capacity = capacity;
  14670. this.bindArrayBuffer(buffer);
  14671. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14672. return buffer;
  14673. };
  14674. /**
  14675. * Delete a webGL buffer used with instanciation
  14676. * @param buffer defines the webGL buffer to delete
  14677. */
  14678. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14679. this._gl.deleteBuffer(buffer);
  14680. };
  14681. /**
  14682. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14683. * @param instancesBuffer defines the webGL buffer to update and bind
  14684. * @param data defines the data to store in the buffer
  14685. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14686. */
  14687. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14688. this.bindArrayBuffer(instancesBuffer);
  14689. if (data) {
  14690. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14691. }
  14692. if (offsetLocations[0].index !== undefined) {
  14693. var stride = 0;
  14694. for (var i = 0; i < offsetLocations.length; i++) {
  14695. var ai = offsetLocations[i];
  14696. stride += ai.attributeSize * 4;
  14697. }
  14698. for (var i = 0; i < offsetLocations.length; i++) {
  14699. var ai = offsetLocations[i];
  14700. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14701. this._gl.enableVertexAttribArray(ai.index);
  14702. this._vertexAttribArraysEnabled[ai.index] = true;
  14703. }
  14704. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14705. this._gl.vertexAttribDivisor(ai.index, 1);
  14706. this._currentInstanceLocations.push(ai.index);
  14707. this._currentInstanceBuffers.push(instancesBuffer);
  14708. }
  14709. }
  14710. else {
  14711. for (var index = 0; index < 4; index++) {
  14712. var offsetLocation = offsetLocations[index];
  14713. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14714. this._gl.enableVertexAttribArray(offsetLocation);
  14715. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14716. }
  14717. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14718. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14719. this._currentInstanceLocations.push(offsetLocation);
  14720. this._currentInstanceBuffers.push(instancesBuffer);
  14721. }
  14722. }
  14723. };
  14724. /**
  14725. * Apply all cached states (depth, culling, stencil and alpha)
  14726. */
  14727. Engine.prototype.applyStates = function () {
  14728. this._depthCullingState.apply(this._gl);
  14729. this._stencilState.apply(this._gl);
  14730. this._alphaState.apply(this._gl);
  14731. };
  14732. /**
  14733. * Send a draw order
  14734. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14735. * @param indexStart defines the starting index
  14736. * @param indexCount defines the number of index to draw
  14737. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14738. */
  14739. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14740. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14741. };
  14742. /**
  14743. * Draw a list of points
  14744. * @param verticesStart defines the index of first vertex to draw
  14745. * @param verticesCount defines the count of vertices to draw
  14746. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14747. */
  14748. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14749. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14750. };
  14751. /**
  14752. * Draw a list of unindexed primitives
  14753. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14754. * @param verticesStart defines the index of first vertex to draw
  14755. * @param verticesCount defines the count of vertices to draw
  14756. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14757. */
  14758. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14759. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14760. };
  14761. /**
  14762. * Draw a list of indexed primitives
  14763. * @param fillMode defines the primitive to use
  14764. * @param indexStart defines the starting index
  14765. * @param indexCount defines the number of index to draw
  14766. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14767. */
  14768. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14769. // Apply states
  14770. this.applyStates();
  14771. this._drawCalls.addCount(1, false);
  14772. // Render
  14773. var drawMode = this._drawMode(fillMode);
  14774. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14775. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14776. if (instancesCount) {
  14777. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14778. }
  14779. else {
  14780. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14781. }
  14782. };
  14783. /**
  14784. * Draw a list of unindexed primitives
  14785. * @param fillMode defines the primitive to use
  14786. * @param verticesStart defines the index of first vertex to draw
  14787. * @param verticesCount defines the count of vertices to draw
  14788. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14789. */
  14790. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14791. // Apply states
  14792. this.applyStates();
  14793. this._drawCalls.addCount(1, false);
  14794. var drawMode = this._drawMode(fillMode);
  14795. if (instancesCount) {
  14796. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14797. }
  14798. else {
  14799. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14800. }
  14801. };
  14802. Engine.prototype._drawMode = function (fillMode) {
  14803. switch (fillMode) {
  14804. // Triangle views
  14805. case BABYLON.Material.TriangleFillMode:
  14806. return this._gl.TRIANGLES;
  14807. case BABYLON.Material.PointFillMode:
  14808. return this._gl.POINTS;
  14809. case BABYLON.Material.WireFrameFillMode:
  14810. return this._gl.LINES;
  14811. // Draw modes
  14812. case BABYLON.Material.PointListDrawMode:
  14813. return this._gl.POINTS;
  14814. case BABYLON.Material.LineListDrawMode:
  14815. return this._gl.LINES;
  14816. case BABYLON.Material.LineLoopDrawMode:
  14817. return this._gl.LINE_LOOP;
  14818. case BABYLON.Material.LineStripDrawMode:
  14819. return this._gl.LINE_STRIP;
  14820. case BABYLON.Material.TriangleStripDrawMode:
  14821. return this._gl.TRIANGLE_STRIP;
  14822. case BABYLON.Material.TriangleFanDrawMode:
  14823. return this._gl.TRIANGLE_FAN;
  14824. default:
  14825. return this._gl.TRIANGLES;
  14826. }
  14827. };
  14828. // Shaders
  14829. /** @hidden */
  14830. Engine.prototype._releaseEffect = function (effect) {
  14831. if (this._compiledEffects[effect._key]) {
  14832. delete this._compiledEffects[effect._key];
  14833. this._deleteProgram(effect.getProgram());
  14834. }
  14835. };
  14836. /** @hidden */
  14837. Engine.prototype._deleteProgram = function (program) {
  14838. if (program) {
  14839. program.__SPECTOR_rebuildProgram = null;
  14840. if (program.transformFeedback) {
  14841. this.deleteTransformFeedback(program.transformFeedback);
  14842. program.transformFeedback = null;
  14843. }
  14844. this._gl.deleteProgram(program);
  14845. }
  14846. };
  14847. /**
  14848. * Create a new effect (used to store vertex/fragment shaders)
  14849. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14850. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14851. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14852. * @param samplers defines an array of string used to represent textures
  14853. * @param defines defines the string containing the defines to use to compile the shaders
  14854. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14855. * @param onCompiled defines a function to call when the effect creation is successful
  14856. * @param onError defines a function to call when the effect creation has failed
  14857. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14858. * @returns the new Effect
  14859. */
  14860. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14861. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14862. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14863. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14864. if (this._compiledEffects[name]) {
  14865. var compiledEffect = this._compiledEffects[name];
  14866. if (onCompiled && compiledEffect.isReady()) {
  14867. onCompiled(compiledEffect);
  14868. }
  14869. return compiledEffect;
  14870. }
  14871. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14872. effect._key = name;
  14873. this._compiledEffects[name] = effect;
  14874. return effect;
  14875. };
  14876. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14877. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14878. };
  14879. Engine.prototype._compileRawShader = function (source, type) {
  14880. var gl = this._gl;
  14881. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14882. if (!shader) {
  14883. throw new Error("Something went wrong while compile the shader.");
  14884. }
  14885. gl.shaderSource(shader, source);
  14886. gl.compileShader(shader);
  14887. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14888. var log = gl.getShaderInfoLog(shader);
  14889. if (log) {
  14890. throw new Error(log);
  14891. }
  14892. }
  14893. return shader;
  14894. };
  14895. /**
  14896. * Directly creates a webGL program
  14897. * @param vertexCode defines the vertex shader code to use
  14898. * @param fragmentCode defines the fragment shader code to use
  14899. * @param context defines the webGL context to use (if not set, the current one will be used)
  14900. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14901. * @returns the new webGL program
  14902. */
  14903. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14904. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14905. context = context || this._gl;
  14906. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14907. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14908. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14909. };
  14910. /**
  14911. * Creates a webGL program
  14912. * @param vertexCode defines the vertex shader code to use
  14913. * @param fragmentCode defines the fragment shader code to use
  14914. * @param defines defines the string containing the defines to use to compile the shaders
  14915. * @param context defines the webGL context to use (if not set, the current one will be used)
  14916. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14917. * @returns the new webGL program
  14918. */
  14919. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14920. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14921. context = context || this._gl;
  14922. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14923. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14924. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14925. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14926. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14927. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14928. return program;
  14929. };
  14930. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14931. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14932. var shaderProgram = context.createProgram();
  14933. if (!shaderProgram) {
  14934. throw new Error("Unable to create program");
  14935. }
  14936. context.attachShader(shaderProgram, vertexShader);
  14937. context.attachShader(shaderProgram, fragmentShader);
  14938. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14939. var transformFeedback = this.createTransformFeedback();
  14940. this.bindTransformFeedback(transformFeedback);
  14941. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14942. shaderProgram.transformFeedback = transformFeedback;
  14943. }
  14944. context.linkProgram(shaderProgram);
  14945. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14946. this.bindTransformFeedback(null);
  14947. }
  14948. shaderProgram.context = context;
  14949. shaderProgram.vertexShader = vertexShader;
  14950. shaderProgram.fragmentShader = fragmentShader;
  14951. if (!this._caps.parallelShaderCompile) {
  14952. this._finalizeProgram(shaderProgram);
  14953. }
  14954. else {
  14955. shaderProgram.isParallelCompiled = true;
  14956. }
  14957. return shaderProgram;
  14958. };
  14959. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14960. var context = shaderProgram.context;
  14961. var vertexShader = shaderProgram.vertexShader;
  14962. var fragmentShader = shaderProgram.fragmentShader;
  14963. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14964. if (!linked) {
  14965. var error = context.getProgramInfoLog(shaderProgram);
  14966. if (error) {
  14967. throw new Error(error);
  14968. }
  14969. }
  14970. if (this.validateShaderPrograms) {
  14971. context.validateProgram(shaderProgram);
  14972. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14973. if (!validated) {
  14974. var error = context.getProgramInfoLog(shaderProgram);
  14975. if (error) {
  14976. throw new Error(error);
  14977. }
  14978. }
  14979. }
  14980. context.deleteShader(vertexShader);
  14981. context.deleteShader(fragmentShader);
  14982. shaderProgram.context = undefined;
  14983. shaderProgram.vertexShader = undefined;
  14984. shaderProgram.fragmentShader = undefined;
  14985. if (shaderProgram.onCompiled) {
  14986. shaderProgram.onCompiled();
  14987. shaderProgram.onCompiled = undefined;
  14988. }
  14989. };
  14990. /** @hidden */
  14991. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14992. if (!shaderProgram.isParallelCompiled) {
  14993. return true;
  14994. }
  14995. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14996. this._finalizeProgram(shaderProgram);
  14997. return true;
  14998. }
  14999. return false;
  15000. };
  15001. /** @hidden */
  15002. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  15003. if (!shaderProgram.isParallelCompiled) {
  15004. action();
  15005. return;
  15006. }
  15007. shaderProgram.onCompiled = action;
  15008. };
  15009. /**
  15010. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  15011. * @param shaderProgram defines the webGL program to use
  15012. * @param uniformsNames defines the list of uniform names
  15013. * @returns an array of webGL uniform locations
  15014. */
  15015. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  15016. var results = new Array();
  15017. for (var index = 0; index < uniformsNames.length; index++) {
  15018. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  15019. }
  15020. return results;
  15021. };
  15022. /**
  15023. * Gets the lsit of active attributes for a given webGL program
  15024. * @param shaderProgram defines the webGL program to use
  15025. * @param attributesNames defines the list of attribute names to get
  15026. * @returns an array of indices indicating the offset of each attribute
  15027. */
  15028. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  15029. var results = [];
  15030. for (var index = 0; index < attributesNames.length; index++) {
  15031. try {
  15032. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  15033. }
  15034. catch (e) {
  15035. results.push(-1);
  15036. }
  15037. }
  15038. return results;
  15039. };
  15040. /**
  15041. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  15042. * @param effect defines the effect to activate
  15043. */
  15044. Engine.prototype.enableEffect = function (effect) {
  15045. if (!effect || effect === this._currentEffect) {
  15046. return;
  15047. }
  15048. // Use program
  15049. this.bindSamplers(effect);
  15050. this._currentEffect = effect;
  15051. if (effect.onBind) {
  15052. effect.onBind(effect);
  15053. }
  15054. if (effect._onBindObservable) {
  15055. effect._onBindObservable.notifyObservers(effect);
  15056. }
  15057. };
  15058. /**
  15059. * Set the value of an uniform to an array of int32
  15060. * @param uniform defines the webGL uniform location where to store the value
  15061. * @param array defines the array of int32 to store
  15062. */
  15063. Engine.prototype.setIntArray = function (uniform, array) {
  15064. if (!uniform) {
  15065. return;
  15066. }
  15067. this._gl.uniform1iv(uniform, array);
  15068. };
  15069. /**
  15070. * Set the value of an uniform to an array of int32 (stored as vec2)
  15071. * @param uniform defines the webGL uniform location where to store the value
  15072. * @param array defines the array of int32 to store
  15073. */
  15074. Engine.prototype.setIntArray2 = function (uniform, array) {
  15075. if (!uniform || array.length % 2 !== 0) {
  15076. return;
  15077. }
  15078. this._gl.uniform2iv(uniform, array);
  15079. };
  15080. /**
  15081. * Set the value of an uniform to an array of int32 (stored as vec3)
  15082. * @param uniform defines the webGL uniform location where to store the value
  15083. * @param array defines the array of int32 to store
  15084. */
  15085. Engine.prototype.setIntArray3 = function (uniform, array) {
  15086. if (!uniform || array.length % 3 !== 0) {
  15087. return;
  15088. }
  15089. this._gl.uniform3iv(uniform, array);
  15090. };
  15091. /**
  15092. * Set the value of an uniform to an array of int32 (stored as vec4)
  15093. * @param uniform defines the webGL uniform location where to store the value
  15094. * @param array defines the array of int32 to store
  15095. */
  15096. Engine.prototype.setIntArray4 = function (uniform, array) {
  15097. if (!uniform || array.length % 4 !== 0) {
  15098. return;
  15099. }
  15100. this._gl.uniform4iv(uniform, array);
  15101. };
  15102. /**
  15103. * Set the value of an uniform to an array of float32
  15104. * @param uniform defines the webGL uniform location where to store the value
  15105. * @param array defines the array of float32 to store
  15106. */
  15107. Engine.prototype.setFloatArray = function (uniform, array) {
  15108. if (!uniform) {
  15109. return;
  15110. }
  15111. this._gl.uniform1fv(uniform, array);
  15112. };
  15113. /**
  15114. * Set the value of an uniform to an array of float32 (stored as vec2)
  15115. * @param uniform defines the webGL uniform location where to store the value
  15116. * @param array defines the array of float32 to store
  15117. */
  15118. Engine.prototype.setFloatArray2 = function (uniform, array) {
  15119. if (!uniform || array.length % 2 !== 0) {
  15120. return;
  15121. }
  15122. this._gl.uniform2fv(uniform, array);
  15123. };
  15124. /**
  15125. * Set the value of an uniform to an array of float32 (stored as vec3)
  15126. * @param uniform defines the webGL uniform location where to store the value
  15127. * @param array defines the array of float32 to store
  15128. */
  15129. Engine.prototype.setFloatArray3 = function (uniform, array) {
  15130. if (!uniform || array.length % 3 !== 0) {
  15131. return;
  15132. }
  15133. this._gl.uniform3fv(uniform, array);
  15134. };
  15135. /**
  15136. * Set the value of an uniform to an array of float32 (stored as vec4)
  15137. * @param uniform defines the webGL uniform location where to store the value
  15138. * @param array defines the array of float32 to store
  15139. */
  15140. Engine.prototype.setFloatArray4 = function (uniform, array) {
  15141. if (!uniform || array.length % 4 !== 0) {
  15142. return;
  15143. }
  15144. this._gl.uniform4fv(uniform, array);
  15145. };
  15146. /**
  15147. * Set the value of an uniform to an array of number
  15148. * @param uniform defines the webGL uniform location where to store the value
  15149. * @param array defines the array of number to store
  15150. */
  15151. Engine.prototype.setArray = function (uniform, array) {
  15152. if (!uniform) {
  15153. return;
  15154. }
  15155. this._gl.uniform1fv(uniform, array);
  15156. };
  15157. /**
  15158. * Set the value of an uniform to an array of number (stored as vec2)
  15159. * @param uniform defines the webGL uniform location where to store the value
  15160. * @param array defines the array of number to store
  15161. */
  15162. Engine.prototype.setArray2 = function (uniform, array) {
  15163. if (!uniform || array.length % 2 !== 0) {
  15164. return;
  15165. }
  15166. this._gl.uniform2fv(uniform, array);
  15167. };
  15168. /**
  15169. * Set the value of an uniform to an array of number (stored as vec3)
  15170. * @param uniform defines the webGL uniform location where to store the value
  15171. * @param array defines the array of number to store
  15172. */
  15173. Engine.prototype.setArray3 = function (uniform, array) {
  15174. if (!uniform || array.length % 3 !== 0) {
  15175. return;
  15176. }
  15177. this._gl.uniform3fv(uniform, array);
  15178. };
  15179. /**
  15180. * Set the value of an uniform to an array of number (stored as vec4)
  15181. * @param uniform defines the webGL uniform location where to store the value
  15182. * @param array defines the array of number to store
  15183. */
  15184. Engine.prototype.setArray4 = function (uniform, array) {
  15185. if (!uniform || array.length % 4 !== 0) {
  15186. return;
  15187. }
  15188. this._gl.uniform4fv(uniform, array);
  15189. };
  15190. /**
  15191. * Set the value of an uniform to an array of float32 (stored as matrices)
  15192. * @param uniform defines the webGL uniform location where to store the value
  15193. * @param matrices defines the array of float32 to store
  15194. */
  15195. Engine.prototype.setMatrices = function (uniform, matrices) {
  15196. if (!uniform) {
  15197. return;
  15198. }
  15199. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15200. };
  15201. /**
  15202. * Set the value of an uniform to a matrix
  15203. * @param uniform defines the webGL uniform location where to store the value
  15204. * @param matrix defines the matrix to store
  15205. */
  15206. Engine.prototype.setMatrix = function (uniform, matrix) {
  15207. if (!uniform) {
  15208. return;
  15209. }
  15210. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15211. };
  15212. /**
  15213. * Set the value of an uniform to a matrix (3x3)
  15214. * @param uniform defines the webGL uniform location where to store the value
  15215. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15216. */
  15217. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15218. if (!uniform) {
  15219. return;
  15220. }
  15221. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15222. };
  15223. /**
  15224. * Set the value of an uniform to a matrix (2x2)
  15225. * @param uniform defines the webGL uniform location where to store the value
  15226. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15227. */
  15228. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15229. if (!uniform) {
  15230. return;
  15231. }
  15232. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15233. };
  15234. /**
  15235. * Set the value of an uniform to a number (int)
  15236. * @param uniform defines the webGL uniform location where to store the value
  15237. * @param value defines the int number to store
  15238. */
  15239. Engine.prototype.setInt = function (uniform, value) {
  15240. if (!uniform) {
  15241. return;
  15242. }
  15243. this._gl.uniform1i(uniform, value);
  15244. };
  15245. /**
  15246. * Set the value of an uniform to a number (float)
  15247. * @param uniform defines the webGL uniform location where to store the value
  15248. * @param value defines the float number to store
  15249. */
  15250. Engine.prototype.setFloat = function (uniform, value) {
  15251. if (!uniform) {
  15252. return;
  15253. }
  15254. this._gl.uniform1f(uniform, value);
  15255. };
  15256. /**
  15257. * Set the value of an uniform to a vec2
  15258. * @param uniform defines the webGL uniform location where to store the value
  15259. * @param x defines the 1st component of the value
  15260. * @param y defines the 2nd component of the value
  15261. */
  15262. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15263. if (!uniform) {
  15264. return;
  15265. }
  15266. this._gl.uniform2f(uniform, x, y);
  15267. };
  15268. /**
  15269. * Set the value of an uniform to a vec3
  15270. * @param uniform defines the webGL uniform location where to store the value
  15271. * @param x defines the 1st component of the value
  15272. * @param y defines the 2nd component of the value
  15273. * @param z defines the 3rd component of the value
  15274. */
  15275. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15276. if (!uniform) {
  15277. return;
  15278. }
  15279. this._gl.uniform3f(uniform, x, y, z);
  15280. };
  15281. /**
  15282. * Set the value of an uniform to a boolean
  15283. * @param uniform defines the webGL uniform location where to store the value
  15284. * @param bool defines the boolean to store
  15285. */
  15286. Engine.prototype.setBool = function (uniform, bool) {
  15287. if (!uniform) {
  15288. return;
  15289. }
  15290. this._gl.uniform1i(uniform, bool);
  15291. };
  15292. /**
  15293. * Set the value of an uniform to a vec4
  15294. * @param uniform defines the webGL uniform location where to store the value
  15295. * @param x defines the 1st component of the value
  15296. * @param y defines the 2nd component of the value
  15297. * @param z defines the 3rd component of the value
  15298. * @param w defines the 4th component of the value
  15299. */
  15300. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15301. if (!uniform) {
  15302. return;
  15303. }
  15304. this._gl.uniform4f(uniform, x, y, z, w);
  15305. };
  15306. /**
  15307. * Set the value of an uniform to a Color3
  15308. * @param uniform defines the webGL uniform location where to store the value
  15309. * @param color3 defines the color to store
  15310. */
  15311. Engine.prototype.setColor3 = function (uniform, color3) {
  15312. if (!uniform) {
  15313. return;
  15314. }
  15315. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15316. };
  15317. /**
  15318. * Set the value of an uniform to a Color3 and an alpha value
  15319. * @param uniform defines the webGL uniform location where to store the value
  15320. * @param color3 defines the color to store
  15321. * @param alpha defines the alpha component to store
  15322. */
  15323. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15324. if (!uniform) {
  15325. return;
  15326. }
  15327. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15328. };
  15329. /**
  15330. * Sets a Color4 on a uniform variable
  15331. * @param uniform defines the uniform location
  15332. * @param color4 defines the value to be set
  15333. */
  15334. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15335. if (!uniform) {
  15336. return;
  15337. }
  15338. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15339. };
  15340. // States
  15341. /**
  15342. * Set various states to the webGL context
  15343. * @param culling defines backface culling state
  15344. * @param zOffset defines the value to apply to zOffset (0 by default)
  15345. * @param force defines if states must be applied even if cache is up to date
  15346. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15347. */
  15348. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15349. if (zOffset === void 0) { zOffset = 0; }
  15350. if (reverseSide === void 0) { reverseSide = false; }
  15351. // Culling
  15352. if (this._depthCullingState.cull !== culling || force) {
  15353. this._depthCullingState.cull = culling;
  15354. }
  15355. // Cull face
  15356. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15357. if (this._depthCullingState.cullFace !== cullFace || force) {
  15358. this._depthCullingState.cullFace = cullFace;
  15359. }
  15360. // Z offset
  15361. this.setZOffset(zOffset);
  15362. // Front face
  15363. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15364. if (this._depthCullingState.frontFace !== frontFace || force) {
  15365. this._depthCullingState.frontFace = frontFace;
  15366. }
  15367. };
  15368. /**
  15369. * Set the z offset to apply to current rendering
  15370. * @param value defines the offset to apply
  15371. */
  15372. Engine.prototype.setZOffset = function (value) {
  15373. this._depthCullingState.zOffset = value;
  15374. };
  15375. /**
  15376. * Gets the current value of the zOffset
  15377. * @returns the current zOffset state
  15378. */
  15379. Engine.prototype.getZOffset = function () {
  15380. return this._depthCullingState.zOffset;
  15381. };
  15382. /**
  15383. * Enable or disable depth buffering
  15384. * @param enable defines the state to set
  15385. */
  15386. Engine.prototype.setDepthBuffer = function (enable) {
  15387. this._depthCullingState.depthTest = enable;
  15388. };
  15389. /**
  15390. * Gets a boolean indicating if depth writing is enabled
  15391. * @returns the current depth writing state
  15392. */
  15393. Engine.prototype.getDepthWrite = function () {
  15394. return this._depthCullingState.depthMask;
  15395. };
  15396. /**
  15397. * Enable or disable depth writing
  15398. * @param enable defines the state to set
  15399. */
  15400. Engine.prototype.setDepthWrite = function (enable) {
  15401. this._depthCullingState.depthMask = enable;
  15402. };
  15403. /**
  15404. * Enable or disable color writing
  15405. * @param enable defines the state to set
  15406. */
  15407. Engine.prototype.setColorWrite = function (enable) {
  15408. this._gl.colorMask(enable, enable, enable, enable);
  15409. this._colorWrite = enable;
  15410. };
  15411. /**
  15412. * Gets a boolean indicating if color writing is enabled
  15413. * @returns the current color writing state
  15414. */
  15415. Engine.prototype.getColorWrite = function () {
  15416. return this._colorWrite;
  15417. };
  15418. /**
  15419. * Sets alpha constants used by some alpha blending modes
  15420. * @param r defines the red component
  15421. * @param g defines the green component
  15422. * @param b defines the blue component
  15423. * @param a defines the alpha component
  15424. */
  15425. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15426. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15427. };
  15428. /**
  15429. * Sets the current alpha mode
  15430. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15431. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15432. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15433. */
  15434. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15435. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15436. if (this._alphaMode === mode) {
  15437. return;
  15438. }
  15439. switch (mode) {
  15440. case Engine.ALPHA_DISABLE:
  15441. this._alphaState.alphaBlend = false;
  15442. break;
  15443. case Engine.ALPHA_PREMULTIPLIED:
  15444. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15445. this._alphaState.alphaBlend = true;
  15446. break;
  15447. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15448. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15449. this._alphaState.alphaBlend = true;
  15450. break;
  15451. case Engine.ALPHA_COMBINE:
  15452. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15453. this._alphaState.alphaBlend = true;
  15454. break;
  15455. case Engine.ALPHA_ONEONE:
  15456. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15457. this._alphaState.alphaBlend = true;
  15458. break;
  15459. case Engine.ALPHA_ADD:
  15460. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15461. this._alphaState.alphaBlend = true;
  15462. break;
  15463. case Engine.ALPHA_SUBTRACT:
  15464. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15465. this._alphaState.alphaBlend = true;
  15466. break;
  15467. case Engine.ALPHA_MULTIPLY:
  15468. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15469. this._alphaState.alphaBlend = true;
  15470. break;
  15471. case Engine.ALPHA_MAXIMIZED:
  15472. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15473. this._alphaState.alphaBlend = true;
  15474. break;
  15475. case Engine.ALPHA_INTERPOLATE:
  15476. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15477. this._alphaState.alphaBlend = true;
  15478. break;
  15479. case Engine.ALPHA_SCREENMODE:
  15480. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15481. this._alphaState.alphaBlend = true;
  15482. break;
  15483. }
  15484. if (!noDepthWriteChange) {
  15485. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15486. }
  15487. this._alphaMode = mode;
  15488. };
  15489. /**
  15490. * Gets the current alpha mode
  15491. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15492. * @returns the current alpha mode
  15493. */
  15494. Engine.prototype.getAlphaMode = function () {
  15495. return this._alphaMode;
  15496. };
  15497. // Textures
  15498. /**
  15499. * Clears the list of texture accessible through engine.
  15500. * This can help preventing texture load conflict due to name collision.
  15501. */
  15502. Engine.prototype.clearInternalTexturesCache = function () {
  15503. this._internalTexturesCache = [];
  15504. };
  15505. /**
  15506. * Force the entire cache to be cleared
  15507. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15508. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15509. */
  15510. Engine.prototype.wipeCaches = function (bruteForce) {
  15511. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15512. return;
  15513. }
  15514. this._currentEffect = null;
  15515. this._viewportCached.x = 0;
  15516. this._viewportCached.y = 0;
  15517. this._viewportCached.z = 0;
  15518. this._viewportCached.w = 0;
  15519. if (bruteForce) {
  15520. this.resetTextureCache();
  15521. this._currentProgram = null;
  15522. this._stencilState.reset();
  15523. this._depthCullingState.reset();
  15524. this.setDepthFunctionToLessOrEqual();
  15525. this._alphaState.reset();
  15526. this._unpackFlipYCached = null;
  15527. }
  15528. this._resetVertexBufferBinding();
  15529. this._cachedIndexBuffer = null;
  15530. this._cachedEffectForVertexBuffers = null;
  15531. this._unbindVertexArrayObject();
  15532. this.bindIndexBuffer(null);
  15533. };
  15534. /**
  15535. * Set the compressed texture format to use, based on the formats you have, and the formats
  15536. * supported by the hardware / browser.
  15537. *
  15538. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15539. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15540. * to API arguments needed to compressed textures. This puts the burden on the container
  15541. * generator to house the arcane code for determining these for current & future formats.
  15542. *
  15543. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15544. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15545. *
  15546. * Note: The result of this call is not taken into account when a texture is base64.
  15547. *
  15548. * @param formatsAvailable defines the list of those format families you have created
  15549. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15550. *
  15551. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15552. * @returns The extension selected.
  15553. */
  15554. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15555. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15556. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15557. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15558. return this._textureFormatInUse = this._texturesSupported[i];
  15559. }
  15560. }
  15561. }
  15562. // actively set format to nothing, to allow this to be called more than once
  15563. // and possibly fail the 2nd time
  15564. this._textureFormatInUse = null;
  15565. return null;
  15566. };
  15567. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15568. var gl = this._gl;
  15569. var magFilter = gl.NEAREST;
  15570. var minFilter = gl.NEAREST;
  15571. switch (samplingMode) {
  15572. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15573. magFilter = gl.LINEAR;
  15574. if (generateMipMaps) {
  15575. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15576. }
  15577. else {
  15578. minFilter = gl.LINEAR;
  15579. }
  15580. break;
  15581. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15582. magFilter = gl.LINEAR;
  15583. if (generateMipMaps) {
  15584. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15585. }
  15586. else {
  15587. minFilter = gl.LINEAR;
  15588. }
  15589. break;
  15590. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15591. magFilter = gl.NEAREST;
  15592. if (generateMipMaps) {
  15593. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15594. }
  15595. else {
  15596. minFilter = gl.NEAREST;
  15597. }
  15598. break;
  15599. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15600. magFilter = gl.NEAREST;
  15601. if (generateMipMaps) {
  15602. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15603. }
  15604. else {
  15605. minFilter = gl.NEAREST;
  15606. }
  15607. break;
  15608. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15609. magFilter = gl.NEAREST;
  15610. if (generateMipMaps) {
  15611. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15612. }
  15613. else {
  15614. minFilter = gl.LINEAR;
  15615. }
  15616. break;
  15617. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15618. magFilter = gl.NEAREST;
  15619. if (generateMipMaps) {
  15620. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15621. }
  15622. else {
  15623. minFilter = gl.LINEAR;
  15624. }
  15625. break;
  15626. case Engine.TEXTURE_NEAREST_LINEAR:
  15627. magFilter = gl.NEAREST;
  15628. minFilter = gl.LINEAR;
  15629. break;
  15630. case Engine.TEXTURE_NEAREST_NEAREST:
  15631. magFilter = gl.NEAREST;
  15632. minFilter = gl.NEAREST;
  15633. break;
  15634. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15635. magFilter = gl.LINEAR;
  15636. if (generateMipMaps) {
  15637. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15638. }
  15639. else {
  15640. minFilter = gl.NEAREST;
  15641. }
  15642. break;
  15643. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15644. magFilter = gl.LINEAR;
  15645. if (generateMipMaps) {
  15646. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15647. }
  15648. else {
  15649. minFilter = gl.NEAREST;
  15650. }
  15651. break;
  15652. case Engine.TEXTURE_LINEAR_LINEAR:
  15653. magFilter = gl.LINEAR;
  15654. minFilter = gl.LINEAR;
  15655. break;
  15656. case Engine.TEXTURE_LINEAR_NEAREST:
  15657. magFilter = gl.LINEAR;
  15658. minFilter = gl.NEAREST;
  15659. break;
  15660. }
  15661. return {
  15662. min: minFilter,
  15663. mag: magFilter
  15664. };
  15665. };
  15666. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15667. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15668. var img;
  15669. var onload = function () {
  15670. loadedImages[index] = img;
  15671. loadedImages._internalCount++;
  15672. if (scene) {
  15673. scene._removePendingData(img);
  15674. }
  15675. if (loadedImages._internalCount === 6) {
  15676. onfinish(loadedImages);
  15677. }
  15678. };
  15679. var onerror = function (message, exception) {
  15680. if (scene) {
  15681. scene._removePendingData(img);
  15682. }
  15683. if (onErrorCallBack) {
  15684. onErrorCallBack(message, exception);
  15685. }
  15686. };
  15687. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15688. if (scene) {
  15689. scene._addPendingData(img);
  15690. }
  15691. };
  15692. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15693. if (onError === void 0) { onError = null; }
  15694. var loadedImages = [];
  15695. loadedImages._internalCount = 0;
  15696. for (var index = 0; index < 6; index++) {
  15697. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15698. }
  15699. };
  15700. /** @hidden */
  15701. Engine.prototype._createTexture = function () {
  15702. var texture = this._gl.createTexture();
  15703. if (!texture) {
  15704. throw new Error("Unable to create texture");
  15705. }
  15706. return texture;
  15707. };
  15708. /**
  15709. * Usually called from BABYLON.Texture.ts.
  15710. * Passed information to create a WebGLTexture
  15711. * @param urlArg defines a value which contains one of the following:
  15712. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15713. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15714. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15715. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15716. * @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)
  15717. * @param scene needed for loading to the correct scene
  15718. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15719. * @param onLoad optional callback to be called upon successful completion
  15720. * @param onError optional callback to be called upon failure
  15721. * @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
  15722. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15723. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15724. * @param forcedExtension defines the extension to use to pick the right loader
  15725. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  15726. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15727. */
  15728. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, excludeLoaders) {
  15729. var _this = this;
  15730. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15731. if (onLoad === void 0) { onLoad = null; }
  15732. if (onError === void 0) { onError = null; }
  15733. if (buffer === void 0) { buffer = null; }
  15734. if (fallback === void 0) { fallback = null; }
  15735. if (format === void 0) { format = null; }
  15736. if (forcedExtension === void 0) { forcedExtension = null; }
  15737. if (excludeLoaders === void 0) { excludeLoaders = []; }
  15738. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15739. var fromData = url.substr(0, 5) === "data:";
  15740. var fromBlob = url.substr(0, 5) === "blob:";
  15741. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15742. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15743. // establish the file extension, if possible
  15744. var lastDot = url.lastIndexOf('.');
  15745. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15746. var loader = null;
  15747. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15748. var availableLoader = _a[_i];
  15749. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15750. loader = availableLoader;
  15751. break;
  15752. }
  15753. }
  15754. if (loader) {
  15755. url = loader.transformUrl(url, this._textureFormatInUse);
  15756. }
  15757. if (scene) {
  15758. scene._addPendingData(texture);
  15759. }
  15760. texture.url = url;
  15761. texture.generateMipMaps = !noMipmap;
  15762. texture.samplingMode = samplingMode;
  15763. texture.invertY = invertY;
  15764. if (!this._doNotHandleContextLost) {
  15765. // Keep a link to the buffer only if we plan to handle context lost
  15766. texture._buffer = buffer;
  15767. }
  15768. var onLoadObserver = null;
  15769. if (onLoad && !fallback) {
  15770. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15771. }
  15772. if (!fallback) {
  15773. this._internalTexturesCache.push(texture);
  15774. }
  15775. var onInternalError = function (message, exception) {
  15776. if (scene) {
  15777. scene._removePendingData(texture);
  15778. }
  15779. var customFallback = false;
  15780. if (loader) {
  15781. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15782. if (fallbackUrl) {
  15783. // Add Back
  15784. customFallback = true;
  15785. excludeLoaders.push(loader);
  15786. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  15787. _this.createTexture(urlArg, noMipmap, texture.invertY, scene, samplingMode, null, null, buffer, texture, undefined, undefined, excludeLoaders);
  15788. }
  15789. }
  15790. if (!customFallback) {
  15791. if (onLoadObserver) {
  15792. texture.onLoadedObservable.remove(onLoadObserver);
  15793. }
  15794. if (BABYLON.Tools.UseFallbackTexture) {
  15795. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, null, buffer, texture);
  15796. }
  15797. }
  15798. if (onError) {
  15799. onError(message || "Unknown error", exception);
  15800. }
  15801. };
  15802. // processing for non-image formats
  15803. if (loader) {
  15804. var callback = function (data) {
  15805. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {
  15806. if (loadFailed) {
  15807. onInternalError("TextureLoader failed to load data");
  15808. }
  15809. else {
  15810. _this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, function () {
  15811. done();
  15812. return false;
  15813. }, samplingMode);
  15814. }
  15815. });
  15816. };
  15817. if (!buffer) {
  15818. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15819. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15820. });
  15821. }
  15822. else {
  15823. callback(buffer);
  15824. }
  15825. }
  15826. else {
  15827. var onload = function (img) {
  15828. if (fromBlob && !_this._doNotHandleContextLost) {
  15829. // We need to store the image if we need to rebuild the texture
  15830. // in case of a webgl context lost
  15831. texture._buffer = img;
  15832. }
  15833. _this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15834. var gl = _this._gl;
  15835. var isPot = (img.width === potWidth && img.height === potHeight);
  15836. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15837. if (isPot) {
  15838. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15839. return false;
  15840. }
  15841. var maxTextureSize = _this._caps.maxTextureSize;
  15842. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15843. _this._prepareWorkingCanvas();
  15844. if (!_this._workingCanvas || !_this._workingContext) {
  15845. return false;
  15846. }
  15847. _this._workingCanvas.width = potWidth;
  15848. _this._workingCanvas.height = potHeight;
  15849. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15850. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15851. texture.width = potWidth;
  15852. texture.height = potHeight;
  15853. return false;
  15854. }
  15855. else {
  15856. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15857. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15858. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15859. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15860. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15861. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15862. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15863. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15864. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15865. _this._releaseTexture(source_1);
  15866. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15867. continuationCallback();
  15868. });
  15869. }
  15870. return true;
  15871. }, samplingMode);
  15872. };
  15873. if (!fromData || isBase64) {
  15874. if (buffer instanceof HTMLImageElement) {
  15875. onload(buffer);
  15876. }
  15877. else {
  15878. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15879. }
  15880. }
  15881. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15882. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15883. }
  15884. else {
  15885. onload(buffer);
  15886. }
  15887. }
  15888. return texture;
  15889. };
  15890. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15891. var _this = this;
  15892. var rtt = this.createRenderTargetTexture({
  15893. width: destination.width,
  15894. height: destination.height,
  15895. }, {
  15896. generateMipMaps: false,
  15897. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15898. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15899. generateDepthBuffer: false,
  15900. generateStencilBuffer: false
  15901. });
  15902. if (!this._rescalePostProcess) {
  15903. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15904. }
  15905. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15906. _this._rescalePostProcess.onApply = function (effect) {
  15907. effect._bindTexture("textureSampler", source);
  15908. };
  15909. var hostingScene = scene;
  15910. if (!hostingScene) {
  15911. hostingScene = _this.scenes[_this.scenes.length - 1];
  15912. }
  15913. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15914. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15915. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15916. _this.unBindFramebuffer(rtt);
  15917. _this._releaseTexture(rtt);
  15918. if (onComplete) {
  15919. onComplete();
  15920. }
  15921. });
  15922. };
  15923. /**
  15924. * Update a raw texture
  15925. * @param texture defines the texture to update
  15926. * @param data defines the data to store in the texture
  15927. * @param format defines the format of the data
  15928. * @param invertY defines if data must be stored with Y axis inverted
  15929. * @param compression defines the compression used (null by default)
  15930. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15931. */
  15932. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15933. if (compression === void 0) { compression = null; }
  15934. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15935. if (!texture) {
  15936. return;
  15937. }
  15938. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15939. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15940. // babylon's internalFormat but gl's texImage2D format
  15941. var internalFormat = this._getInternalFormat(format);
  15942. var textureType = this._getWebGLTextureType(type);
  15943. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15944. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15945. if (!this._doNotHandleContextLost) {
  15946. texture._bufferView = data;
  15947. texture.format = format;
  15948. texture.type = type;
  15949. texture.invertY = invertY;
  15950. texture._compression = compression;
  15951. }
  15952. if (texture.width % 4 !== 0) {
  15953. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15954. }
  15955. if (compression && data) {
  15956. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15957. }
  15958. else {
  15959. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15960. }
  15961. if (texture.generateMipMaps) {
  15962. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15963. }
  15964. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15965. // this.resetTextureCache();
  15966. texture.isReady = true;
  15967. };
  15968. /**
  15969. * Creates a raw texture
  15970. * @param data defines the data to store in the texture
  15971. * @param width defines the width of the texture
  15972. * @param height defines the height of the texture
  15973. * @param format defines the format of the data
  15974. * @param generateMipMaps defines if the engine should generate the mip levels
  15975. * @param invertY defines if data must be stored with Y axis inverted
  15976. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15977. * @param compression defines the compression used (null by default)
  15978. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15979. * @returns the raw texture inside an InternalTexture
  15980. */
  15981. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15982. if (compression === void 0) { compression = null; }
  15983. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15984. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15985. texture.baseWidth = width;
  15986. texture.baseHeight = height;
  15987. texture.width = width;
  15988. texture.height = height;
  15989. texture.format = format;
  15990. texture.generateMipMaps = generateMipMaps;
  15991. texture.samplingMode = samplingMode;
  15992. texture.invertY = invertY;
  15993. texture._compression = compression;
  15994. texture.type = type;
  15995. if (!this._doNotHandleContextLost) {
  15996. texture._bufferView = data;
  15997. }
  15998. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15999. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16000. // Filters
  16001. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16002. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  16003. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16004. if (generateMipMaps) {
  16005. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16006. }
  16007. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16008. this._internalTexturesCache.push(texture);
  16009. return texture;
  16010. };
  16011. /** @hidden */
  16012. Engine.prototype._unpackFlipY = function (value) {
  16013. if (this._unpackFlipYCached !== value) {
  16014. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  16015. if (this.enableUnpackFlipYCached) {
  16016. this._unpackFlipYCached = value;
  16017. }
  16018. }
  16019. };
  16020. /** @hidden */
  16021. Engine.prototype._getUnpackAlignement = function () {
  16022. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  16023. };
  16024. /**
  16025. * Creates a dynamic texture
  16026. * @param width defines the width of the texture
  16027. * @param height defines the height of the texture
  16028. * @param generateMipMaps defines if the engine should generate the mip levels
  16029. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  16030. * @returns the dynamic texture inside an InternalTexture
  16031. */
  16032. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  16033. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  16034. texture.baseWidth = width;
  16035. texture.baseHeight = height;
  16036. if (generateMipMaps) {
  16037. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  16038. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  16039. }
  16040. // this.resetTextureCache();
  16041. texture.width = width;
  16042. texture.height = height;
  16043. texture.isReady = false;
  16044. texture.generateMipMaps = generateMipMaps;
  16045. texture.samplingMode = samplingMode;
  16046. this.updateTextureSamplingMode(samplingMode, texture);
  16047. this._internalTexturesCache.push(texture);
  16048. return texture;
  16049. };
  16050. /**
  16051. * Update the sampling mode of a given texture
  16052. * @param samplingMode defines the required sampling mode
  16053. * @param texture defines the texture to update
  16054. */
  16055. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  16056. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  16057. if (texture.isCube) {
  16058. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16059. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16060. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16061. }
  16062. else if (texture.is3D) {
  16063. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16064. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16065. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16066. }
  16067. else {
  16068. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16069. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16070. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16071. }
  16072. texture.samplingMode = samplingMode;
  16073. };
  16074. /**
  16075. * Update the content of a dynamic texture
  16076. * @param texture defines the texture to update
  16077. * @param canvas defines the canvas containing the source
  16078. * @param invertY defines if data must be stored with Y axis inverted
  16079. * @param premulAlpha defines if alpha is stored as premultiplied
  16080. * @param format defines the format of the data
  16081. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16082. */
  16083. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  16084. if (premulAlpha === void 0) { premulAlpha = false; }
  16085. if (forceBindTexture === void 0) { forceBindTexture = false; }
  16086. if (!texture) {
  16087. return;
  16088. }
  16089. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  16090. this._unpackFlipY(invertY);
  16091. if (premulAlpha) {
  16092. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  16093. }
  16094. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  16095. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  16096. if (texture.generateMipMaps) {
  16097. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16098. }
  16099. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16100. if (premulAlpha) {
  16101. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  16102. }
  16103. texture.isReady = true;
  16104. };
  16105. /**
  16106. * Update a video texture
  16107. * @param texture defines the texture to update
  16108. * @param video defines the video element to use
  16109. * @param invertY defines if data must be stored with Y axis inverted
  16110. */
  16111. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  16112. if (!texture || texture._isDisabled) {
  16113. return;
  16114. }
  16115. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16116. this._unpackFlipY(!invertY); // Video are upside down by default
  16117. try {
  16118. // Testing video texture support
  16119. if (this._videoTextureSupported === undefined) {
  16120. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16121. if (this._gl.getError() !== 0) {
  16122. this._videoTextureSupported = false;
  16123. }
  16124. else {
  16125. this._videoTextureSupported = true;
  16126. }
  16127. }
  16128. // Copy video through the current working canvas if video texture is not supported
  16129. if (!this._videoTextureSupported) {
  16130. if (!texture._workingCanvas) {
  16131. texture._workingCanvas = document.createElement("canvas");
  16132. var context = texture._workingCanvas.getContext("2d");
  16133. if (!context) {
  16134. throw new Error("Unable to get 2d context");
  16135. }
  16136. texture._workingContext = context;
  16137. texture._workingCanvas.width = texture.width;
  16138. texture._workingCanvas.height = texture.height;
  16139. }
  16140. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  16141. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  16142. }
  16143. else {
  16144. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16145. }
  16146. if (texture.generateMipMaps) {
  16147. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16148. }
  16149. if (!wasPreviouslyBound) {
  16150. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16151. }
  16152. // this.resetTextureCache();
  16153. texture.isReady = true;
  16154. }
  16155. catch (ex) {
  16156. // Something unexpected
  16157. // Let's disable the texture
  16158. texture._isDisabled = true;
  16159. }
  16160. };
  16161. /**
  16162. * Updates a depth texture Comparison Mode and Function.
  16163. * If the comparison Function is equal to 0, the mode will be set to none.
  16164. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16165. * @param texture The texture to set the comparison function for
  16166. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16167. */
  16168. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16169. if (this.webGLVersion === 1) {
  16170. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16171. return;
  16172. }
  16173. var gl = this._gl;
  16174. if (texture.isCube) {
  16175. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16176. if (comparisonFunction === 0) {
  16177. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16178. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16179. }
  16180. else {
  16181. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16182. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16183. }
  16184. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16185. }
  16186. else {
  16187. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16188. if (comparisonFunction === 0) {
  16189. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16190. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16191. }
  16192. else {
  16193. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16194. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16195. }
  16196. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16197. }
  16198. texture._comparisonFunction = comparisonFunction;
  16199. };
  16200. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16201. var width = size.width || size;
  16202. var height = size.height || size;
  16203. internalTexture.baseWidth = width;
  16204. internalTexture.baseHeight = height;
  16205. internalTexture.width = width;
  16206. internalTexture.height = height;
  16207. internalTexture.isReady = true;
  16208. internalTexture.samples = 1;
  16209. internalTexture.generateMipMaps = false;
  16210. internalTexture._generateDepthBuffer = true;
  16211. internalTexture._generateStencilBuffer = generateStencil;
  16212. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16213. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16214. internalTexture._comparisonFunction = comparisonFunction;
  16215. var gl = this._gl;
  16216. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16217. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16218. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16219. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16220. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16221. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16222. if (comparisonFunction === 0) {
  16223. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16224. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16225. }
  16226. else {
  16227. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16228. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16229. }
  16230. };
  16231. /**
  16232. * Creates a depth stencil texture.
  16233. * This is only available in WebGL 2 or with the depth texture extension available.
  16234. * @param size The size of face edge in the texture.
  16235. * @param options The options defining the texture.
  16236. * @returns The texture
  16237. */
  16238. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16239. if (options.isCube) {
  16240. var width = size.width || size;
  16241. return this._createDepthStencilCubeTexture(width, options);
  16242. }
  16243. else {
  16244. return this._createDepthStencilTexture(size, options);
  16245. }
  16246. };
  16247. /**
  16248. * Creates a depth stencil texture.
  16249. * This is only available in WebGL 2 or with the depth texture extension available.
  16250. * @param size The size of face edge in the texture.
  16251. * @param options The options defining the texture.
  16252. * @returns The texture
  16253. */
  16254. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16255. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16256. if (!this._caps.depthTextureExtension) {
  16257. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16258. return internalTexture;
  16259. }
  16260. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16261. var gl = this._gl;
  16262. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16263. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16264. if (this.webGLVersion > 1) {
  16265. if (internalOptions.generateStencil) {
  16266. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16267. }
  16268. else {
  16269. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16270. }
  16271. }
  16272. else {
  16273. if (internalOptions.generateStencil) {
  16274. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16275. }
  16276. else {
  16277. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16278. }
  16279. }
  16280. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16281. return internalTexture;
  16282. };
  16283. /**
  16284. * Creates a depth stencil cube texture.
  16285. * This is only available in WebGL 2.
  16286. * @param size The size of face edge in the cube texture.
  16287. * @param options The options defining the cube texture.
  16288. * @returns The cube texture
  16289. */
  16290. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16291. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16292. internalTexture.isCube = true;
  16293. if (this.webGLVersion === 1) {
  16294. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16295. return internalTexture;
  16296. }
  16297. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16298. var gl = this._gl;
  16299. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16300. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16301. // Create the depth/stencil buffer
  16302. for (var face = 0; face < 6; face++) {
  16303. if (internalOptions.generateStencil) {
  16304. 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);
  16305. }
  16306. else {
  16307. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16308. }
  16309. }
  16310. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16311. return internalTexture;
  16312. };
  16313. /**
  16314. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16315. * @param renderTarget The render target to set the frame buffer for
  16316. */
  16317. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16318. // Create the framebuffer
  16319. var internalTexture = renderTarget.getInternalTexture();
  16320. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16321. return;
  16322. }
  16323. var gl = this._gl;
  16324. var depthStencilTexture = renderTarget.depthStencilTexture;
  16325. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16326. if (depthStencilTexture.isCube) {
  16327. if (depthStencilTexture._generateStencilBuffer) {
  16328. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16329. }
  16330. else {
  16331. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16332. }
  16333. }
  16334. else {
  16335. if (depthStencilTexture._generateStencilBuffer) {
  16336. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16337. }
  16338. else {
  16339. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16340. }
  16341. }
  16342. this.bindUnboundFramebuffer(null);
  16343. };
  16344. /**
  16345. * Creates a new render target texture
  16346. * @param size defines the size of the texture
  16347. * @param options defines the options used to create the texture
  16348. * @returns a new render target texture stored in an InternalTexture
  16349. */
  16350. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16351. var fullOptions = new RenderTargetCreationOptions();
  16352. if (options !== undefined && typeof options === "object") {
  16353. fullOptions.generateMipMaps = options.generateMipMaps;
  16354. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16355. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16356. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16357. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16358. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16359. }
  16360. else {
  16361. fullOptions.generateMipMaps = options;
  16362. fullOptions.generateDepthBuffer = true;
  16363. fullOptions.generateStencilBuffer = false;
  16364. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16365. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16366. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16367. }
  16368. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16369. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16370. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16371. }
  16372. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16373. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16374. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16375. }
  16376. var gl = this._gl;
  16377. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16378. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16379. var width = size.width || size;
  16380. var height = size.height || size;
  16381. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16382. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16383. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16384. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16385. }
  16386. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16387. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16388. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16389. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16390. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16391. // Create the framebuffer
  16392. var currentFrameBuffer = this._currentFramebuffer;
  16393. var framebuffer = gl.createFramebuffer();
  16394. this.bindUnboundFramebuffer(framebuffer);
  16395. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16396. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16397. if (fullOptions.generateMipMaps) {
  16398. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16399. }
  16400. // Unbind
  16401. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16402. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16403. this.bindUnboundFramebuffer(currentFrameBuffer);
  16404. texture._framebuffer = framebuffer;
  16405. texture.baseWidth = width;
  16406. texture.baseHeight = height;
  16407. texture.width = width;
  16408. texture.height = height;
  16409. texture.isReady = true;
  16410. texture.samples = 1;
  16411. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16412. texture.samplingMode = fullOptions.samplingMode;
  16413. texture.type = fullOptions.type;
  16414. texture.format = fullOptions.format;
  16415. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16416. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16417. // this.resetTextureCache();
  16418. this._internalTexturesCache.push(texture);
  16419. return texture;
  16420. };
  16421. /**
  16422. * Create a multi render target texture
  16423. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16424. * @param size defines the size of the texture
  16425. * @param options defines the creation options
  16426. * @returns the cube texture as an InternalTexture
  16427. */
  16428. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16429. var generateMipMaps = false;
  16430. var generateDepthBuffer = true;
  16431. var generateStencilBuffer = false;
  16432. var generateDepthTexture = false;
  16433. var textureCount = 1;
  16434. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16435. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16436. var types = new Array();
  16437. var samplingModes = new Array();
  16438. if (options !== undefined) {
  16439. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16440. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16441. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16442. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16443. textureCount = options.textureCount || 1;
  16444. if (options.types) {
  16445. types = options.types;
  16446. }
  16447. if (options.samplingModes) {
  16448. samplingModes = options.samplingModes;
  16449. }
  16450. }
  16451. var gl = this._gl;
  16452. // Create the framebuffer
  16453. var framebuffer = gl.createFramebuffer();
  16454. this.bindUnboundFramebuffer(framebuffer);
  16455. var width = size.width || size;
  16456. var height = size.height || size;
  16457. var textures = [];
  16458. var attachments = [];
  16459. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16460. for (var i = 0; i < textureCount; i++) {
  16461. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16462. var type = types[i] || defaultType;
  16463. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16464. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16465. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16466. }
  16467. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16468. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16469. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16470. }
  16471. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16472. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16473. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16474. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16475. }
  16476. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16477. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16478. textures.push(texture);
  16479. attachments.push(attachment);
  16480. gl.activeTexture(gl["TEXTURE" + i]);
  16481. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16482. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16483. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16484. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16485. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16486. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16487. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16488. if (generateMipMaps) {
  16489. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16490. }
  16491. // Unbind
  16492. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16493. texture._framebuffer = framebuffer;
  16494. texture._depthStencilBuffer = depthStencilBuffer;
  16495. texture.baseWidth = width;
  16496. texture.baseHeight = height;
  16497. texture.width = width;
  16498. texture.height = height;
  16499. texture.isReady = true;
  16500. texture.samples = 1;
  16501. texture.generateMipMaps = generateMipMaps;
  16502. texture.samplingMode = samplingMode;
  16503. texture.type = type;
  16504. texture._generateDepthBuffer = generateDepthBuffer;
  16505. texture._generateStencilBuffer = generateStencilBuffer;
  16506. texture._attachments = attachments;
  16507. this._internalTexturesCache.push(texture);
  16508. }
  16509. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16510. // Depth texture
  16511. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16512. gl.activeTexture(gl.TEXTURE0);
  16513. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16514. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16515. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16516. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16517. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16518. 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);
  16519. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16520. depthTexture._framebuffer = framebuffer;
  16521. depthTexture.baseWidth = width;
  16522. depthTexture.baseHeight = height;
  16523. depthTexture.width = width;
  16524. depthTexture.height = height;
  16525. depthTexture.isReady = true;
  16526. depthTexture.samples = 1;
  16527. depthTexture.generateMipMaps = generateMipMaps;
  16528. depthTexture.samplingMode = gl.NEAREST;
  16529. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16530. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16531. textures.push(depthTexture);
  16532. this._internalTexturesCache.push(depthTexture);
  16533. }
  16534. gl.drawBuffers(attachments);
  16535. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16536. this.bindUnboundFramebuffer(null);
  16537. this.resetTextureCache();
  16538. return textures;
  16539. };
  16540. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16541. if (samples === void 0) { samples = 1; }
  16542. var depthStencilBuffer = null;
  16543. var gl = this._gl;
  16544. // Create the depth/stencil buffer
  16545. if (generateStencilBuffer) {
  16546. depthStencilBuffer = gl.createRenderbuffer();
  16547. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16548. if (samples > 1) {
  16549. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16550. }
  16551. else {
  16552. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16553. }
  16554. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16555. }
  16556. else if (generateDepthBuffer) {
  16557. depthStencilBuffer = gl.createRenderbuffer();
  16558. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16559. if (samples > 1) {
  16560. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16561. }
  16562. else {
  16563. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16564. }
  16565. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16566. }
  16567. return depthStencilBuffer;
  16568. };
  16569. /**
  16570. * Updates the sample count of a render target texture
  16571. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16572. * @param texture defines the texture to update
  16573. * @param samples defines the sample count to set
  16574. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16575. */
  16576. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16577. if (this.webGLVersion < 2 || !texture) {
  16578. return 1;
  16579. }
  16580. if (texture.samples === samples) {
  16581. return samples;
  16582. }
  16583. var gl = this._gl;
  16584. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16585. // Dispose previous render buffers
  16586. if (texture._depthStencilBuffer) {
  16587. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16588. texture._depthStencilBuffer = null;
  16589. }
  16590. if (texture._MSAAFramebuffer) {
  16591. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16592. texture._MSAAFramebuffer = null;
  16593. }
  16594. if (texture._MSAARenderBuffer) {
  16595. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16596. texture._MSAARenderBuffer = null;
  16597. }
  16598. if (samples > 1) {
  16599. var framebuffer = gl.createFramebuffer();
  16600. if (!framebuffer) {
  16601. throw new Error("Unable to create multi sampled framebuffer");
  16602. }
  16603. texture._MSAAFramebuffer = framebuffer;
  16604. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16605. var colorRenderbuffer = gl.createRenderbuffer();
  16606. if (!colorRenderbuffer) {
  16607. throw new Error("Unable to create multi sampled framebuffer");
  16608. }
  16609. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16610. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16611. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16612. texture._MSAARenderBuffer = colorRenderbuffer;
  16613. }
  16614. else {
  16615. this.bindUnboundFramebuffer(texture._framebuffer);
  16616. }
  16617. texture.samples = samples;
  16618. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16619. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16620. this.bindUnboundFramebuffer(null);
  16621. return samples;
  16622. };
  16623. /**
  16624. * Update the sample count for a given multiple render target texture
  16625. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16626. * @param textures defines the textures to update
  16627. * @param samples defines the sample count to set
  16628. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16629. */
  16630. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16631. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16632. return 1;
  16633. }
  16634. if (textures[0].samples === samples) {
  16635. return samples;
  16636. }
  16637. var gl = this._gl;
  16638. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16639. // Dispose previous render buffers
  16640. if (textures[0]._depthStencilBuffer) {
  16641. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16642. textures[0]._depthStencilBuffer = null;
  16643. }
  16644. if (textures[0]._MSAAFramebuffer) {
  16645. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16646. textures[0]._MSAAFramebuffer = null;
  16647. }
  16648. for (var i = 0; i < textures.length; i++) {
  16649. if (textures[i]._MSAARenderBuffer) {
  16650. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16651. textures[i]._MSAARenderBuffer = null;
  16652. }
  16653. }
  16654. if (samples > 1) {
  16655. var framebuffer = gl.createFramebuffer();
  16656. if (!framebuffer) {
  16657. throw new Error("Unable to create multi sampled framebuffer");
  16658. }
  16659. this.bindUnboundFramebuffer(framebuffer);
  16660. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16661. var attachments = [];
  16662. for (var i = 0; i < textures.length; i++) {
  16663. var texture = textures[i];
  16664. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16665. var colorRenderbuffer = gl.createRenderbuffer();
  16666. if (!colorRenderbuffer) {
  16667. throw new Error("Unable to create multi sampled framebuffer");
  16668. }
  16669. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16670. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16671. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16672. texture._MSAAFramebuffer = framebuffer;
  16673. texture._MSAARenderBuffer = colorRenderbuffer;
  16674. texture.samples = samples;
  16675. texture._depthStencilBuffer = depthStencilBuffer;
  16676. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16677. attachments.push(attachment);
  16678. }
  16679. gl.drawBuffers(attachments);
  16680. }
  16681. else {
  16682. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16683. }
  16684. this.bindUnboundFramebuffer(null);
  16685. return samples;
  16686. };
  16687. /** @hidden */
  16688. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16689. if (faceIndex === void 0) { faceIndex = 0; }
  16690. if (lod === void 0) { lod = 0; }
  16691. var gl = this._gl;
  16692. var target = gl.TEXTURE_2D;
  16693. if (texture.isCube) {
  16694. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16695. }
  16696. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16697. };
  16698. /** @hidden */
  16699. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16700. if (faceIndex === void 0) { faceIndex = 0; }
  16701. if (lod === void 0) { lod = 0; }
  16702. var gl = this._gl;
  16703. var textureType = this._getWebGLTextureType(texture.type);
  16704. var format = this._getInternalFormat(texture.format);
  16705. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16706. this._unpackFlipY(texture.invertY);
  16707. var target = gl.TEXTURE_2D;
  16708. if (texture.isCube) {
  16709. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16710. }
  16711. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16712. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16713. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16714. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16715. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16716. };
  16717. /** @hidden */
  16718. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16719. if (faceIndex === void 0) { faceIndex = 0; }
  16720. if (lod === void 0) { lod = 0; }
  16721. var gl = this._gl;
  16722. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16723. this._bindTextureDirectly(bindTarget, texture, true);
  16724. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16725. this._bindTextureDirectly(bindTarget, null, true);
  16726. };
  16727. /** @hidden */
  16728. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16729. if (faceIndex === void 0) { faceIndex = 0; }
  16730. if (lod === void 0) { lod = 0; }
  16731. var gl = this._gl;
  16732. var textureType = this._getWebGLTextureType(texture.type);
  16733. var format = this._getInternalFormat(texture.format);
  16734. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16735. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16736. this._bindTextureDirectly(bindTarget, texture, true);
  16737. this._unpackFlipY(texture.invertY);
  16738. var target = gl.TEXTURE_2D;
  16739. if (texture.isCube) {
  16740. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16741. }
  16742. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16743. this._bindTextureDirectly(bindTarget, null, true);
  16744. };
  16745. /**
  16746. * Creates a new render target cube texture
  16747. * @param size defines the size of the texture
  16748. * @param options defines the options used to create the texture
  16749. * @returns a new render target cube texture stored in an InternalTexture
  16750. */
  16751. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16752. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16753. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16754. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16755. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16756. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16757. }
  16758. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16759. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16760. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16761. }
  16762. var gl = this._gl;
  16763. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16764. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16765. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16766. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16767. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16768. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16769. }
  16770. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16771. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16772. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16773. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16774. for (var face = 0; face < 6; face++) {
  16775. 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);
  16776. }
  16777. // Create the framebuffer
  16778. var framebuffer = gl.createFramebuffer();
  16779. this.bindUnboundFramebuffer(framebuffer);
  16780. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16781. // MipMaps
  16782. if (fullOptions.generateMipMaps) {
  16783. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16784. }
  16785. // Unbind
  16786. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16787. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16788. this.bindUnboundFramebuffer(null);
  16789. texture._framebuffer = framebuffer;
  16790. texture.width = size;
  16791. texture.height = size;
  16792. texture.isReady = true;
  16793. texture.isCube = true;
  16794. texture.samples = 1;
  16795. texture.generateMipMaps = fullOptions.generateMipMaps;
  16796. texture.samplingMode = fullOptions.samplingMode;
  16797. texture.type = fullOptions.type;
  16798. texture.format = fullOptions.format;
  16799. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16800. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16801. this._internalTexturesCache.push(texture);
  16802. return texture;
  16803. };
  16804. /**
  16805. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16806. * @param rootUrl defines the url where the file to load is located
  16807. * @param scene defines the current scene
  16808. * @param lodScale defines scale to apply to the mip map selection
  16809. * @param lodOffset defines offset to apply to the mip map selection
  16810. * @param onLoad defines an optional callback raised when the texture is loaded
  16811. * @param onError defines an optional callback raised if there is an issue to load the texture
  16812. * @param format defines the format of the data
  16813. * @param forcedExtension defines the extension to use to pick the right loader
  16814. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16815. * @returns the cube texture as an InternalTexture
  16816. */
  16817. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16818. var _this = this;
  16819. if (onLoad === void 0) { onLoad = null; }
  16820. if (onError === void 0) { onError = null; }
  16821. if (forcedExtension === void 0) { forcedExtension = null; }
  16822. if (createPolynomials === void 0) { createPolynomials = true; }
  16823. var callback = function (loadData) {
  16824. if (!loadData) {
  16825. if (onLoad) {
  16826. onLoad(null);
  16827. }
  16828. return;
  16829. }
  16830. var texture = loadData.texture;
  16831. if (!createPolynomials) {
  16832. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16833. }
  16834. else if (loadData.info.sphericalPolynomial) {
  16835. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16836. }
  16837. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16838. if (_this._caps.textureLOD) {
  16839. // Do not add extra process if texture lod is supported.
  16840. if (onLoad) {
  16841. onLoad(texture);
  16842. }
  16843. return;
  16844. }
  16845. var mipSlices = 3;
  16846. var gl = _this._gl;
  16847. var width = loadData.width;
  16848. if (!width) {
  16849. return;
  16850. }
  16851. var textures = [];
  16852. for (var i = 0; i < mipSlices; i++) {
  16853. //compute LOD from even spacing in smoothness (matching shader calculation)
  16854. var smoothness = i / (mipSlices - 1);
  16855. var roughness = 1 - smoothness;
  16856. var minLODIndex = lodOffset; // roughness = 0
  16857. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16858. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16859. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16860. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16861. glTextureFromLod.type = texture.type;
  16862. glTextureFromLod.format = texture.format;
  16863. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16864. glTextureFromLod.height = glTextureFromLod.width;
  16865. glTextureFromLod.isCube = true;
  16866. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16867. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16868. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16869. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16870. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16871. if (loadData.isDDS) {
  16872. var info = loadData.info;
  16873. var data = loadData.data;
  16874. _this._unpackFlipY(info.isCompressed);
  16875. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16876. }
  16877. else {
  16878. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16879. }
  16880. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16881. // Wrap in a base texture for easy binding.
  16882. var lodTexture = new BABYLON.BaseTexture(scene);
  16883. lodTexture.isCube = true;
  16884. lodTexture._texture = glTextureFromLod;
  16885. glTextureFromLod.isReady = true;
  16886. textures.push(lodTexture);
  16887. }
  16888. texture._lodTextureHigh = textures[2];
  16889. texture._lodTextureMid = textures[1];
  16890. texture._lodTextureLow = textures[0];
  16891. if (onLoad) {
  16892. onLoad(texture);
  16893. }
  16894. };
  16895. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16896. };
  16897. /**
  16898. * Creates a cube texture
  16899. * @param rootUrl defines the url where the files to load is located
  16900. * @param scene defines the current scene
  16901. * @param files defines the list of files to load (1 per face)
  16902. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16903. * @param onLoad defines an optional callback raised when the texture is loaded
  16904. * @param onError defines an optional callback raised if there is an issue to load the texture
  16905. * @param format defines the format of the data
  16906. * @param forcedExtension defines the extension to use to pick the right loader
  16907. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16908. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16909. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16910. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16911. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  16912. * @returns the cube texture as an InternalTexture
  16913. */
  16914. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback, excludeLoaders) {
  16915. var _this = this;
  16916. if (onLoad === void 0) { onLoad = null; }
  16917. if (onError === void 0) { onError = null; }
  16918. if (forcedExtension === void 0) { forcedExtension = null; }
  16919. if (createPolynomials === void 0) { createPolynomials = false; }
  16920. if (lodScale === void 0) { lodScale = 0; }
  16921. if (lodOffset === void 0) { lodOffset = 0; }
  16922. if (fallback === void 0) { fallback = null; }
  16923. if (excludeLoaders === void 0) { excludeLoaders = []; }
  16924. var gl = this._gl;
  16925. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16926. texture.isCube = true;
  16927. texture.url = rootUrl;
  16928. texture.generateMipMaps = !noMipmap;
  16929. texture._lodGenerationScale = lodScale;
  16930. texture._lodGenerationOffset = lodOffset;
  16931. if (!this._doNotHandleContextLost) {
  16932. texture._extension = forcedExtension;
  16933. texture._files = files;
  16934. }
  16935. var lastDot = rootUrl.lastIndexOf('.');
  16936. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16937. var loader = null;
  16938. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16939. var availableLoader = _a[_i];
  16940. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16941. loader = availableLoader;
  16942. break;
  16943. }
  16944. }
  16945. var onInternalError = function (request, exception) {
  16946. if (loader) {
  16947. var fallbackUrl = loader.getFallbackTextureUrl(texture.url, _this._textureFormatInUse);
  16948. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  16949. if (fallbackUrl) {
  16950. excludeLoaders.push(loader);
  16951. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture, excludeLoaders);
  16952. return;
  16953. }
  16954. }
  16955. if (onError && request) {
  16956. onError(request.status + " " + request.statusText, exception);
  16957. }
  16958. };
  16959. if (loader) {
  16960. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16961. var onloaddata = function (data) {
  16962. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16963. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16964. };
  16965. if (files && files.length === 6) {
  16966. if (loader.supportCascades) {
  16967. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16968. }
  16969. else if (onError) {
  16970. onError("Textures type does not support cascades.");
  16971. }
  16972. }
  16973. else {
  16974. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16975. }
  16976. }
  16977. else {
  16978. if (!files) {
  16979. throw new Error("Cannot load cubemap because files were not defined");
  16980. }
  16981. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16982. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16983. var height = width;
  16984. _this._prepareWorkingCanvas();
  16985. if (!_this._workingCanvas || !_this._workingContext) {
  16986. return;
  16987. }
  16988. _this._workingCanvas.width = width;
  16989. _this._workingCanvas.height = height;
  16990. var faces = [
  16991. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16992. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16993. ];
  16994. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16995. _this._unpackFlipY(false);
  16996. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16997. for (var index = 0; index < faces.length; index++) {
  16998. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16999. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  17000. }
  17001. if (!noMipmap) {
  17002. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  17003. }
  17004. _this._setCubeMapTextureParams(!noMipmap);
  17005. texture.width = width;
  17006. texture.height = height;
  17007. texture.isReady = true;
  17008. if (format) {
  17009. texture.format = format;
  17010. }
  17011. texture.onLoadedObservable.notifyObservers(texture);
  17012. texture.onLoadedObservable.clear();
  17013. if (onLoad) {
  17014. onLoad();
  17015. }
  17016. }, files, onError);
  17017. }
  17018. this._internalTexturesCache.push(texture);
  17019. return texture;
  17020. };
  17021. /**
  17022. * @hidden
  17023. */
  17024. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  17025. var gl = this._gl;
  17026. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  17027. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  17028. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17029. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17030. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17031. // this.resetTextureCache();
  17032. };
  17033. /**
  17034. * Update a raw cube texture
  17035. * @param texture defines the texture to udpdate
  17036. * @param data defines the data to store
  17037. * @param format defines the data format
  17038. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  17039. * @param invertY defines if data must be stored with Y axis inverted
  17040. * @param compression defines the compression used (null by default)
  17041. * @param level defines which level of the texture to update
  17042. */
  17043. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  17044. if (compression === void 0) { compression = null; }
  17045. if (level === void 0) { level = 0; }
  17046. texture._bufferViewArray = data;
  17047. texture.format = format;
  17048. texture.type = type;
  17049. texture.invertY = invertY;
  17050. texture._compression = compression;
  17051. var gl = this._gl;
  17052. var textureType = this._getWebGLTextureType(type);
  17053. var internalFormat = this._getInternalFormat(format);
  17054. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  17055. var needConversion = false;
  17056. if (internalFormat === gl.RGB) {
  17057. internalFormat = gl.RGBA;
  17058. needConversion = true;
  17059. }
  17060. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17061. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17062. if (texture.width % 4 !== 0) {
  17063. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  17064. }
  17065. // Data are known to be in +X +Y +Z -X -Y -Z
  17066. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17067. var faceData = data[faceIndex];
  17068. if (compression) {
  17069. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  17070. }
  17071. else {
  17072. if (needConversion) {
  17073. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  17074. }
  17075. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  17076. }
  17077. }
  17078. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17079. if (isPot && texture.generateMipMaps && level === 0) {
  17080. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17081. }
  17082. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17083. // this.resetTextureCache();
  17084. texture.isReady = true;
  17085. };
  17086. /**
  17087. * Creates a new raw cube texture
  17088. * @param data defines the array of data to use to create each face
  17089. * @param size defines the size of the textures
  17090. * @param format defines the format of the data
  17091. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17092. * @param generateMipMaps defines if the engine should generate the mip levels
  17093. * @param invertY defines if data must be stored with Y axis inverted
  17094. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17095. * @param compression defines the compression used (null by default)
  17096. * @returns the cube texture as an InternalTexture
  17097. */
  17098. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  17099. if (compression === void 0) { compression = null; }
  17100. var gl = this._gl;
  17101. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  17102. texture.isCube = true;
  17103. texture.format = format;
  17104. texture.type = type;
  17105. if (!this._doNotHandleContextLost) {
  17106. texture._bufferViewArray = data;
  17107. }
  17108. var textureType = this._getWebGLTextureType(type);
  17109. var internalFormat = this._getInternalFormat(format);
  17110. if (internalFormat === gl.RGB) {
  17111. internalFormat = gl.RGBA;
  17112. }
  17113. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  17114. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  17115. generateMipMaps = false;
  17116. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17117. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17118. }
  17119. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  17120. generateMipMaps = false;
  17121. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17122. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17123. }
  17124. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  17125. generateMipMaps = false;
  17126. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  17127. }
  17128. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  17129. generateMipMaps = false;
  17130. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  17131. }
  17132. var width = size;
  17133. var height = width;
  17134. texture.width = width;
  17135. texture.height = height;
  17136. // Double check on POT to generate Mips.
  17137. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17138. if (!isPot) {
  17139. generateMipMaps = false;
  17140. }
  17141. // Upload data if needed. The texture won't be ready until then.
  17142. if (data) {
  17143. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  17144. }
  17145. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  17146. // Filters
  17147. if (data && generateMipMaps) {
  17148. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17149. }
  17150. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17151. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  17152. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  17153. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17154. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17155. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17156. texture.generateMipMaps = generateMipMaps;
  17157. return texture;
  17158. };
  17159. /**
  17160. * Creates a new raw cube texture from a specified url
  17161. * @param url defines the url where the data is located
  17162. * @param scene defines the current scene
  17163. * @param size defines the size of the textures
  17164. * @param format defines the format of the data
  17165. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17166. * @param noMipmap defines if the engine should avoid generating the mip levels
  17167. * @param callback defines a callback used to extract texture data from loaded data
  17168. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17169. * @param onLoad defines a callback called when texture is loaded
  17170. * @param onError defines a callback called if there is an error
  17171. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17172. * @param invertY defines if data must be stored with Y axis inverted
  17173. * @returns the cube texture as an InternalTexture
  17174. */
  17175. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17176. var _this = this;
  17177. if (onLoad === void 0) { onLoad = null; }
  17178. if (onError === void 0) { onError = null; }
  17179. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17180. if (invertY === void 0) { invertY = false; }
  17181. var gl = this._gl;
  17182. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17183. scene._addPendingData(texture);
  17184. texture.url = url;
  17185. this._internalTexturesCache.push(texture);
  17186. var onerror = function (request, exception) {
  17187. scene._removePendingData(texture);
  17188. if (onError && request) {
  17189. onError(request.status + " " + request.statusText, exception);
  17190. }
  17191. };
  17192. var internalCallback = function (data) {
  17193. var width = texture.width;
  17194. var faceDataArrays = callback(data);
  17195. if (!faceDataArrays) {
  17196. return;
  17197. }
  17198. if (mipmapGenerator) {
  17199. var textureType = _this._getWebGLTextureType(type);
  17200. var internalFormat = _this._getInternalFormat(format);
  17201. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17202. var needConversion = false;
  17203. if (internalFormat === gl.RGB) {
  17204. internalFormat = gl.RGBA;
  17205. needConversion = true;
  17206. }
  17207. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17208. _this._unpackFlipY(false);
  17209. var mipData = mipmapGenerator(faceDataArrays);
  17210. for (var level = 0; level < mipData.length; level++) {
  17211. var mipSize = width >> level;
  17212. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17213. var mipFaceData = mipData[level][faceIndex];
  17214. if (needConversion) {
  17215. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17216. }
  17217. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17218. }
  17219. }
  17220. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17221. }
  17222. else {
  17223. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17224. }
  17225. texture.isReady = true;
  17226. // this.resetTextureCache();
  17227. scene._removePendingData(texture);
  17228. if (onLoad) {
  17229. onLoad();
  17230. }
  17231. };
  17232. this._loadFile(url, function (data) {
  17233. internalCallback(data);
  17234. }, undefined, scene.offlineProvider, true, onerror);
  17235. return texture;
  17236. };
  17237. /**
  17238. * Update a raw 3D texture
  17239. * @param texture defines the texture to update
  17240. * @param data defines the data to store
  17241. * @param format defines the data format
  17242. * @param invertY defines if data must be stored with Y axis inverted
  17243. * @param compression defines the used compression (can be null)
  17244. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17245. */
  17246. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17247. if (compression === void 0) { compression = null; }
  17248. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17249. var internalType = this._getWebGLTextureType(textureType);
  17250. var internalFormat = this._getInternalFormat(format);
  17251. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17252. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17253. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17254. if (!this._doNotHandleContextLost) {
  17255. texture._bufferView = data;
  17256. texture.format = format;
  17257. texture.invertY = invertY;
  17258. texture._compression = compression;
  17259. }
  17260. if (texture.width % 4 !== 0) {
  17261. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17262. }
  17263. if (compression && data) {
  17264. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17265. }
  17266. else {
  17267. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17268. }
  17269. if (texture.generateMipMaps) {
  17270. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17271. }
  17272. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17273. // this.resetTextureCache();
  17274. texture.isReady = true;
  17275. };
  17276. /**
  17277. * Creates a new raw 3D texture
  17278. * @param data defines the data used to create the texture
  17279. * @param width defines the width of the texture
  17280. * @param height defines the height of the texture
  17281. * @param depth defines the depth of the texture
  17282. * @param format defines the format of the texture
  17283. * @param generateMipMaps defines if the engine must generate mip levels
  17284. * @param invertY defines if data must be stored with Y axis inverted
  17285. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17286. * @param compression defines the compressed used (can be null)
  17287. * @param textureType defines the compressed used (can be null)
  17288. * @returns a new raw 3D texture (stored in an InternalTexture)
  17289. */
  17290. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17291. if (compression === void 0) { compression = null; }
  17292. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17293. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17294. texture.baseWidth = width;
  17295. texture.baseHeight = height;
  17296. texture.baseDepth = depth;
  17297. texture.width = width;
  17298. texture.height = height;
  17299. texture.depth = depth;
  17300. texture.format = format;
  17301. texture.type = textureType;
  17302. texture.generateMipMaps = generateMipMaps;
  17303. texture.samplingMode = samplingMode;
  17304. texture.is3D = true;
  17305. if (!this._doNotHandleContextLost) {
  17306. texture._bufferView = data;
  17307. }
  17308. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17309. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17310. // Filters
  17311. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17312. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17313. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17314. if (generateMipMaps) {
  17315. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17316. }
  17317. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17318. this._internalTexturesCache.push(texture);
  17319. return texture;
  17320. };
  17321. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17322. var gl = this._gl;
  17323. if (!gl) {
  17324. return;
  17325. }
  17326. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17327. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17328. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17329. if (!noMipmap && !isCompressed) {
  17330. gl.generateMipmap(gl.TEXTURE_2D);
  17331. }
  17332. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17333. // this.resetTextureCache();
  17334. if (scene) {
  17335. scene._removePendingData(texture);
  17336. }
  17337. texture.onLoadedObservable.notifyObservers(texture);
  17338. texture.onLoadedObservable.clear();
  17339. };
  17340. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17341. var _this = this;
  17342. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17343. var maxTextureSize = this.getCaps().maxTextureSize;
  17344. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17345. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17346. var gl = this._gl;
  17347. if (!gl) {
  17348. return;
  17349. }
  17350. if (!texture._webGLTexture) {
  17351. // this.resetTextureCache();
  17352. if (scene) {
  17353. scene._removePendingData(texture);
  17354. }
  17355. return;
  17356. }
  17357. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17358. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17359. texture.baseWidth = width;
  17360. texture.baseHeight = height;
  17361. texture.width = potWidth;
  17362. texture.height = potHeight;
  17363. texture.isReady = true;
  17364. if (processFunction(potWidth, potHeight, function () {
  17365. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17366. })) {
  17367. // Returning as texture needs extra async steps
  17368. return;
  17369. }
  17370. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17371. };
  17372. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17373. // Create new RGBA data container.
  17374. var rgbaData;
  17375. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17376. rgbaData = new Float32Array(width * height * 4);
  17377. }
  17378. else {
  17379. rgbaData = new Uint32Array(width * height * 4);
  17380. }
  17381. // Convert each pixel.
  17382. for (var x = 0; x < width; x++) {
  17383. for (var y = 0; y < height; y++) {
  17384. var index = (y * width + x) * 3;
  17385. var newIndex = (y * width + x) * 4;
  17386. // Map Old Value to new value.
  17387. rgbaData[newIndex + 0] = rgbData[index + 0];
  17388. rgbaData[newIndex + 1] = rgbData[index + 1];
  17389. rgbaData[newIndex + 2] = rgbData[index + 2];
  17390. // Add fully opaque alpha channel.
  17391. rgbaData[newIndex + 3] = 1;
  17392. }
  17393. }
  17394. return rgbaData;
  17395. };
  17396. /** @hidden */
  17397. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17398. var gl = this._gl;
  17399. if (texture._framebuffer) {
  17400. gl.deleteFramebuffer(texture._framebuffer);
  17401. texture._framebuffer = null;
  17402. }
  17403. if (texture._depthStencilBuffer) {
  17404. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17405. texture._depthStencilBuffer = null;
  17406. }
  17407. if (texture._MSAAFramebuffer) {
  17408. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17409. texture._MSAAFramebuffer = null;
  17410. }
  17411. if (texture._MSAARenderBuffer) {
  17412. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17413. texture._MSAARenderBuffer = null;
  17414. }
  17415. };
  17416. /** @hidden */
  17417. Engine.prototype._releaseTexture = function (texture) {
  17418. var gl = this._gl;
  17419. this._releaseFramebufferObjects(texture);
  17420. gl.deleteTexture(texture._webGLTexture);
  17421. // Unbind channels
  17422. this.unbindAllTextures();
  17423. var index = this._internalTexturesCache.indexOf(texture);
  17424. if (index !== -1) {
  17425. this._internalTexturesCache.splice(index, 1);
  17426. }
  17427. // Integrated fixed lod samplers.
  17428. if (texture._lodTextureHigh) {
  17429. texture._lodTextureHigh.dispose();
  17430. }
  17431. if (texture._lodTextureMid) {
  17432. texture._lodTextureMid.dispose();
  17433. }
  17434. if (texture._lodTextureLow) {
  17435. texture._lodTextureLow.dispose();
  17436. }
  17437. // Set output texture of post process to null if the texture has been released/disposed
  17438. this.scenes.forEach(function (scene) {
  17439. scene.postProcesses.forEach(function (postProcess) {
  17440. if (postProcess._outputTexture == texture) {
  17441. postProcess._outputTexture = null;
  17442. }
  17443. });
  17444. scene.cameras.forEach(function (camera) {
  17445. camera._postProcesses.forEach(function (postProcess) {
  17446. if (postProcess) {
  17447. if (postProcess._outputTexture == texture) {
  17448. postProcess._outputTexture = null;
  17449. }
  17450. }
  17451. });
  17452. });
  17453. });
  17454. };
  17455. Engine.prototype.setProgram = function (program) {
  17456. if (this._currentProgram !== program) {
  17457. this._gl.useProgram(program);
  17458. this._currentProgram = program;
  17459. }
  17460. };
  17461. /**
  17462. * Binds an effect to the webGL context
  17463. * @param effect defines the effect to bind
  17464. */
  17465. Engine.prototype.bindSamplers = function (effect) {
  17466. this.setProgram(effect.getProgram());
  17467. var samplers = effect.getSamplers();
  17468. for (var index = 0; index < samplers.length; index++) {
  17469. var uniform = effect.getUniform(samplers[index]);
  17470. if (uniform) {
  17471. this._boundUniforms[index] = uniform;
  17472. }
  17473. }
  17474. this._currentEffect = null;
  17475. };
  17476. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17477. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17478. return;
  17479. }
  17480. // Remove
  17481. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17482. // Bind last to it
  17483. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17484. // Bind to dummy
  17485. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17486. };
  17487. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17488. if (!internalTexture) {
  17489. return -1;
  17490. }
  17491. internalTexture._initialSlot = channel;
  17492. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17493. if (channel !== internalTexture._designatedSlot) {
  17494. this._textureCollisions.addCount(1, false);
  17495. }
  17496. }
  17497. else {
  17498. if (channel !== internalTexture._designatedSlot) {
  17499. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17500. return internalTexture._designatedSlot;
  17501. }
  17502. else {
  17503. // No slot for this texture, let's pick a new one (if we find a free slot)
  17504. if (this._nextFreeTextureSlots.length) {
  17505. return this._nextFreeTextureSlots[0];
  17506. }
  17507. // We need to recycle the oldest bound texture, sorry.
  17508. this._textureCollisions.addCount(1, false);
  17509. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17510. }
  17511. }
  17512. }
  17513. return channel;
  17514. };
  17515. Engine.prototype._linkTrackers = function (previous, next) {
  17516. previous.next = next;
  17517. next.previous = previous;
  17518. };
  17519. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17520. var currentSlot = internalTexture._designatedSlot;
  17521. if (currentSlot === -1) {
  17522. return -1;
  17523. }
  17524. internalTexture._designatedSlot = -1;
  17525. if (this.disableTextureBindingOptimization) {
  17526. return -1;
  17527. }
  17528. // Remove from bound list
  17529. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17530. // Free the slot
  17531. this._boundTexturesCache[currentSlot] = null;
  17532. this._nextFreeTextureSlots.push(currentSlot);
  17533. return currentSlot;
  17534. };
  17535. Engine.prototype._activateCurrentTexture = function () {
  17536. if (this._currentTextureChannel !== this._activeChannel) {
  17537. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17538. this._currentTextureChannel = this._activeChannel;
  17539. }
  17540. };
  17541. /** @hidden */
  17542. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17543. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17544. if (force === void 0) { force = false; }
  17545. var wasPreviouslyBound = false;
  17546. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17547. this._activeChannel = texture._designatedSlot;
  17548. }
  17549. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17550. var isTextureForRendering = texture && texture._initialSlot > -1;
  17551. if (currentTextureBound !== texture || force) {
  17552. if (currentTextureBound) {
  17553. this._removeDesignatedSlot(currentTextureBound);
  17554. }
  17555. this._activateCurrentTexture();
  17556. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17557. this._boundTexturesCache[this._activeChannel] = texture;
  17558. if (texture) {
  17559. if (!this.disableTextureBindingOptimization) {
  17560. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17561. if (slotIndex > -1) {
  17562. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17563. }
  17564. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17565. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17566. }
  17567. texture._designatedSlot = this._activeChannel;
  17568. }
  17569. }
  17570. else if (forTextureDataUpdate) {
  17571. wasPreviouslyBound = true;
  17572. this._activateCurrentTexture();
  17573. }
  17574. if (isTextureForRendering && !forTextureDataUpdate) {
  17575. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17576. }
  17577. return wasPreviouslyBound;
  17578. };
  17579. /** @hidden */
  17580. Engine.prototype._bindTexture = function (channel, texture) {
  17581. if (channel < 0) {
  17582. return;
  17583. }
  17584. if (texture) {
  17585. channel = this._getCorrectTextureChannel(channel, texture);
  17586. }
  17587. this._activeChannel = channel;
  17588. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17589. };
  17590. /**
  17591. * Sets a texture to the webGL context from a postprocess
  17592. * @param channel defines the channel to use
  17593. * @param postProcess defines the source postprocess
  17594. */
  17595. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17596. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17597. };
  17598. /**
  17599. * Binds the output of the passed in post process to the texture channel specified
  17600. * @param channel The channel the texture should be bound to
  17601. * @param postProcess The post process which's output should be bound
  17602. */
  17603. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17604. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17605. };
  17606. /**
  17607. * Unbind all textures from the webGL context
  17608. */
  17609. Engine.prototype.unbindAllTextures = function () {
  17610. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17611. this._activeChannel = channel;
  17612. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17613. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17614. if (this.webGLVersion > 1) {
  17615. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17616. }
  17617. }
  17618. };
  17619. /**
  17620. * Sets a texture to the according uniform.
  17621. * @param channel The texture channel
  17622. * @param uniform The uniform to set
  17623. * @param texture The texture to apply
  17624. */
  17625. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17626. if (channel < 0) {
  17627. return;
  17628. }
  17629. if (uniform) {
  17630. this._boundUniforms[channel] = uniform;
  17631. }
  17632. this._setTexture(channel, texture);
  17633. };
  17634. /**
  17635. * Sets a depth stencil texture from a render target to the according uniform.
  17636. * @param channel The texture channel
  17637. * @param uniform The uniform to set
  17638. * @param texture The render target texture containing the depth stencil texture to apply
  17639. */
  17640. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17641. if (channel < 0) {
  17642. return;
  17643. }
  17644. if (uniform) {
  17645. this._boundUniforms[channel] = uniform;
  17646. }
  17647. if (!texture || !texture.depthStencilTexture) {
  17648. this._setTexture(channel, null);
  17649. }
  17650. else {
  17651. this._setTexture(channel, texture, false, true);
  17652. }
  17653. };
  17654. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17655. var uniform = this._boundUniforms[sourceSlot];
  17656. if (uniform._currentState === destination) {
  17657. return;
  17658. }
  17659. this._gl.uniform1i(uniform, destination);
  17660. uniform._currentState = destination;
  17661. };
  17662. Engine.prototype._getTextureWrapMode = function (mode) {
  17663. switch (mode) {
  17664. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17665. return this._gl.REPEAT;
  17666. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17667. return this._gl.CLAMP_TO_EDGE;
  17668. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17669. return this._gl.MIRRORED_REPEAT;
  17670. }
  17671. return this._gl.REPEAT;
  17672. };
  17673. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17674. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17675. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17676. // Not ready?
  17677. if (!texture) {
  17678. if (this._boundTexturesCache[channel] != null) {
  17679. this._activeChannel = channel;
  17680. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17681. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17682. if (this.webGLVersion > 1) {
  17683. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17684. }
  17685. }
  17686. return false;
  17687. }
  17688. // Video
  17689. if (texture.video) {
  17690. this._activeChannel = channel;
  17691. texture.update();
  17692. }
  17693. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17694. texture.delayLoad();
  17695. return false;
  17696. }
  17697. var internalTexture;
  17698. if (depthStencilTexture) {
  17699. internalTexture = texture.depthStencilTexture;
  17700. }
  17701. else if (texture.isReady()) {
  17702. internalTexture = texture.getInternalTexture();
  17703. }
  17704. else if (texture.isCube) {
  17705. internalTexture = this.emptyCubeTexture;
  17706. }
  17707. else if (texture.is3D) {
  17708. internalTexture = this.emptyTexture3D;
  17709. }
  17710. else {
  17711. internalTexture = this.emptyTexture;
  17712. }
  17713. if (!isPartOfTextureArray) {
  17714. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17715. }
  17716. var needToBind = true;
  17717. if (this._boundTexturesCache[channel] === internalTexture) {
  17718. this._moveBoundTextureOnTop(internalTexture);
  17719. if (!isPartOfTextureArray) {
  17720. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17721. }
  17722. needToBind = false;
  17723. }
  17724. this._activeChannel = channel;
  17725. if (internalTexture && internalTexture.is3D) {
  17726. if (needToBind) {
  17727. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17728. }
  17729. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17730. internalTexture._cachedWrapU = texture.wrapU;
  17731. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17732. }
  17733. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17734. internalTexture._cachedWrapV = texture.wrapV;
  17735. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17736. }
  17737. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17738. internalTexture._cachedWrapR = texture.wrapR;
  17739. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17740. }
  17741. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17742. }
  17743. else if (internalTexture && internalTexture.isCube) {
  17744. if (needToBind) {
  17745. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17746. }
  17747. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17748. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17749. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17750. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17751. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17752. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17753. }
  17754. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17755. }
  17756. else {
  17757. if (needToBind) {
  17758. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17759. }
  17760. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17761. internalTexture._cachedWrapU = texture.wrapU;
  17762. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17763. }
  17764. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17765. internalTexture._cachedWrapV = texture.wrapV;
  17766. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17767. }
  17768. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17769. }
  17770. return true;
  17771. };
  17772. /**
  17773. * Sets an array of texture to the webGL context
  17774. * @param channel defines the channel where the texture array must be set
  17775. * @param uniform defines the associated uniform location
  17776. * @param textures defines the array of textures to bind
  17777. */
  17778. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17779. if (channel < 0 || !uniform) {
  17780. return;
  17781. }
  17782. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17783. this._textureUnits = new Int32Array(textures.length);
  17784. }
  17785. for (var i = 0; i < textures.length; i++) {
  17786. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17787. }
  17788. this._gl.uniform1iv(uniform, this._textureUnits);
  17789. for (var index = 0; index < textures.length; index++) {
  17790. this._setTexture(this._textureUnits[index], textures[index], true);
  17791. }
  17792. };
  17793. /** @hidden */
  17794. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17795. var internalTexture = texture.getInternalTexture();
  17796. if (!internalTexture) {
  17797. return;
  17798. }
  17799. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17800. var value = texture.anisotropicFilteringLevel;
  17801. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17802. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17803. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17804. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17805. }
  17806. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17807. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17808. internalTexture._cachedAnisotropicFilteringLevel = value;
  17809. }
  17810. };
  17811. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17812. this._bindTextureDirectly(target, texture, true, true);
  17813. this._gl.texParameterf(target, parameter, value);
  17814. };
  17815. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17816. if (texture) {
  17817. this._bindTextureDirectly(target, texture, true, true);
  17818. }
  17819. this._gl.texParameteri(target, parameter, value);
  17820. };
  17821. /**
  17822. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17823. * @param x defines the x coordinate of the rectangle where pixels must be read
  17824. * @param y defines the y coordinate of the rectangle where pixels must be read
  17825. * @param width defines the width of the rectangle where pixels must be read
  17826. * @param height defines the height of the rectangle where pixels must be read
  17827. * @returns a Uint8Array containing RGBA colors
  17828. */
  17829. Engine.prototype.readPixels = function (x, y, width, height) {
  17830. var data = new Uint8Array(height * width * 4);
  17831. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17832. return data;
  17833. };
  17834. /**
  17835. * Add an externaly attached data from its key.
  17836. * This method call will fail and return false, if such key already exists.
  17837. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17838. * @param key the unique key that identifies the data
  17839. * @param data the data object to associate to the key for this Engine instance
  17840. * @return true if no such key were already present and the data was added successfully, false otherwise
  17841. */
  17842. Engine.prototype.addExternalData = function (key, data) {
  17843. if (!this._externalData) {
  17844. this._externalData = new BABYLON.StringDictionary();
  17845. }
  17846. return this._externalData.add(key, data);
  17847. };
  17848. /**
  17849. * Get an externaly attached data from its key
  17850. * @param key the unique key that identifies the data
  17851. * @return the associated data, if present (can be null), or undefined if not present
  17852. */
  17853. Engine.prototype.getExternalData = function (key) {
  17854. if (!this._externalData) {
  17855. this._externalData = new BABYLON.StringDictionary();
  17856. }
  17857. return this._externalData.get(key);
  17858. };
  17859. /**
  17860. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17861. * @param key the unique key that identifies the data
  17862. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17863. * @return the associated data, can be null if the factory returned null.
  17864. */
  17865. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17866. if (!this._externalData) {
  17867. this._externalData = new BABYLON.StringDictionary();
  17868. }
  17869. return this._externalData.getOrAddWithFactory(key, factory);
  17870. };
  17871. /**
  17872. * Remove an externaly attached data from the Engine instance
  17873. * @param key the unique key that identifies the data
  17874. * @return true if the data was successfully removed, false if it doesn't exist
  17875. */
  17876. Engine.prototype.removeExternalData = function (key) {
  17877. if (!this._externalData) {
  17878. this._externalData = new BABYLON.StringDictionary();
  17879. }
  17880. return this._externalData.remove(key);
  17881. };
  17882. /**
  17883. * Unbind all vertex attributes from the webGL context
  17884. */
  17885. Engine.prototype.unbindAllAttributes = function () {
  17886. if (this._mustWipeVertexAttributes) {
  17887. this._mustWipeVertexAttributes = false;
  17888. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17889. this._gl.disableVertexAttribArray(i);
  17890. this._vertexAttribArraysEnabled[i] = false;
  17891. this._currentBufferPointers[i].active = false;
  17892. }
  17893. return;
  17894. }
  17895. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17896. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17897. continue;
  17898. }
  17899. this._gl.disableVertexAttribArray(i);
  17900. this._vertexAttribArraysEnabled[i] = false;
  17901. this._currentBufferPointers[i].active = false;
  17902. }
  17903. };
  17904. /**
  17905. * 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
  17906. */
  17907. Engine.prototype.releaseEffects = function () {
  17908. for (var name in this._compiledEffects) {
  17909. this._deleteProgram(this._compiledEffects[name]._program);
  17910. }
  17911. this._compiledEffects = {};
  17912. };
  17913. /**
  17914. * Dispose and release all associated resources
  17915. */
  17916. Engine.prototype.dispose = function () {
  17917. this.hideLoadingUI();
  17918. this.stopRenderLoop();
  17919. this.onNewSceneAddedObservable.clear();
  17920. // Release postProcesses
  17921. while (this.postProcesses.length) {
  17922. this.postProcesses[0].dispose();
  17923. }
  17924. // Empty texture
  17925. if (this._emptyTexture) {
  17926. this._releaseTexture(this._emptyTexture);
  17927. this._emptyTexture = null;
  17928. }
  17929. if (this._emptyCubeTexture) {
  17930. this._releaseTexture(this._emptyCubeTexture);
  17931. this._emptyCubeTexture = null;
  17932. }
  17933. // Rescale PP
  17934. if (this._rescalePostProcess) {
  17935. this._rescalePostProcess.dispose();
  17936. }
  17937. // Release scenes
  17938. while (this.scenes.length) {
  17939. this.scenes[0].dispose();
  17940. }
  17941. // Release audio engine
  17942. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17943. Engine.audioEngine.dispose();
  17944. }
  17945. // Release effects
  17946. this.releaseEffects();
  17947. // Unbind
  17948. this.unbindAllAttributes();
  17949. this._boundUniforms = [];
  17950. if (this._dummyFramebuffer) {
  17951. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17952. }
  17953. //WebVR
  17954. this.disableVR();
  17955. // Events
  17956. if (BABYLON.Tools.IsWindowObjectExist()) {
  17957. window.removeEventListener("blur", this._onBlur);
  17958. window.removeEventListener("focus", this._onFocus);
  17959. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17960. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17961. if (this._renderingCanvas) {
  17962. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17963. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17964. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17965. if (!this._doNotHandleContextLost) {
  17966. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17967. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17968. }
  17969. }
  17970. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17971. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17972. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17973. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17974. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17975. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17976. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17977. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17978. if (this._onVrDisplayConnect) {
  17979. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17980. if (this._onVrDisplayDisconnect) {
  17981. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17982. }
  17983. if (this._onVrDisplayPresentChange) {
  17984. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17985. }
  17986. this._onVrDisplayConnect = null;
  17987. this._onVrDisplayDisconnect = null;
  17988. }
  17989. }
  17990. // Remove from Instances
  17991. var index = Engine.Instances.indexOf(this);
  17992. if (index >= 0) {
  17993. Engine.Instances.splice(index, 1);
  17994. }
  17995. this._workingCanvas = null;
  17996. this._workingContext = null;
  17997. this._currentBufferPointers = [];
  17998. this._renderingCanvas = null;
  17999. this._currentProgram = null;
  18000. this._bindedRenderFunction = null;
  18001. this.onResizeObservable.clear();
  18002. this.onCanvasBlurObservable.clear();
  18003. this.onCanvasFocusObservable.clear();
  18004. this.onCanvasPointerOutObservable.clear();
  18005. this.onBeginFrameObservable.clear();
  18006. this.onEndFrameObservable.clear();
  18007. BABYLON.Effect.ResetCache();
  18008. // Abort active requests
  18009. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  18010. var request = _a[_i];
  18011. request.abort();
  18012. }
  18013. };
  18014. // Loading screen
  18015. /**
  18016. * Display the loading screen
  18017. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18018. */
  18019. Engine.prototype.displayLoadingUI = function () {
  18020. if (!BABYLON.Tools.IsWindowObjectExist()) {
  18021. return;
  18022. }
  18023. var loadingScreen = this.loadingScreen;
  18024. if (loadingScreen) {
  18025. loadingScreen.displayLoadingUI();
  18026. }
  18027. };
  18028. /**
  18029. * Hide the loading screen
  18030. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18031. */
  18032. Engine.prototype.hideLoadingUI = function () {
  18033. if (!BABYLON.Tools.IsWindowObjectExist()) {
  18034. return;
  18035. }
  18036. var loadingScreen = this.loadingScreen;
  18037. if (loadingScreen) {
  18038. loadingScreen.hideLoadingUI();
  18039. }
  18040. };
  18041. Object.defineProperty(Engine.prototype, "loadingScreen", {
  18042. /**
  18043. * Gets the current loading screen object
  18044. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18045. */
  18046. get: function () {
  18047. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  18048. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  18049. }
  18050. return this._loadingScreen;
  18051. },
  18052. /**
  18053. * Sets the current loading screen object
  18054. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18055. */
  18056. set: function (loadingScreen) {
  18057. this._loadingScreen = loadingScreen;
  18058. },
  18059. enumerable: true,
  18060. configurable: true
  18061. });
  18062. Object.defineProperty(Engine.prototype, "loadingUIText", {
  18063. /**
  18064. * Sets the current loading screen text
  18065. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18066. */
  18067. set: function (text) {
  18068. this.loadingScreen.loadingUIText = text;
  18069. },
  18070. enumerable: true,
  18071. configurable: true
  18072. });
  18073. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  18074. /**
  18075. * Sets the current loading screen background color
  18076. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18077. */
  18078. set: function (color) {
  18079. this.loadingScreen.loadingUIBackgroundColor = color;
  18080. },
  18081. enumerable: true,
  18082. configurable: true
  18083. });
  18084. /**
  18085. * Attach a new callback raised when context lost event is fired
  18086. * @param callback defines the callback to call
  18087. */
  18088. Engine.prototype.attachContextLostEvent = function (callback) {
  18089. if (this._renderingCanvas) {
  18090. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  18091. }
  18092. };
  18093. /**
  18094. * Attach a new callback raised when context restored event is fired
  18095. * @param callback defines the callback to call
  18096. */
  18097. Engine.prototype.attachContextRestoredEvent = function (callback) {
  18098. if (this._renderingCanvas) {
  18099. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  18100. }
  18101. };
  18102. /**
  18103. * Gets the source code of the vertex shader associated with a specific webGL program
  18104. * @param program defines the program to use
  18105. * @returns a string containing the source code of the vertex shader associated with the program
  18106. */
  18107. Engine.prototype.getVertexShaderSource = function (program) {
  18108. var shaders = this._gl.getAttachedShaders(program);
  18109. if (!shaders) {
  18110. return null;
  18111. }
  18112. return this._gl.getShaderSource(shaders[0]);
  18113. };
  18114. /**
  18115. * Gets the source code of the fragment shader associated with a specific webGL program
  18116. * @param program defines the program to use
  18117. * @returns a string containing the source code of the fragment shader associated with the program
  18118. */
  18119. Engine.prototype.getFragmentShaderSource = function (program) {
  18120. var shaders = this._gl.getAttachedShaders(program);
  18121. if (!shaders) {
  18122. return null;
  18123. }
  18124. return this._gl.getShaderSource(shaders[1]);
  18125. };
  18126. /**
  18127. * Get the current error code of the webGL context
  18128. * @returns the error code
  18129. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  18130. */
  18131. Engine.prototype.getError = function () {
  18132. return this._gl.getError();
  18133. };
  18134. // FPS
  18135. /**
  18136. * Gets the current framerate
  18137. * @returns a number representing the framerate
  18138. */
  18139. Engine.prototype.getFps = function () {
  18140. return this._fps;
  18141. };
  18142. /**
  18143. * Gets the time spent between current and previous frame
  18144. * @returns a number representing the delta time in ms
  18145. */
  18146. Engine.prototype.getDeltaTime = function () {
  18147. return this._deltaTime;
  18148. };
  18149. Engine.prototype._measureFps = function () {
  18150. this._performanceMonitor.sampleFrame();
  18151. this._fps = this._performanceMonitor.averageFPS;
  18152. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  18153. };
  18154. /** @hidden */
  18155. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  18156. if (faceIndex === void 0) { faceIndex = -1; }
  18157. if (level === void 0) { level = 0; }
  18158. if (buffer === void 0) { buffer = null; }
  18159. var gl = this._gl;
  18160. if (!this._dummyFramebuffer) {
  18161. var dummy = gl.createFramebuffer();
  18162. if (!dummy) {
  18163. throw new Error("Unable to create dummy framebuffer");
  18164. }
  18165. this._dummyFramebuffer = dummy;
  18166. }
  18167. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18168. if (faceIndex > -1) {
  18169. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18170. }
  18171. else {
  18172. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18173. }
  18174. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18175. switch (readType) {
  18176. case gl.UNSIGNED_BYTE:
  18177. if (!buffer) {
  18178. buffer = new Uint8Array(4 * width * height);
  18179. }
  18180. readType = gl.UNSIGNED_BYTE;
  18181. break;
  18182. default:
  18183. if (!buffer) {
  18184. buffer = new Float32Array(4 * width * height);
  18185. }
  18186. readType = gl.FLOAT;
  18187. break;
  18188. }
  18189. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18190. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18191. return buffer;
  18192. };
  18193. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18194. if (this._webGLVersion > 1) {
  18195. return this._caps.colorBufferFloat;
  18196. }
  18197. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18198. };
  18199. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18200. if (this._webGLVersion > 1) {
  18201. return this._caps.colorBufferFloat;
  18202. }
  18203. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18204. };
  18205. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18206. Engine.prototype._canRenderToFramebuffer = function (type) {
  18207. var gl = this._gl;
  18208. //clear existing errors
  18209. while (gl.getError() !== gl.NO_ERROR) { }
  18210. var successful = true;
  18211. var texture = gl.createTexture();
  18212. gl.bindTexture(gl.TEXTURE_2D, texture);
  18213. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18214. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18215. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18216. var fb = gl.createFramebuffer();
  18217. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18218. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18219. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18220. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18221. successful = successful && (gl.getError() === gl.NO_ERROR);
  18222. //try render by clearing frame buffer's color buffer
  18223. if (successful) {
  18224. gl.clear(gl.COLOR_BUFFER_BIT);
  18225. successful = successful && (gl.getError() === gl.NO_ERROR);
  18226. }
  18227. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18228. if (successful) {
  18229. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18230. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18231. var readFormat = gl.RGBA;
  18232. var readType = gl.UNSIGNED_BYTE;
  18233. var buffer = new Uint8Array(4);
  18234. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18235. successful = successful && (gl.getError() === gl.NO_ERROR);
  18236. }
  18237. //clean up
  18238. gl.deleteTexture(texture);
  18239. gl.deleteFramebuffer(fb);
  18240. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18241. //clear accumulated errors
  18242. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18243. return successful;
  18244. };
  18245. /** @hidden */
  18246. Engine.prototype._getWebGLTextureType = function (type) {
  18247. if (this._webGLVersion === 1) {
  18248. switch (type) {
  18249. case Engine.TEXTURETYPE_FLOAT:
  18250. return this._gl.FLOAT;
  18251. case Engine.TEXTURETYPE_HALF_FLOAT:
  18252. return this._gl.HALF_FLOAT_OES;
  18253. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18254. return this._gl.UNSIGNED_BYTE;
  18255. }
  18256. return this._gl.UNSIGNED_BYTE;
  18257. }
  18258. switch (type) {
  18259. case Engine.TEXTURETYPE_BYTE:
  18260. return this._gl.BYTE;
  18261. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18262. return this._gl.UNSIGNED_BYTE;
  18263. case Engine.TEXTURETYPE_SHORT:
  18264. return this._gl.SHORT;
  18265. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18266. return this._gl.UNSIGNED_SHORT;
  18267. case Engine.TEXTURETYPE_INT:
  18268. return this._gl.INT;
  18269. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18270. return this._gl.UNSIGNED_INT;
  18271. case Engine.TEXTURETYPE_FLOAT:
  18272. return this._gl.FLOAT;
  18273. case Engine.TEXTURETYPE_HALF_FLOAT:
  18274. return this._gl.HALF_FLOAT;
  18275. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18276. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18277. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18278. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18279. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18280. return this._gl.UNSIGNED_SHORT_5_6_5;
  18281. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18282. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18283. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18284. return this._gl.UNSIGNED_INT_24_8;
  18285. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18286. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18287. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18288. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18289. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18290. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18291. }
  18292. return this._gl.UNSIGNED_BYTE;
  18293. };
  18294. Engine.prototype._getInternalFormat = function (format) {
  18295. var internalFormat = this._gl.RGBA;
  18296. switch (format) {
  18297. case Engine.TEXTUREFORMAT_ALPHA:
  18298. internalFormat = this._gl.ALPHA;
  18299. break;
  18300. case Engine.TEXTUREFORMAT_LUMINANCE:
  18301. internalFormat = this._gl.LUMINANCE;
  18302. break;
  18303. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18304. internalFormat = this._gl.LUMINANCE_ALPHA;
  18305. break;
  18306. case Engine.TEXTUREFORMAT_RED:
  18307. internalFormat = this._gl.RED;
  18308. break;
  18309. case Engine.TEXTUREFORMAT_RG:
  18310. internalFormat = this._gl.RG;
  18311. break;
  18312. case Engine.TEXTUREFORMAT_RGB:
  18313. internalFormat = this._gl.RGB;
  18314. break;
  18315. case Engine.TEXTUREFORMAT_RGBA:
  18316. internalFormat = this._gl.RGBA;
  18317. break;
  18318. }
  18319. if (this._webGLVersion > 1) {
  18320. switch (format) {
  18321. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18322. internalFormat = this._gl.RED_INTEGER;
  18323. break;
  18324. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18325. internalFormat = this._gl.RG_INTEGER;
  18326. break;
  18327. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18328. internalFormat = this._gl.RGB_INTEGER;
  18329. break;
  18330. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18331. internalFormat = this._gl.RGBA_INTEGER;
  18332. break;
  18333. }
  18334. }
  18335. return internalFormat;
  18336. };
  18337. /** @hidden */
  18338. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18339. if (this._webGLVersion === 1) {
  18340. if (format !== undefined) {
  18341. switch (format) {
  18342. case Engine.TEXTUREFORMAT_ALPHA:
  18343. return this._gl.ALPHA;
  18344. case Engine.TEXTUREFORMAT_LUMINANCE:
  18345. return this._gl.LUMINANCE;
  18346. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18347. return this._gl.LUMINANCE_ALPHA;
  18348. }
  18349. }
  18350. return this._gl.RGBA;
  18351. }
  18352. switch (type) {
  18353. case Engine.TEXTURETYPE_BYTE:
  18354. switch (format) {
  18355. case Engine.TEXTUREFORMAT_RED:
  18356. return this._gl.R8_SNORM;
  18357. case Engine.TEXTUREFORMAT_RG:
  18358. return this._gl.RG8_SNORM;
  18359. case Engine.TEXTUREFORMAT_RGB:
  18360. return this._gl.RGB8_SNORM;
  18361. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18362. return this._gl.R8I;
  18363. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18364. return this._gl.RG8I;
  18365. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18366. return this._gl.RGB8I;
  18367. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18368. return this._gl.RGBA8I;
  18369. default:
  18370. return this._gl.RGBA8_SNORM;
  18371. }
  18372. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18373. switch (format) {
  18374. case Engine.TEXTUREFORMAT_RED:
  18375. return this._gl.R8;
  18376. case Engine.TEXTUREFORMAT_RG:
  18377. return this._gl.RG8;
  18378. case Engine.TEXTUREFORMAT_RGB:
  18379. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18380. case Engine.TEXTUREFORMAT_RGBA:
  18381. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18382. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18383. return this._gl.R8UI;
  18384. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18385. return this._gl.RG8UI;
  18386. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18387. return this._gl.RGB8UI;
  18388. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18389. return this._gl.RGBA8UI;
  18390. default:
  18391. return this._gl.RGBA8;
  18392. }
  18393. case Engine.TEXTURETYPE_SHORT:
  18394. switch (format) {
  18395. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18396. return this._gl.R16I;
  18397. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18398. return this._gl.RG16I;
  18399. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18400. return this._gl.RGB16I;
  18401. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18402. return this._gl.RGBA16I;
  18403. default:
  18404. return this._gl.RGBA16I;
  18405. }
  18406. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18407. switch (format) {
  18408. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18409. return this._gl.R16UI;
  18410. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18411. return this._gl.RG16UI;
  18412. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18413. return this._gl.RGB16UI;
  18414. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18415. return this._gl.RGBA16UI;
  18416. default:
  18417. return this._gl.RGBA16UI;
  18418. }
  18419. case Engine.TEXTURETYPE_INT:
  18420. switch (format) {
  18421. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18422. return this._gl.R32I;
  18423. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18424. return this._gl.RG32I;
  18425. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18426. return this._gl.RGB32I;
  18427. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18428. return this._gl.RGBA32I;
  18429. default:
  18430. return this._gl.RGBA32I;
  18431. }
  18432. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18433. switch (format) {
  18434. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18435. return this._gl.R32UI;
  18436. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18437. return this._gl.RG32UI;
  18438. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18439. return this._gl.RGB32UI;
  18440. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18441. return this._gl.RGBA32UI;
  18442. default:
  18443. return this._gl.RGBA32UI;
  18444. }
  18445. case Engine.TEXTURETYPE_FLOAT:
  18446. switch (format) {
  18447. case Engine.TEXTUREFORMAT_RED:
  18448. return this._gl.R32F; // By default. Other possibility is R16F.
  18449. case Engine.TEXTUREFORMAT_RG:
  18450. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18451. case Engine.TEXTUREFORMAT_RGB:
  18452. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18453. case Engine.TEXTUREFORMAT_RGBA:
  18454. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18455. default:
  18456. return this._gl.RGBA32F;
  18457. }
  18458. case Engine.TEXTURETYPE_HALF_FLOAT:
  18459. switch (format) {
  18460. case Engine.TEXTUREFORMAT_RED:
  18461. return this._gl.R16F;
  18462. case Engine.TEXTUREFORMAT_RG:
  18463. return this._gl.RG16F;
  18464. case Engine.TEXTUREFORMAT_RGB:
  18465. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18466. case Engine.TEXTUREFORMAT_RGBA:
  18467. return this._gl.RGBA16F;
  18468. default:
  18469. return this._gl.RGBA16F;
  18470. }
  18471. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18472. return this._gl.RGB565;
  18473. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18474. return this._gl.R11F_G11F_B10F;
  18475. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18476. return this._gl.RGB9_E5;
  18477. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18478. return this._gl.RGBA4;
  18479. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18480. return this._gl.RGB5_A1;
  18481. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18482. switch (format) {
  18483. case Engine.TEXTUREFORMAT_RGBA:
  18484. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18485. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18486. return this._gl.RGB10_A2UI;
  18487. default:
  18488. return this._gl.RGB10_A2;
  18489. }
  18490. }
  18491. return this._gl.RGBA8;
  18492. };
  18493. /** @hidden */
  18494. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18495. if (type === Engine.TEXTURETYPE_FLOAT) {
  18496. return this._gl.RGBA32F;
  18497. }
  18498. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18499. return this._gl.RGBA16F;
  18500. }
  18501. return this._gl.RGBA8;
  18502. };
  18503. /** @hidden */
  18504. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18505. var _this = this;
  18506. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18507. this._activeRequests.push(request);
  18508. request.onCompleteObservable.add(function (request) {
  18509. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18510. });
  18511. return request;
  18512. };
  18513. /** @hidden */
  18514. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18515. var _this = this;
  18516. return new Promise(function (resolve, reject) {
  18517. _this._loadFile(url, function (data) {
  18518. resolve(data);
  18519. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18520. reject(exception);
  18521. });
  18522. });
  18523. };
  18524. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18525. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18526. var onload = function (data) {
  18527. loadedFiles[index] = data;
  18528. loadedFiles._internalCount++;
  18529. if (loadedFiles._internalCount === 6) {
  18530. onfinish(loadedFiles);
  18531. }
  18532. };
  18533. var onerror = function (request, exception) {
  18534. if (onErrorCallBack && request) {
  18535. onErrorCallBack(request.status + " " + request.statusText, exception);
  18536. }
  18537. };
  18538. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18539. };
  18540. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18541. if (onError === void 0) { onError = null; }
  18542. var loadedFiles = [];
  18543. loadedFiles._internalCount = 0;
  18544. for (var index = 0; index < 6; index++) {
  18545. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18546. }
  18547. };
  18548. // Statics
  18549. /**
  18550. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18551. * @returns true if the engine can be created
  18552. * @ignorenaming
  18553. */
  18554. Engine.isSupported = function () {
  18555. try {
  18556. var tempcanvas = document.createElement("canvas");
  18557. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18558. return gl != null && !!window.WebGLRenderingContext;
  18559. }
  18560. catch (e) {
  18561. return false;
  18562. }
  18563. };
  18564. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18565. Engine.ExceptionList = [
  18566. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18567. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18568. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18569. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18570. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18571. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18572. ];
  18573. /** Gets the list of created engines */
  18574. Engine.Instances = new Array();
  18575. /**
  18576. * Hidden
  18577. */
  18578. Engine._TextureLoaders = [];
  18579. // Const statics
  18580. /** Defines that alpha blending is disabled */
  18581. Engine.ALPHA_DISABLE = 0;
  18582. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18583. Engine.ALPHA_ADD = 1;
  18584. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18585. Engine.ALPHA_COMBINE = 2;
  18586. /** Defines that alpha blending to DEST - SRC * DEST */
  18587. Engine.ALPHA_SUBTRACT = 3;
  18588. /** Defines that alpha blending to SRC * DEST */
  18589. Engine.ALPHA_MULTIPLY = 4;
  18590. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18591. Engine.ALPHA_MAXIMIZED = 5;
  18592. /** Defines that alpha blending to SRC + DEST */
  18593. Engine.ALPHA_ONEONE = 6;
  18594. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18595. Engine.ALPHA_PREMULTIPLIED = 7;
  18596. /**
  18597. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18598. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18599. */
  18600. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18601. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18602. Engine.ALPHA_INTERPOLATE = 9;
  18603. /**
  18604. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18605. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18606. */
  18607. Engine.ALPHA_SCREENMODE = 10;
  18608. /** Defines that the ressource is not delayed*/
  18609. Engine.DELAYLOADSTATE_NONE = 0;
  18610. /** Defines that the ressource was successfully delay loaded */
  18611. Engine.DELAYLOADSTATE_LOADED = 1;
  18612. /** Defines that the ressource is currently delay loading */
  18613. Engine.DELAYLOADSTATE_LOADING = 2;
  18614. /** Defines that the ressource is delayed and has not started loading */
  18615. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18616. // Depht or Stencil test Constants.
  18617. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18618. Engine.NEVER = 0x0200;
  18619. /** 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 */
  18620. Engine.ALWAYS = 0x0207;
  18621. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18622. Engine.LESS = 0x0201;
  18623. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18624. Engine.EQUAL = 0x0202;
  18625. /** 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 */
  18626. Engine.LEQUAL = 0x0203;
  18627. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18628. Engine.GREATER = 0x0204;
  18629. /** 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 */
  18630. Engine.GEQUAL = 0x0206;
  18631. /** 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 */
  18632. Engine.NOTEQUAL = 0x0205;
  18633. // Stencil Actions Constants.
  18634. /** Passed to stencilOperation to specify that stencil value must be kept */
  18635. Engine.KEEP = 0x1E00;
  18636. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18637. Engine.REPLACE = 0x1E01;
  18638. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18639. Engine.INCR = 0x1E02;
  18640. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18641. Engine.DECR = 0x1E03;
  18642. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18643. Engine.INVERT = 0x150A;
  18644. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18645. Engine.INCR_WRAP = 0x8507;
  18646. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18647. Engine.DECR_WRAP = 0x8508;
  18648. /** Texture is not repeating outside of 0..1 UVs */
  18649. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18650. /** Texture is repeating outside of 0..1 UVs */
  18651. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18652. /** Texture is repeating and mirrored */
  18653. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18654. /** ALPHA */
  18655. Engine.TEXTUREFORMAT_ALPHA = 0;
  18656. /** LUMINANCE */
  18657. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18658. /** LUMINANCE_ALPHA */
  18659. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18660. /** RGB */
  18661. Engine.TEXTUREFORMAT_RGB = 4;
  18662. /** RGBA */
  18663. Engine.TEXTUREFORMAT_RGBA = 5;
  18664. /** RED */
  18665. Engine.TEXTUREFORMAT_RED = 6;
  18666. /** RED (2nd reference) */
  18667. Engine.TEXTUREFORMAT_R = 6;
  18668. /** RG */
  18669. Engine.TEXTUREFORMAT_RG = 7;
  18670. /** RED_INTEGER */
  18671. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18672. /** RED_INTEGER (2nd reference) */
  18673. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18674. /** RG_INTEGER */
  18675. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18676. /** RGB_INTEGER */
  18677. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18678. /** RGBA_INTEGER */
  18679. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18680. /** UNSIGNED_BYTE */
  18681. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18682. /** UNSIGNED_BYTE (2nd reference) */
  18683. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18684. /** FLOAT */
  18685. Engine.TEXTURETYPE_FLOAT = 1;
  18686. /** HALF_FLOAT */
  18687. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18688. /** BYTE */
  18689. Engine.TEXTURETYPE_BYTE = 3;
  18690. /** SHORT */
  18691. Engine.TEXTURETYPE_SHORT = 4;
  18692. /** UNSIGNED_SHORT */
  18693. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18694. /** INT */
  18695. Engine.TEXTURETYPE_INT = 6;
  18696. /** UNSIGNED_INT */
  18697. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18698. /** UNSIGNED_SHORT_4_4_4_4 */
  18699. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18700. /** UNSIGNED_SHORT_5_5_5_1 */
  18701. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18702. /** UNSIGNED_SHORT_5_6_5 */
  18703. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18704. /** UNSIGNED_INT_2_10_10_10_REV */
  18705. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18706. /** UNSIGNED_INT_24_8 */
  18707. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18708. /** UNSIGNED_INT_10F_11F_11F_REV */
  18709. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18710. /** UNSIGNED_INT_5_9_9_9_REV */
  18711. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18712. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18713. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18714. /** nearest is mag = nearest and min = nearest and mip = linear */
  18715. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18716. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18717. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18718. /** Trilinear is mag = linear and min = linear and mip = linear */
  18719. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18720. /** nearest is mag = nearest and min = nearest and mip = linear */
  18721. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18722. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18723. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18724. /** Trilinear is mag = linear and min = linear and mip = linear */
  18725. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18726. /** mag = nearest and min = nearest and mip = nearest */
  18727. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18728. /** mag = nearest and min = linear and mip = nearest */
  18729. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18730. /** mag = nearest and min = linear and mip = linear */
  18731. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18732. /** mag = nearest and min = linear and mip = none */
  18733. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18734. /** mag = nearest and min = nearest and mip = none */
  18735. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18736. /** mag = linear and min = nearest and mip = nearest */
  18737. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18738. /** mag = linear and min = nearest and mip = linear */
  18739. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18740. /** mag = linear and min = linear and mip = none */
  18741. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18742. /** mag = linear and min = nearest and mip = none */
  18743. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18744. /** Explicit coordinates mode */
  18745. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18746. /** Spherical coordinates mode */
  18747. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18748. /** Planar coordinates mode */
  18749. Engine.TEXTURE_PLANAR_MODE = 2;
  18750. /** Cubic coordinates mode */
  18751. Engine.TEXTURE_CUBIC_MODE = 3;
  18752. /** Projection coordinates mode */
  18753. Engine.TEXTURE_PROJECTION_MODE = 4;
  18754. /** Skybox coordinates mode */
  18755. Engine.TEXTURE_SKYBOX_MODE = 5;
  18756. /** Inverse Cubic coordinates mode */
  18757. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18758. /** Equirectangular coordinates mode */
  18759. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18760. /** Equirectangular Fixed coordinates mode */
  18761. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18762. /** Equirectangular Fixed Mirrored coordinates mode */
  18763. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18764. // Texture rescaling mode
  18765. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18766. Engine.SCALEMODE_FLOOR = 1;
  18767. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18768. Engine.SCALEMODE_NEAREST = 2;
  18769. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18770. Engine.SCALEMODE_CEILING = 3;
  18771. // Updatable statics so stick with vars here
  18772. /**
  18773. * Gets or sets the epsilon value used by collision engine
  18774. */
  18775. Engine.CollisionsEpsilon = 0.001;
  18776. /**
  18777. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18778. */
  18779. Engine.CodeRepository = "src/";
  18780. /**
  18781. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18782. */
  18783. Engine.ShadersRepository = "src/Shaders/";
  18784. return Engine;
  18785. }());
  18786. BABYLON.Engine = Engine;
  18787. })(BABYLON || (BABYLON = {}));
  18788. //# sourceMappingURL=babylon.engine.js.map
  18789. var BABYLON;
  18790. (function (BABYLON) {
  18791. /**
  18792. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18793. */
  18794. var Node = /** @class */ (function () {
  18795. /**
  18796. * Creates a new Node
  18797. * @param name the name and id to be given to this node
  18798. * @param scene the scene this node will be added to
  18799. * @param addToRootNodes the node will be added to scene.rootNodes
  18800. */
  18801. function Node(name, scene, addToRootNodes) {
  18802. if (scene === void 0) { scene = null; }
  18803. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18804. /**
  18805. * Gets or sets a string used to store user defined state for the node
  18806. */
  18807. this.state = "";
  18808. /**
  18809. * Gets or sets an object used to store user defined information for the node
  18810. */
  18811. this.metadata = null;
  18812. /**
  18813. * For internal use only. Please do not use.
  18814. */
  18815. this.reservedDataStore = null;
  18816. /**
  18817. * Gets or sets a boolean used to define if the node must be serialized
  18818. */
  18819. this.doNotSerialize = false;
  18820. /** @hidden */
  18821. this._isDisposed = false;
  18822. /**
  18823. * Gets a list of Animations associated with the node
  18824. */
  18825. this.animations = new Array();
  18826. this._ranges = {};
  18827. this._isEnabled = true;
  18828. this._isParentEnabled = true;
  18829. this._isReady = true;
  18830. /** @hidden */
  18831. this._currentRenderId = -1;
  18832. this._parentRenderId = -1;
  18833. this._childRenderId = -1;
  18834. /** @hidden */
  18835. this._worldMatrix = BABYLON.Matrix.Identity();
  18836. /** @hidden */
  18837. this._worldMatrixDeterminant = 0;
  18838. /** @hidden */
  18839. this._sceneRootNodesIndex = -1;
  18840. this._animationPropertiesOverride = null;
  18841. /**
  18842. * An event triggered when the mesh is disposed
  18843. */
  18844. this.onDisposeObservable = new BABYLON.Observable();
  18845. // Behaviors
  18846. this._behaviors = new Array();
  18847. this.name = name;
  18848. this.id = name;
  18849. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18850. this.uniqueId = this._scene.getUniqueId();
  18851. this._initCache();
  18852. if (addToRootNodes) {
  18853. this.addToSceneRootNodes();
  18854. }
  18855. }
  18856. /**
  18857. * Add a new node constructor
  18858. * @param type defines the type name of the node to construct
  18859. * @param constructorFunc defines the constructor function
  18860. */
  18861. Node.AddNodeConstructor = function (type, constructorFunc) {
  18862. this._NodeConstructors[type] = constructorFunc;
  18863. };
  18864. /**
  18865. * Returns a node constructor based on type name
  18866. * @param type defines the type name
  18867. * @param name defines the new node name
  18868. * @param scene defines the hosting scene
  18869. * @param options defines optional options to transmit to constructors
  18870. * @returns the new constructor or null
  18871. */
  18872. Node.Construct = function (type, name, scene, options) {
  18873. var constructorFunc = this._NodeConstructors[type];
  18874. if (!constructorFunc) {
  18875. return null;
  18876. }
  18877. return constructorFunc(name, scene, options);
  18878. };
  18879. /**
  18880. * Gets a boolean indicating if the node has been disposed
  18881. * @returns true if the node was disposed
  18882. */
  18883. Node.prototype.isDisposed = function () {
  18884. return this._isDisposed;
  18885. };
  18886. Object.defineProperty(Node.prototype, "parent", {
  18887. get: function () {
  18888. return this._parentNode;
  18889. },
  18890. /**
  18891. * Gets or sets the parent of the node
  18892. */
  18893. set: function (parent) {
  18894. if (this._parentNode === parent) {
  18895. return;
  18896. }
  18897. var previousParentNode = this._parentNode;
  18898. // Remove self from list of children of parent
  18899. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18900. var index = this._parentNode._children.indexOf(this);
  18901. if (index !== -1) {
  18902. this._parentNode._children.splice(index, 1);
  18903. }
  18904. if (!parent && !this._isDisposed) {
  18905. this.addToSceneRootNodes();
  18906. }
  18907. }
  18908. // Store new parent
  18909. this._parentNode = parent;
  18910. // Add as child to new parent
  18911. if (this._parentNode) {
  18912. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18913. this._parentNode._children = new Array();
  18914. }
  18915. this._parentNode._children.push(this);
  18916. if (!previousParentNode) {
  18917. this.removeFromSceneRootNodes();
  18918. }
  18919. }
  18920. // Enabled state
  18921. this._syncParentEnabledState();
  18922. },
  18923. enumerable: true,
  18924. configurable: true
  18925. });
  18926. Node.prototype.addToSceneRootNodes = function () {
  18927. if (this._sceneRootNodesIndex === -1) {
  18928. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18929. this._scene.rootNodes.push(this);
  18930. }
  18931. };
  18932. Node.prototype.removeFromSceneRootNodes = function () {
  18933. if (this._sceneRootNodesIndex !== -1) {
  18934. var rootNodes = this._scene.rootNodes;
  18935. var lastIdx = rootNodes.length - 1;
  18936. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18937. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18938. this._scene.rootNodes.pop();
  18939. this._sceneRootNodesIndex = -1;
  18940. }
  18941. };
  18942. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18943. /**
  18944. * Gets or sets the animation properties override
  18945. */
  18946. get: function () {
  18947. if (!this._animationPropertiesOverride) {
  18948. return this._scene.animationPropertiesOverride;
  18949. }
  18950. return this._animationPropertiesOverride;
  18951. },
  18952. set: function (value) {
  18953. this._animationPropertiesOverride = value;
  18954. },
  18955. enumerable: true,
  18956. configurable: true
  18957. });
  18958. /**
  18959. * Gets a string idenfifying the name of the class
  18960. * @returns "Node" string
  18961. */
  18962. Node.prototype.getClassName = function () {
  18963. return "Node";
  18964. };
  18965. Object.defineProperty(Node.prototype, "onDispose", {
  18966. /**
  18967. * Sets a callback that will be raised when the node will be disposed
  18968. */
  18969. set: function (callback) {
  18970. if (this._onDisposeObserver) {
  18971. this.onDisposeObservable.remove(this._onDisposeObserver);
  18972. }
  18973. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18974. },
  18975. enumerable: true,
  18976. configurable: true
  18977. });
  18978. /**
  18979. * Gets the scene of the node
  18980. * @returns a scene
  18981. */
  18982. Node.prototype.getScene = function () {
  18983. return this._scene;
  18984. };
  18985. /**
  18986. * Gets the engine of the node
  18987. * @returns a Engine
  18988. */
  18989. Node.prototype.getEngine = function () {
  18990. return this._scene.getEngine();
  18991. };
  18992. /**
  18993. * Attach a behavior to the node
  18994. * @see http://doc.babylonjs.com/features/behaviour
  18995. * @param behavior defines the behavior to attach
  18996. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18997. * @returns the current Node
  18998. */
  18999. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  19000. var _this = this;
  19001. if (attachImmediately === void 0) { attachImmediately = false; }
  19002. var index = this._behaviors.indexOf(behavior);
  19003. if (index !== -1) {
  19004. return this;
  19005. }
  19006. behavior.init();
  19007. if (this._scene.isLoading && !attachImmediately) {
  19008. // We defer the attach when the scene will be loaded
  19009. this._scene.onDataLoadedObservable.addOnce(function () {
  19010. behavior.attach(_this);
  19011. });
  19012. }
  19013. else {
  19014. behavior.attach(this);
  19015. }
  19016. this._behaviors.push(behavior);
  19017. return this;
  19018. };
  19019. /**
  19020. * Remove an attached behavior
  19021. * @see http://doc.babylonjs.com/features/behaviour
  19022. * @param behavior defines the behavior to attach
  19023. * @returns the current Node
  19024. */
  19025. Node.prototype.removeBehavior = function (behavior) {
  19026. var index = this._behaviors.indexOf(behavior);
  19027. if (index === -1) {
  19028. return this;
  19029. }
  19030. this._behaviors[index].detach();
  19031. this._behaviors.splice(index, 1);
  19032. return this;
  19033. };
  19034. Object.defineProperty(Node.prototype, "behaviors", {
  19035. /**
  19036. * Gets the list of attached behaviors
  19037. * @see http://doc.babylonjs.com/features/behaviour
  19038. */
  19039. get: function () {
  19040. return this._behaviors;
  19041. },
  19042. enumerable: true,
  19043. configurable: true
  19044. });
  19045. /**
  19046. * Gets an attached behavior by name
  19047. * @param name defines the name of the behavior to look for
  19048. * @see http://doc.babylonjs.com/features/behaviour
  19049. * @returns null if behavior was not found else the requested behavior
  19050. */
  19051. Node.prototype.getBehaviorByName = function (name) {
  19052. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  19053. var behavior = _a[_i];
  19054. if (behavior.name === name) {
  19055. return behavior;
  19056. }
  19057. }
  19058. return null;
  19059. };
  19060. /**
  19061. * Returns the latest update of the World matrix
  19062. * @returns a Matrix
  19063. */
  19064. Node.prototype.getWorldMatrix = function () {
  19065. if (this._currentRenderId !== this._scene.getRenderId()) {
  19066. this.computeWorldMatrix();
  19067. }
  19068. return this._worldMatrix;
  19069. };
  19070. /** @hidden */
  19071. Node.prototype._getWorldMatrixDeterminant = function () {
  19072. return this._worldMatrixDeterminant;
  19073. };
  19074. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  19075. /**
  19076. * Returns directly the latest state of the mesh World matrix.
  19077. * A Matrix is returned.
  19078. */
  19079. get: function () {
  19080. return this._worldMatrix;
  19081. },
  19082. enumerable: true,
  19083. configurable: true
  19084. });
  19085. // override it in derived class if you add new variables to the cache
  19086. // and call the parent class method
  19087. /** @hidden */
  19088. Node.prototype._initCache = function () {
  19089. this._cache = {};
  19090. this._cache.parent = undefined;
  19091. };
  19092. /** @hidden */
  19093. Node.prototype.updateCache = function (force) {
  19094. if (!force && this.isSynchronized()) {
  19095. return;
  19096. }
  19097. this._cache.parent = this.parent;
  19098. this._updateCache();
  19099. };
  19100. // override it in derived class if you add new variables to the cache
  19101. // and call the parent class method if !ignoreParentClass
  19102. /** @hidden */
  19103. Node.prototype._updateCache = function (ignoreParentClass) {
  19104. };
  19105. // override it in derived class if you add new variables to the cache
  19106. /** @hidden */
  19107. Node.prototype._isSynchronized = function () {
  19108. return true;
  19109. };
  19110. /** @hidden */
  19111. Node.prototype._markSyncedWithParent = function () {
  19112. if (this._parentNode) {
  19113. this._parentRenderId = this._parentNode._childRenderId;
  19114. }
  19115. };
  19116. /** @hidden */
  19117. Node.prototype.isSynchronizedWithParent = function () {
  19118. if (!this._parentNode) {
  19119. return true;
  19120. }
  19121. if (this._parentRenderId !== this._parentNode._childRenderId) {
  19122. return false;
  19123. }
  19124. return this._parentNode.isSynchronized();
  19125. };
  19126. /** @hidden */
  19127. Node.prototype.isSynchronized = function () {
  19128. if (this._cache.parent != this._parentNode) {
  19129. this._cache.parent = this._parentNode;
  19130. return false;
  19131. }
  19132. if (this._parentNode && !this.isSynchronizedWithParent()) {
  19133. return false;
  19134. }
  19135. return this._isSynchronized();
  19136. };
  19137. /**
  19138. * Is this node ready to be used/rendered
  19139. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19140. * @return true if the node is ready
  19141. */
  19142. Node.prototype.isReady = function (completeCheck) {
  19143. if (completeCheck === void 0) { completeCheck = false; }
  19144. return this._isReady;
  19145. };
  19146. /**
  19147. * Is this node enabled?
  19148. * 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
  19149. * @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
  19150. * @return whether this node (and its parent) is enabled
  19151. */
  19152. Node.prototype.isEnabled = function (checkAncestors) {
  19153. if (checkAncestors === void 0) { checkAncestors = true; }
  19154. if (checkAncestors === false) {
  19155. return this._isEnabled;
  19156. }
  19157. if (!this._isEnabled) {
  19158. return false;
  19159. }
  19160. return this._isParentEnabled;
  19161. };
  19162. /** @hidden */
  19163. Node.prototype._syncParentEnabledState = function () {
  19164. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  19165. if (this._children) {
  19166. this._children.forEach(function (c) {
  19167. c._syncParentEnabledState(); // Force children to update accordingly
  19168. });
  19169. }
  19170. };
  19171. /**
  19172. * Set the enabled state of this node
  19173. * @param value defines the new enabled state
  19174. */
  19175. Node.prototype.setEnabled = function (value) {
  19176. this._isEnabled = value;
  19177. this._syncParentEnabledState();
  19178. };
  19179. /**
  19180. * Is this node a descendant of the given node?
  19181. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19182. * @param ancestor defines the parent node to inspect
  19183. * @returns a boolean indicating if this node is a descendant of the given node
  19184. */
  19185. Node.prototype.isDescendantOf = function (ancestor) {
  19186. if (this.parent) {
  19187. if (this.parent === ancestor) {
  19188. return true;
  19189. }
  19190. return this.parent.isDescendantOf(ancestor);
  19191. }
  19192. return false;
  19193. };
  19194. /** @hidden */
  19195. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19196. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19197. if (!this._children) {
  19198. return;
  19199. }
  19200. for (var index = 0; index < this._children.length; index++) {
  19201. var item = this._children[index];
  19202. if (!predicate || predicate(item)) {
  19203. results.push(item);
  19204. }
  19205. if (!directDescendantsOnly) {
  19206. item._getDescendants(results, false, predicate);
  19207. }
  19208. }
  19209. };
  19210. /**
  19211. * Will return all nodes that have this node as ascendant
  19212. * @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
  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. * @return all children nodes of all types
  19215. */
  19216. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19217. var results = new Array();
  19218. this._getDescendants(results, directDescendantsOnly, predicate);
  19219. return results;
  19220. };
  19221. /**
  19222. * Get all child-meshes of this node
  19223. * @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
  19224. * @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
  19225. * @returns an array of AbstractMesh
  19226. */
  19227. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19228. var results = [];
  19229. this._getDescendants(results, directDescendantsOnly, function (node) {
  19230. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19231. });
  19232. return results;
  19233. };
  19234. /**
  19235. * Get all child-transformNodes of this node
  19236. * @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
  19237. * @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
  19238. * @returns an array of TransformNode
  19239. */
  19240. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19241. var results = [];
  19242. this._getDescendants(results, directDescendantsOnly, function (node) {
  19243. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19244. });
  19245. return results;
  19246. };
  19247. /**
  19248. * Get all direct children of this node
  19249. * @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
  19250. * @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)
  19251. * @returns an array of Node
  19252. */
  19253. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19254. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19255. return this.getDescendants(directDescendantsOnly, predicate);
  19256. };
  19257. /** @hidden */
  19258. Node.prototype._setReady = function (state) {
  19259. if (state === this._isReady) {
  19260. return;
  19261. }
  19262. if (!state) {
  19263. this._isReady = false;
  19264. return;
  19265. }
  19266. if (this.onReady) {
  19267. this.onReady(this);
  19268. }
  19269. this._isReady = true;
  19270. };
  19271. /**
  19272. * Get an animation by name
  19273. * @param name defines the name of the animation to look for
  19274. * @returns null if not found else the requested animation
  19275. */
  19276. Node.prototype.getAnimationByName = function (name) {
  19277. for (var i = 0; i < this.animations.length; i++) {
  19278. var animation = this.animations[i];
  19279. if (animation.name === name) {
  19280. return animation;
  19281. }
  19282. }
  19283. return null;
  19284. };
  19285. /**
  19286. * Creates an animation range for this node
  19287. * @param name defines the name of the range
  19288. * @param from defines the starting key
  19289. * @param to defines the end key
  19290. */
  19291. Node.prototype.createAnimationRange = function (name, from, to) {
  19292. // check name not already in use
  19293. if (!this._ranges[name]) {
  19294. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19295. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19296. if (this.animations[i]) {
  19297. this.animations[i].createRange(name, from, to);
  19298. }
  19299. }
  19300. }
  19301. };
  19302. /**
  19303. * Delete a specific animation range
  19304. * @param name defines the name of the range to delete
  19305. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19306. */
  19307. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19308. if (deleteFrames === void 0) { deleteFrames = true; }
  19309. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19310. if (this.animations[i]) {
  19311. this.animations[i].deleteRange(name, deleteFrames);
  19312. }
  19313. }
  19314. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19315. };
  19316. /**
  19317. * Get an animation range by name
  19318. * @param name defines the name of the animation range to look for
  19319. * @returns null if not found else the requested animation range
  19320. */
  19321. Node.prototype.getAnimationRange = function (name) {
  19322. return this._ranges[name];
  19323. };
  19324. /**
  19325. * Will start the animation sequence
  19326. * @param name defines the range frames for animation sequence
  19327. * @param loop defines if the animation should loop (false by default)
  19328. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19329. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19330. * @returns the object created for this animation. If range does not exist, it will return null
  19331. */
  19332. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19333. var range = this.getAnimationRange(name);
  19334. if (!range) {
  19335. return null;
  19336. }
  19337. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19338. };
  19339. /**
  19340. * Serialize animation ranges into a JSON compatible object
  19341. * @returns serialization object
  19342. */
  19343. Node.prototype.serializeAnimationRanges = function () {
  19344. var serializationRanges = [];
  19345. for (var name in this._ranges) {
  19346. var localRange = this._ranges[name];
  19347. if (!localRange) {
  19348. continue;
  19349. }
  19350. var range = {};
  19351. range.name = name;
  19352. range.from = localRange.from;
  19353. range.to = localRange.to;
  19354. serializationRanges.push(range);
  19355. }
  19356. return serializationRanges;
  19357. };
  19358. /**
  19359. * Computes the world matrix of the node
  19360. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19361. * @returns the world matrix
  19362. */
  19363. Node.prototype.computeWorldMatrix = function (force) {
  19364. if (!this._worldMatrix) {
  19365. this._worldMatrix = BABYLON.Matrix.Identity();
  19366. }
  19367. return this._worldMatrix;
  19368. };
  19369. /**
  19370. * Releases resources associated with this node.
  19371. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19372. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19373. */
  19374. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19375. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19376. this._isDisposed = true;
  19377. if (!doNotRecurse) {
  19378. var nodes = this.getDescendants(true);
  19379. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19380. var node = nodes_1[_i];
  19381. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19382. }
  19383. }
  19384. else {
  19385. var transformNodes = this.getChildTransformNodes(true);
  19386. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19387. var transformNode = transformNodes_1[_a];
  19388. transformNode.parent = null;
  19389. transformNode.computeWorldMatrix(true);
  19390. }
  19391. }
  19392. if (!this.parent) {
  19393. this.removeFromSceneRootNodes();
  19394. }
  19395. else {
  19396. this.parent = null;
  19397. }
  19398. // Callback
  19399. this.onDisposeObservable.notifyObservers(this);
  19400. this.onDisposeObservable.clear();
  19401. // Behaviors
  19402. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19403. var behavior = _c[_b];
  19404. behavior.detach();
  19405. }
  19406. this._behaviors = [];
  19407. };
  19408. /**
  19409. * Parse animation range data from a serialization object and store them into a given node
  19410. * @param node defines where to store the animation ranges
  19411. * @param parsedNode defines the serialization object to read data from
  19412. * @param scene defines the hosting scene
  19413. */
  19414. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19415. if (parsedNode.ranges) {
  19416. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19417. var data = parsedNode.ranges[index];
  19418. node.createAnimationRange(data.name, data.from, data.to);
  19419. }
  19420. }
  19421. };
  19422. Node._NodeConstructors = {};
  19423. __decorate([
  19424. BABYLON.serialize()
  19425. ], Node.prototype, "name", void 0);
  19426. __decorate([
  19427. BABYLON.serialize()
  19428. ], Node.prototype, "id", void 0);
  19429. __decorate([
  19430. BABYLON.serialize()
  19431. ], Node.prototype, "uniqueId", void 0);
  19432. __decorate([
  19433. BABYLON.serialize()
  19434. ], Node.prototype, "state", void 0);
  19435. __decorate([
  19436. BABYLON.serialize()
  19437. ], Node.prototype, "metadata", void 0);
  19438. return Node;
  19439. }());
  19440. BABYLON.Node = Node;
  19441. })(BABYLON || (BABYLON = {}));
  19442. //# sourceMappingURL=babylon.node.js.map
  19443. var BABYLON;
  19444. (function (BABYLON) {
  19445. /**
  19446. * Class used to store bounding sphere information
  19447. */
  19448. var BoundingSphere = /** @class */ (function () {
  19449. /**
  19450. * Creates a new bounding sphere
  19451. * @param min defines the minimum vector (in local space)
  19452. * @param max defines the maximum vector (in local space)
  19453. * @param worldMatrix defines the new world matrix
  19454. */
  19455. function BoundingSphere(min, max, worldMatrix) {
  19456. /**
  19457. * Gets the center of the bounding sphere in local space
  19458. */
  19459. this.center = BABYLON.Vector3.Zero();
  19460. /**
  19461. * Gets the center of the bounding sphere in world space
  19462. */
  19463. this.centerWorld = BABYLON.Vector3.Zero();
  19464. /**
  19465. * Gets the minimum vector in local space
  19466. */
  19467. this.minimum = BABYLON.Vector3.Zero();
  19468. /**
  19469. * Gets the maximum vector in local space
  19470. */
  19471. this.maximum = BABYLON.Vector3.Zero();
  19472. this.reConstruct(min, max, worldMatrix);
  19473. }
  19474. /**
  19475. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19476. * @param min defines the new minimum vector (in local space)
  19477. * @param max defines the new maximum vector (in local space)
  19478. * @param worldMatrix defines the new world matrix
  19479. */
  19480. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19481. this.minimum.copyFrom(min);
  19482. this.maximum.copyFrom(max);
  19483. var distance = BABYLON.Vector3.Distance(min, max);
  19484. max.addToRef(min, this.center).scaleInPlace(0.5);
  19485. this.radius = distance * 0.5;
  19486. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19487. };
  19488. /**
  19489. * Scale the current bounding sphere by applying a scale factor
  19490. * @param factor defines the scale factor to apply
  19491. * @returns the current bounding box
  19492. */
  19493. BoundingSphere.prototype.scale = function (factor) {
  19494. var newRadius = this.radius * factor;
  19495. var tmpVectors = BoundingSphere.TmpVector3;
  19496. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19497. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19498. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19499. this.reConstruct(min, max, this._worldMatrix);
  19500. return this;
  19501. };
  19502. /**
  19503. * Gets the world matrix of the bounding box
  19504. * @returns a matrix
  19505. */
  19506. BoundingSphere.prototype.getWorldMatrix = function () {
  19507. return this._worldMatrix;
  19508. };
  19509. // Methods
  19510. /** @hidden */
  19511. BoundingSphere.prototype._update = function (worldMatrix) {
  19512. if (!worldMatrix.isIdentity()) {
  19513. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19514. var tempVector = BoundingSphere.TmpVector3[0];
  19515. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19516. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19517. }
  19518. else {
  19519. this.centerWorld.copyFrom(this.center);
  19520. this.radiusWorld = this.radius;
  19521. }
  19522. };
  19523. /**
  19524. * Tests if the bounding sphere is intersecting the frustum planes
  19525. * @param frustumPlanes defines the frustum planes to test
  19526. * @returns true if there is an intersection
  19527. */
  19528. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19529. var center = this.centerWorld;
  19530. var radius = this.radiusWorld;
  19531. for (var i = 0; i < 6; i++) {
  19532. if (frustumPlanes[i].dotCoordinate(center) <= -radius) {
  19533. return false;
  19534. }
  19535. }
  19536. return true;
  19537. };
  19538. /**
  19539. * Tests if the bounding sphere center is in between the frustum planes.
  19540. * Used for optimistic fast inclusion.
  19541. * @param frustumPlanes defines the frustum planes to test
  19542. * @returns true if the sphere center is in between the frustum planes
  19543. */
  19544. BoundingSphere.prototype.isCenterInFrustum = function (frustumPlanes) {
  19545. var center = this.centerWorld;
  19546. for (var i = 0; i < 6; i++) {
  19547. if (frustumPlanes[i].dotCoordinate(center) < 0) {
  19548. return false;
  19549. }
  19550. }
  19551. return true;
  19552. };
  19553. /**
  19554. * Tests if a point is inside the bounding sphere
  19555. * @param point defines the point to test
  19556. * @returns true if the point is inside the bounding sphere
  19557. */
  19558. BoundingSphere.prototype.intersectsPoint = function (point) {
  19559. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19560. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19561. return false;
  19562. }
  19563. return true;
  19564. };
  19565. // Statics
  19566. /**
  19567. * Checks if two sphere intersct
  19568. * @param sphere0 sphere 0
  19569. * @param sphere1 sphere 1
  19570. * @returns true if the speres intersect
  19571. */
  19572. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19573. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19574. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19575. if (radiusSum * radiusSum < squareDistance) {
  19576. return false;
  19577. }
  19578. return true;
  19579. };
  19580. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19581. return BoundingSphere;
  19582. }());
  19583. BABYLON.BoundingSphere = BoundingSphere;
  19584. })(BABYLON || (BABYLON = {}));
  19585. //# sourceMappingURL=babylon.boundingSphere.js.map
  19586. var BABYLON;
  19587. (function (BABYLON) {
  19588. /**
  19589. * Class used to store bounding box information
  19590. */
  19591. var BoundingBox = /** @class */ (function () {
  19592. /**
  19593. * Creates a new bounding box
  19594. * @param min defines the minimum vector (in local space)
  19595. * @param max defines the maximum vector (in local space)
  19596. * @param worldMatrix defines the new world matrix
  19597. */
  19598. function BoundingBox(min, max, worldMatrix) {
  19599. /**
  19600. * Gets the 8 vectors representing the bounding box in local space
  19601. */
  19602. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19603. /**
  19604. * Gets the center of the bounding box in local space
  19605. */
  19606. this.center = BABYLON.Vector3.Zero();
  19607. /**
  19608. * Gets the center of the bounding box in world space
  19609. */
  19610. this.centerWorld = BABYLON.Vector3.Zero();
  19611. /**
  19612. * Gets the extend size in local space
  19613. */
  19614. this.extendSize = BABYLON.Vector3.Zero();
  19615. /**
  19616. * Gets the extend size in world space
  19617. */
  19618. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19619. /**
  19620. * Gets the OBB (object bounding box) directions
  19621. */
  19622. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19623. /**
  19624. * Gets the 8 vectors representing the bounding box in world space
  19625. */
  19626. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19627. /**
  19628. * Gets the minimum vector in world space
  19629. */
  19630. this.minimumWorld = BABYLON.Vector3.Zero();
  19631. /**
  19632. * Gets the maximum vector in world space
  19633. */
  19634. this.maximumWorld = BABYLON.Vector3.Zero();
  19635. /**
  19636. * Gets the minimum vector in local space
  19637. */
  19638. this.minimum = BABYLON.Vector3.Zero();
  19639. /**
  19640. * Gets the maximum vector in local space
  19641. */
  19642. this.maximum = BABYLON.Vector3.Zero();
  19643. this.reConstruct(min, max, worldMatrix);
  19644. }
  19645. // Methods
  19646. /**
  19647. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19648. * @param min defines the new minimum vector (in local space)
  19649. * @param max defines the new maximum vector (in local space)
  19650. * @param worldMatrix defines the new world matrix
  19651. */
  19652. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19653. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19654. var vectors = this.vectors;
  19655. this.minimum.copyFromFloats(minX, minY, minZ);
  19656. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19657. vectors[0].copyFromFloats(minX, minY, minZ);
  19658. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19659. vectors[2].copyFromFloats(maxX, minY, minZ);
  19660. vectors[3].copyFromFloats(minX, maxY, minZ);
  19661. vectors[4].copyFromFloats(minX, minY, maxZ);
  19662. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19663. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19664. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19665. // OBB
  19666. max.addToRef(min, this.center).scaleInPlace(0.5);
  19667. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19668. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19669. };
  19670. /**
  19671. * Scale the current bounding box by applying a scale factor
  19672. * @param factor defines the scale factor to apply
  19673. * @returns the current bounding box
  19674. */
  19675. BoundingBox.prototype.scale = function (factor) {
  19676. var tmpVectors = BoundingBox.TmpVector3;
  19677. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19678. var len = diff.length();
  19679. diff.normalizeFromLength(len);
  19680. var distance = len * factor;
  19681. var newRadius = diff.scaleInPlace(distance * 0.5);
  19682. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19683. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19684. this.reConstruct(min, max, this._worldMatrix);
  19685. return this;
  19686. };
  19687. /**
  19688. * Gets the world matrix of the bounding box
  19689. * @returns a matrix
  19690. */
  19691. BoundingBox.prototype.getWorldMatrix = function () {
  19692. return this._worldMatrix;
  19693. };
  19694. /** @hidden */
  19695. BoundingBox.prototype._update = function (world) {
  19696. var minWorld = this.minimumWorld;
  19697. var maxWorld = this.maximumWorld;
  19698. var directions = this.directions;
  19699. var vectorsWorld = this.vectorsWorld;
  19700. var vectors = this.vectors;
  19701. if (!world.isIdentity()) {
  19702. minWorld.setAll(Number.MAX_VALUE);
  19703. maxWorld.setAll(-Number.MAX_VALUE);
  19704. for (var index = 0; index < 8; ++index) {
  19705. var v = vectorsWorld[index];
  19706. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19707. minWorld.minimizeInPlace(v);
  19708. maxWorld.maximizeInPlace(v);
  19709. }
  19710. // Extend
  19711. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19712. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19713. }
  19714. else {
  19715. minWorld.copyFrom(this.minimum);
  19716. maxWorld.copyFrom(this.maximum);
  19717. for (var index = 0; index < 8; ++index) {
  19718. vectorsWorld[index].copyFrom(vectors[index]);
  19719. }
  19720. // Extend
  19721. this.extendSizeWorld.copyFrom(this.extendSize);
  19722. this.centerWorld.copyFrom(this.center);
  19723. }
  19724. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19725. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19726. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19727. this._worldMatrix = world;
  19728. };
  19729. /**
  19730. * Tests if the bounding box is intersecting the frustum planes
  19731. * @param frustumPlanes defines the frustum planes to test
  19732. * @returns true if there is an intersection
  19733. */
  19734. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19735. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19736. };
  19737. /**
  19738. * Tests if the bounding box is entirely inside the frustum planes
  19739. * @param frustumPlanes defines the frustum planes to test
  19740. * @returns true if there is an inclusion
  19741. */
  19742. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19743. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19744. };
  19745. /**
  19746. * Tests if a point is inside the bounding box
  19747. * @param point defines the point to test
  19748. * @returns true if the point is inside the bounding box
  19749. */
  19750. BoundingBox.prototype.intersectsPoint = function (point) {
  19751. var min = this.minimumWorld;
  19752. var max = this.maximumWorld;
  19753. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19754. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19755. var delta = -BABYLON.Epsilon;
  19756. if (maxX - pointX < delta || delta > pointX - minX) {
  19757. return false;
  19758. }
  19759. if (maxY - pointY < delta || delta > pointY - minY) {
  19760. return false;
  19761. }
  19762. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19763. return false;
  19764. }
  19765. return true;
  19766. };
  19767. /**
  19768. * Tests if the bounding box intersects with a bounding sphere
  19769. * @param sphere defines the sphere to test
  19770. * @returns true if there is an intersection
  19771. */
  19772. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19773. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19774. };
  19775. /**
  19776. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19777. * @param min defines the min vector to use
  19778. * @param max defines the max vector to use
  19779. * @returns true if there is an intersection
  19780. */
  19781. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19782. var myMin = this.minimumWorld;
  19783. var myMax = this.maximumWorld;
  19784. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19785. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19786. if (myMaxX < minX || myMinX > maxX) {
  19787. return false;
  19788. }
  19789. if (myMaxY < minY || myMinY > maxY) {
  19790. return false;
  19791. }
  19792. if (myMaxZ < minZ || myMinZ > maxZ) {
  19793. return false;
  19794. }
  19795. return true;
  19796. };
  19797. // Statics
  19798. /**
  19799. * Tests if two bounding boxes are intersections
  19800. * @param box0 defines the first box to test
  19801. * @param box1 defines the second box to test
  19802. * @returns true if there is an intersection
  19803. */
  19804. BoundingBox.Intersects = function (box0, box1) {
  19805. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19806. };
  19807. /**
  19808. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19809. * @param minPoint defines the minimum vector of the bounding box
  19810. * @param maxPoint defines the maximum vector of the bounding box
  19811. * @param sphereCenter defines the sphere center
  19812. * @param sphereRadius defines the sphere radius
  19813. * @returns true if there is an intersection
  19814. */
  19815. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19816. var vector = BoundingBox.TmpVector3[0];
  19817. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19818. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19819. return (num <= (sphereRadius * sphereRadius));
  19820. };
  19821. /**
  19822. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19823. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19824. * @param frustumPlanes defines the frustum planes to test
  19825. * @return true if there is an inclusion
  19826. */
  19827. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19828. for (var p = 0; p < 6; ++p) {
  19829. var frustumPlane = frustumPlanes[p];
  19830. for (var i = 0; i < 8; ++i) {
  19831. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19832. return false;
  19833. }
  19834. }
  19835. }
  19836. return true;
  19837. };
  19838. /**
  19839. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19840. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19841. * @param frustumPlanes defines the frustum planes to test
  19842. * @return true if there is an intersection
  19843. */
  19844. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19845. for (var p = 0; p < 6; ++p) {
  19846. var canReturnFalse = true;
  19847. var frustumPlane = frustumPlanes[p];
  19848. for (var i = 0; i < 8; ++i) {
  19849. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19850. canReturnFalse = false;
  19851. break;
  19852. }
  19853. }
  19854. if (canReturnFalse) {
  19855. return false;
  19856. }
  19857. }
  19858. return true;
  19859. };
  19860. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19861. return BoundingBox;
  19862. }());
  19863. BABYLON.BoundingBox = BoundingBox;
  19864. })(BABYLON || (BABYLON = {}));
  19865. //# sourceMappingURL=babylon.boundingBox.js.map
  19866. var BABYLON;
  19867. (function (BABYLON) {
  19868. var _result0 = { min: 0, max: 0 };
  19869. var _result1 = { min: 0, max: 0 };
  19870. var computeBoxExtents = function (axis, box, result) {
  19871. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19872. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19873. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19874. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19875. var r = r0 + r1 + r2;
  19876. result.min = p - r;
  19877. result.max = p + r;
  19878. };
  19879. var axisOverlap = function (axis, box0, box1) {
  19880. computeBoxExtents(axis, box0, _result0);
  19881. computeBoxExtents(axis, box1, _result1);
  19882. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19883. };
  19884. /**
  19885. * Info for a bounding data of a mesh
  19886. */
  19887. var BoundingInfo = /** @class */ (function () {
  19888. /**
  19889. * Constructs bounding info
  19890. * @param minimum min vector of the bounding box/sphere
  19891. * @param maximum max vector of the bounding box/sphere
  19892. * @param worldMatrix defines the new world matrix
  19893. */
  19894. function BoundingInfo(minimum, maximum, worldMatrix) {
  19895. this._isLocked = false;
  19896. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19897. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19898. }
  19899. /**
  19900. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19901. * @param min defines the new minimum vector (in local space)
  19902. * @param max defines the new maximum vector (in local space)
  19903. * @param worldMatrix defines the new world matrix
  19904. */
  19905. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19906. this.boundingBox.reConstruct(min, max, worldMatrix);
  19907. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19908. };
  19909. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19910. /**
  19911. * min vector of the bounding box/sphere
  19912. */
  19913. get: function () {
  19914. return this.boundingBox.minimum;
  19915. },
  19916. enumerable: true,
  19917. configurable: true
  19918. });
  19919. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19920. /**
  19921. * max vector of the bounding box/sphere
  19922. */
  19923. get: function () {
  19924. return this.boundingBox.maximum;
  19925. },
  19926. enumerable: true,
  19927. configurable: true
  19928. });
  19929. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19930. /**
  19931. * If the info is locked and won't be updated to avoid perf overhead
  19932. */
  19933. get: function () {
  19934. return this._isLocked;
  19935. },
  19936. set: function (value) {
  19937. this._isLocked = value;
  19938. },
  19939. enumerable: true,
  19940. configurable: true
  19941. });
  19942. // Methods
  19943. /**
  19944. * Updates the bounding sphere and box
  19945. * @param world world matrix to be used to update
  19946. */
  19947. BoundingInfo.prototype.update = function (world) {
  19948. if (this._isLocked) {
  19949. return;
  19950. }
  19951. this.boundingBox._update(world);
  19952. this.boundingSphere._update(world);
  19953. };
  19954. /**
  19955. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19956. * @param center New center of the bounding info
  19957. * @param extend New extend of the bounding info
  19958. * @returns the current bounding info
  19959. */
  19960. BoundingInfo.prototype.centerOn = function (center, extend) {
  19961. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19962. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19963. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19964. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19965. return this;
  19966. };
  19967. /**
  19968. * Scale the current bounding info by applying a scale factor
  19969. * @param factor defines the scale factor to apply
  19970. * @returns the current bounding info
  19971. */
  19972. BoundingInfo.prototype.scale = function (factor) {
  19973. this.boundingBox.scale(factor);
  19974. this.boundingSphere.scale(factor);
  19975. return this;
  19976. };
  19977. /**
  19978. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19979. * @param frustumPlanes defines the frustum to test
  19980. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  19981. * @returns true if the bounding info is in the frustum planes
  19982. */
  19983. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19984. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19985. var inclusionTest = (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION || strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY);
  19986. if (inclusionTest) {
  19987. if (this.boundingSphere.isCenterInFrustum(frustumPlanes)) {
  19988. return true;
  19989. }
  19990. }
  19991. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19992. return false;
  19993. }
  19994. var bSphereOnlyTest = (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY || strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY);
  19995. if (bSphereOnlyTest) {
  19996. return true;
  19997. }
  19998. return this.boundingBox.isInFrustum(frustumPlanes);
  19999. };
  20000. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  20001. /**
  20002. * Gets the world distance between the min and max points of the bounding box
  20003. */
  20004. get: function () {
  20005. var boundingBox = this.boundingBox;
  20006. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  20007. return diag.length();
  20008. },
  20009. enumerable: true,
  20010. configurable: true
  20011. });
  20012. /**
  20013. * Checks if a cullable object (mesh...) is in the camera frustum
  20014. * Unlike isInFrustum this cheks the full bounding box
  20015. * @param frustumPlanes Camera near/planes
  20016. * @returns true if the object is in frustum otherwise false
  20017. */
  20018. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  20019. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  20020. };
  20021. /** @hidden */
  20022. BoundingInfo.prototype._checkCollision = function (collider) {
  20023. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  20024. };
  20025. /**
  20026. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  20027. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  20028. * @param point the point to check intersection with
  20029. * @returns if the point intersects
  20030. */
  20031. BoundingInfo.prototype.intersectsPoint = function (point) {
  20032. if (!this.boundingSphere.centerWorld) {
  20033. return false;
  20034. }
  20035. if (!this.boundingSphere.intersectsPoint(point)) {
  20036. return false;
  20037. }
  20038. if (!this.boundingBox.intersectsPoint(point)) {
  20039. return false;
  20040. }
  20041. return true;
  20042. };
  20043. /**
  20044. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  20045. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  20046. * @param boundingInfo the bounding info to check intersection with
  20047. * @param precise if the intersection should be done using OBB
  20048. * @returns if the bounding info intersects
  20049. */
  20050. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  20051. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  20052. return false;
  20053. }
  20054. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  20055. return false;
  20056. }
  20057. if (!precise) {
  20058. return true;
  20059. }
  20060. var box0 = this.boundingBox;
  20061. var box1 = boundingInfo.boundingBox;
  20062. if (!axisOverlap(box0.directions[0], box0, box1)) {
  20063. return false;
  20064. }
  20065. if (!axisOverlap(box0.directions[1], box0, box1)) {
  20066. return false;
  20067. }
  20068. if (!axisOverlap(box0.directions[2], box0, box1)) {
  20069. return false;
  20070. }
  20071. if (!axisOverlap(box1.directions[0], box0, box1)) {
  20072. return false;
  20073. }
  20074. if (!axisOverlap(box1.directions[1], box0, box1)) {
  20075. return false;
  20076. }
  20077. if (!axisOverlap(box1.directions[2], box0, box1)) {
  20078. return false;
  20079. }
  20080. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  20081. return false;
  20082. }
  20083. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  20084. return false;
  20085. }
  20086. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  20087. return false;
  20088. }
  20089. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  20090. return false;
  20091. }
  20092. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  20093. return false;
  20094. }
  20095. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  20096. return false;
  20097. }
  20098. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  20099. return false;
  20100. }
  20101. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  20102. return false;
  20103. }
  20104. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  20105. return false;
  20106. }
  20107. return true;
  20108. };
  20109. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  20110. return BoundingInfo;
  20111. }());
  20112. BABYLON.BoundingInfo = BoundingInfo;
  20113. })(BABYLON || (BABYLON = {}));
  20114. //# sourceMappingURL=babylon.boundingInfo.js.map
  20115. var BABYLON;
  20116. (function (BABYLON) {
  20117. /**
  20118. * 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.
  20119. * @see https://doc.babylonjs.com/how_to/transformnode
  20120. */
  20121. var TransformNode = /** @class */ (function (_super) {
  20122. __extends(TransformNode, _super);
  20123. function TransformNode(name, scene, isPure) {
  20124. if (scene === void 0) { scene = null; }
  20125. if (isPure === void 0) { isPure = true; }
  20126. var _this = _super.call(this, name, scene) || this;
  20127. _this._forward = new BABYLON.Vector3(0, 0, 1);
  20128. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  20129. _this._up = new BABYLON.Vector3(0, 1, 0);
  20130. _this._right = new BABYLON.Vector3(1, 0, 0);
  20131. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  20132. // Properties
  20133. _this._position = BABYLON.Vector3.Zero();
  20134. _this._rotation = BABYLON.Vector3.Zero();
  20135. _this._scaling = BABYLON.Vector3.One();
  20136. _this._isDirty = false;
  20137. /**
  20138. * Set the billboard mode. Default is 0.
  20139. *
  20140. * | Value | Type | Description |
  20141. * | --- | --- | --- |
  20142. * | 0 | BILLBOARDMODE_NONE | |
  20143. * | 1 | BILLBOARDMODE_X | |
  20144. * | 2 | BILLBOARDMODE_Y | |
  20145. * | 4 | BILLBOARDMODE_Z | |
  20146. * | 7 | BILLBOARDMODE_ALL | |
  20147. *
  20148. */
  20149. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  20150. /**
  20151. * 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
  20152. */
  20153. _this.scalingDeterminant = 1;
  20154. /**
  20155. * Sets the distance of the object to max, often used by skybox
  20156. */
  20157. _this.infiniteDistance = false;
  20158. /**
  20159. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  20160. * By default the system will update normals to compensate
  20161. */
  20162. _this.ignoreNonUniformScaling = false;
  20163. /** @hidden */
  20164. _this._localMatrix = BABYLON.Matrix.Zero();
  20165. _this._absolutePosition = BABYLON.Vector3.Zero();
  20166. _this._pivotMatrix = BABYLON.Matrix.Identity();
  20167. _this._postMultiplyPivotMatrix = false;
  20168. _this._isWorldMatrixFrozen = false;
  20169. /** @hidden */
  20170. _this._indexInSceneTransformNodesArray = -1;
  20171. /**
  20172. * An event triggered after the world matrix is updated
  20173. */
  20174. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  20175. _this._nonUniformScaling = false;
  20176. if (isPure) {
  20177. _this.getScene().addTransformNode(_this);
  20178. }
  20179. return _this;
  20180. }
  20181. /**
  20182. * Gets a string identifying the name of the class
  20183. * @returns "TransformNode" string
  20184. */
  20185. TransformNode.prototype.getClassName = function () {
  20186. return "TransformNode";
  20187. };
  20188. Object.defineProperty(TransformNode.prototype, "position", {
  20189. /**
  20190. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  20191. */
  20192. get: function () {
  20193. return this._position;
  20194. },
  20195. set: function (newPosition) {
  20196. this._position = newPosition;
  20197. this._isDirty = true;
  20198. },
  20199. enumerable: true,
  20200. configurable: true
  20201. });
  20202. Object.defineProperty(TransformNode.prototype, "rotation", {
  20203. /**
  20204. * 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)).
  20205. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20206. */
  20207. get: function () {
  20208. return this._rotation;
  20209. },
  20210. set: function (newRotation) {
  20211. this._rotation = newRotation;
  20212. this._isDirty = true;
  20213. },
  20214. enumerable: true,
  20215. configurable: true
  20216. });
  20217. Object.defineProperty(TransformNode.prototype, "scaling", {
  20218. /**
  20219. * 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)).
  20220. */
  20221. get: function () {
  20222. return this._scaling;
  20223. },
  20224. set: function (newScaling) {
  20225. this._scaling = newScaling;
  20226. this._isDirty = true;
  20227. },
  20228. enumerable: true,
  20229. configurable: true
  20230. });
  20231. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20232. /**
  20233. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20234. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20235. */
  20236. get: function () {
  20237. return this._rotationQuaternion;
  20238. },
  20239. set: function (quaternion) {
  20240. this._rotationQuaternion = quaternion;
  20241. //reset the rotation vector.
  20242. if (quaternion) {
  20243. this.rotation.setAll(0.0);
  20244. }
  20245. },
  20246. enumerable: true,
  20247. configurable: true
  20248. });
  20249. Object.defineProperty(TransformNode.prototype, "forward", {
  20250. /**
  20251. * The forward direction of that transform in world space.
  20252. */
  20253. get: function () {
  20254. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20255. },
  20256. enumerable: true,
  20257. configurable: true
  20258. });
  20259. Object.defineProperty(TransformNode.prototype, "up", {
  20260. /**
  20261. * The up direction of that transform in world space.
  20262. */
  20263. get: function () {
  20264. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20265. },
  20266. enumerable: true,
  20267. configurable: true
  20268. });
  20269. Object.defineProperty(TransformNode.prototype, "right", {
  20270. /**
  20271. * The right direction of that transform in world space.
  20272. */
  20273. get: function () {
  20274. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20275. },
  20276. enumerable: true,
  20277. configurable: true
  20278. });
  20279. /**
  20280. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20281. * @param matrix the matrix to copy the pose from
  20282. * @returns this TransformNode.
  20283. */
  20284. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20285. this._poseMatrix.copyFrom(matrix);
  20286. return this;
  20287. };
  20288. /**
  20289. * Returns the mesh Pose matrix.
  20290. * @returns the pose matrix
  20291. */
  20292. TransformNode.prototype.getPoseMatrix = function () {
  20293. return this._poseMatrix;
  20294. };
  20295. /** @hidden */
  20296. TransformNode.prototype._isSynchronized = function () {
  20297. if (this._isDirty) {
  20298. return false;
  20299. }
  20300. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20301. return false;
  20302. }
  20303. if (this._cache.pivotMatrixUpdated) {
  20304. return false;
  20305. }
  20306. if (this.infiniteDistance) {
  20307. return false;
  20308. }
  20309. if (!this._cache.position.equals(this._position)) {
  20310. return false;
  20311. }
  20312. if (this._rotationQuaternion) {
  20313. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20314. return false;
  20315. }
  20316. }
  20317. if (!this._cache.rotation.equals(this._rotation)) {
  20318. return false;
  20319. }
  20320. if (!this._cache.scaling.equals(this._scaling)) {
  20321. return false;
  20322. }
  20323. return true;
  20324. };
  20325. /** @hidden */
  20326. TransformNode.prototype._initCache = function () {
  20327. _super.prototype._initCache.call(this);
  20328. this._cache.localMatrixUpdated = false;
  20329. this._cache.position = BABYLON.Vector3.Zero();
  20330. this._cache.scaling = BABYLON.Vector3.Zero();
  20331. this._cache.rotation = BABYLON.Vector3.Zero();
  20332. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20333. this._cache.billboardMode = -1;
  20334. this._cache.infiniteDistance = false;
  20335. };
  20336. /**
  20337. * Flag the transform node as dirty (Forcing it to update everything)
  20338. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20339. * @returns this transform node
  20340. */
  20341. TransformNode.prototype.markAsDirty = function (property) {
  20342. if (property === "rotation") {
  20343. this.rotationQuaternion = null;
  20344. }
  20345. this._currentRenderId = Number.MAX_VALUE;
  20346. this._isDirty = true;
  20347. return this;
  20348. };
  20349. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20350. /**
  20351. * Returns the current mesh absolute position.
  20352. * Returns a Vector3.
  20353. */
  20354. get: function () {
  20355. return this._absolutePosition;
  20356. },
  20357. enumerable: true,
  20358. configurable: true
  20359. });
  20360. /**
  20361. * Sets a new matrix to apply before all other transformation
  20362. * @param matrix defines the transform matrix
  20363. * @returns the current TransformNode
  20364. */
  20365. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20366. return this.setPivotMatrix(matrix, false);
  20367. };
  20368. /**
  20369. * Sets a new pivot matrix to the current node
  20370. * @param matrix defines the new pivot matrix to use
  20371. * @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
  20372. * @returns the current TransformNode
  20373. */
  20374. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20375. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20376. this._pivotMatrix.copyFrom(matrix);
  20377. this._cache.pivotMatrixUpdated = true;
  20378. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20379. if (this._postMultiplyPivotMatrix) {
  20380. if (!this._pivotMatrixInverse) {
  20381. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20382. }
  20383. else {
  20384. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20385. }
  20386. }
  20387. return this;
  20388. };
  20389. /**
  20390. * Returns the mesh pivot matrix.
  20391. * Default : Identity.
  20392. * @returns the matrix
  20393. */
  20394. TransformNode.prototype.getPivotMatrix = function () {
  20395. return this._pivotMatrix;
  20396. };
  20397. /**
  20398. * Prevents the World matrix to be computed any longer.
  20399. * @returns the TransformNode.
  20400. */
  20401. TransformNode.prototype.freezeWorldMatrix = function () {
  20402. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20403. this.computeWorldMatrix(true);
  20404. this._isWorldMatrixFrozen = true;
  20405. return this;
  20406. };
  20407. /**
  20408. * Allows back the World matrix computation.
  20409. * @returns the TransformNode.
  20410. */
  20411. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20412. this._isWorldMatrixFrozen = false;
  20413. this.computeWorldMatrix(true);
  20414. return this;
  20415. };
  20416. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20417. /**
  20418. * True if the World matrix has been frozen.
  20419. */
  20420. get: function () {
  20421. return this._isWorldMatrixFrozen;
  20422. },
  20423. enumerable: true,
  20424. configurable: true
  20425. });
  20426. /**
  20427. * Retuns the mesh absolute position in the World.
  20428. * @returns a Vector3.
  20429. */
  20430. TransformNode.prototype.getAbsolutePosition = function () {
  20431. this.computeWorldMatrix();
  20432. return this._absolutePosition;
  20433. };
  20434. /**
  20435. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20436. * @param absolutePosition the absolute position to set
  20437. * @returns the TransformNode.
  20438. */
  20439. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20440. if (!absolutePosition) {
  20441. return this;
  20442. }
  20443. var absolutePositionX;
  20444. var absolutePositionY;
  20445. var absolutePositionZ;
  20446. if (absolutePosition.x === undefined) {
  20447. if (arguments.length < 3) {
  20448. return this;
  20449. }
  20450. absolutePositionX = arguments[0];
  20451. absolutePositionY = arguments[1];
  20452. absolutePositionZ = arguments[2];
  20453. }
  20454. else {
  20455. absolutePositionX = absolutePosition.x;
  20456. absolutePositionY = absolutePosition.y;
  20457. absolutePositionZ = absolutePosition.z;
  20458. }
  20459. if (this.parent) {
  20460. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20461. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20462. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20463. }
  20464. else {
  20465. this.position.x = absolutePositionX;
  20466. this.position.y = absolutePositionY;
  20467. this.position.z = absolutePositionZ;
  20468. }
  20469. return this;
  20470. };
  20471. /**
  20472. * Sets the mesh position in its local space.
  20473. * @param vector3 the position to set in localspace
  20474. * @returns the TransformNode.
  20475. */
  20476. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20477. this.computeWorldMatrix();
  20478. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localMatrix);
  20479. return this;
  20480. };
  20481. /**
  20482. * Returns the mesh position in the local space from the current World matrix values.
  20483. * @returns a new Vector3.
  20484. */
  20485. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20486. this.computeWorldMatrix();
  20487. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20488. this._localMatrix.invertToRef(invLocalWorldMatrix);
  20489. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20490. };
  20491. /**
  20492. * Translates the mesh along the passed Vector3 in its local space.
  20493. * @param vector3 the distance to translate in localspace
  20494. * @returns the TransformNode.
  20495. */
  20496. TransformNode.prototype.locallyTranslate = function (vector3) {
  20497. this.computeWorldMatrix(true);
  20498. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localMatrix);
  20499. return this;
  20500. };
  20501. /**
  20502. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20503. * @param targetPoint the position (must be in same space as current mesh) to look at
  20504. * @param yawCor optional yaw (y-axis) correction in radians
  20505. * @param pitchCor optional pitch (x-axis) correction in radians
  20506. * @param rollCor optional roll (z-axis) correction in radians
  20507. * @param space the choosen space of the target
  20508. * @returns the TransformNode.
  20509. */
  20510. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20511. if (yawCor === void 0) { yawCor = 0; }
  20512. if (pitchCor === void 0) { pitchCor = 0; }
  20513. if (rollCor === void 0) { rollCor = 0; }
  20514. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20515. var dv = TransformNode._lookAtVectorCache;
  20516. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20517. targetPoint.subtractToRef(pos, dv);
  20518. this.setDirection(dv, yawCor, pitchCor, rollCor);
  20519. // Correct for parent's rotation offset
  20520. if (space === BABYLON.Space.WORLD && this.parent) {
  20521. if (this.rotationQuaternion) {
  20522. // Get local rotation matrix of the looking object
  20523. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20524. this.rotationQuaternion.toRotationMatrix(rotationMatrix);
  20525. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20526. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20527. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20528. parentRotationMatrix.invert();
  20529. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20530. this.rotationQuaternion.fromRotationMatrix(rotationMatrix);
  20531. }
  20532. else {
  20533. // Get local rotation matrix of the looking object
  20534. var quaternionRotation = BABYLON.Tmp.Quaternion[0];
  20535. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);
  20536. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20537. quaternionRotation.toRotationMatrix(rotationMatrix);
  20538. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20539. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20540. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20541. parentRotationMatrix.invert();
  20542. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20543. quaternionRotation.fromRotationMatrix(rotationMatrix);
  20544. quaternionRotation.toEulerAnglesToRef(this.rotation);
  20545. }
  20546. }
  20547. return this;
  20548. };
  20549. /**
  20550. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20551. * This Vector3 is expressed in the World space.
  20552. * @param localAxis axis to rotate
  20553. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20554. */
  20555. TransformNode.prototype.getDirection = function (localAxis) {
  20556. var result = BABYLON.Vector3.Zero();
  20557. this.getDirectionToRef(localAxis, result);
  20558. return result;
  20559. };
  20560. /**
  20561. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20562. * localAxis is expressed in the mesh local space.
  20563. * result is computed in the Wordl space from the mesh World matrix.
  20564. * @param localAxis axis to rotate
  20565. * @param result the resulting transformnode
  20566. * @returns this TransformNode.
  20567. */
  20568. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20569. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20570. return this;
  20571. };
  20572. /**
  20573. * Sets this transform node rotation to the given local axis.
  20574. * @param localAxis the axis in local space
  20575. * @param yawCor optional yaw (y-axis) correction in radians
  20576. * @param pitchCor optional pitch (x-axis) correction in radians
  20577. * @param rollCor optional roll (z-axis) correction in radians
  20578. * @returns this TransformNode
  20579. */
  20580. TransformNode.prototype.setDirection = function (localAxis, yawCor, pitchCor, rollCor) {
  20581. if (yawCor === void 0) { yawCor = 0; }
  20582. if (pitchCor === void 0) { pitchCor = 0; }
  20583. if (rollCor === void 0) { rollCor = 0; }
  20584. var yaw = -Math.atan2(localAxis.z, localAxis.x) + Math.PI / 2;
  20585. var len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);
  20586. var pitch = -Math.atan2(localAxis.y, len);
  20587. if (this.rotationQuaternion) {
  20588. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20589. }
  20590. else {
  20591. this.rotation.x = pitch + pitchCor;
  20592. this.rotation.y = yaw + yawCor;
  20593. this.rotation.z = rollCor;
  20594. }
  20595. return this;
  20596. };
  20597. /**
  20598. * Sets a new pivot point to the current node
  20599. * @param point defines the new pivot point to use
  20600. * @param space defines if the point is in world or local space (local by default)
  20601. * @returns the current TransformNode
  20602. */
  20603. TransformNode.prototype.setPivotPoint = function (point, space) {
  20604. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20605. if (this.getScene().getRenderId() == 0) {
  20606. this.computeWorldMatrix(true);
  20607. }
  20608. var wm = this.getWorldMatrix();
  20609. if (space == BABYLON.Space.WORLD) {
  20610. var tmat = BABYLON.Tmp.Matrix[0];
  20611. wm.invertToRef(tmat);
  20612. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20613. }
  20614. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20615. };
  20616. /**
  20617. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20618. * @returns the pivot point
  20619. */
  20620. TransformNode.prototype.getPivotPoint = function () {
  20621. var point = BABYLON.Vector3.Zero();
  20622. this.getPivotPointToRef(point);
  20623. return point;
  20624. };
  20625. /**
  20626. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20627. * @param result the vector3 to store the result
  20628. * @returns this TransformNode.
  20629. */
  20630. TransformNode.prototype.getPivotPointToRef = function (result) {
  20631. result.x = -this._pivotMatrix.m[12];
  20632. result.y = -this._pivotMatrix.m[13];
  20633. result.z = -this._pivotMatrix.m[14];
  20634. return this;
  20635. };
  20636. /**
  20637. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20638. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20639. */
  20640. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20641. var point = BABYLON.Vector3.Zero();
  20642. this.getAbsolutePivotPointToRef(point);
  20643. return point;
  20644. };
  20645. /**
  20646. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20647. * @param result vector3 to store the result
  20648. * @returns this TransformNode.
  20649. */
  20650. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20651. result.x = this._pivotMatrix.m[12];
  20652. result.y = this._pivotMatrix.m[13];
  20653. result.z = this._pivotMatrix.m[14];
  20654. this.getPivotPointToRef(result);
  20655. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20656. return this;
  20657. };
  20658. /**
  20659. * Defines the passed node as the parent of the current node.
  20660. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20661. * @param node the node ot set as the parent
  20662. * @returns this TransformNode.
  20663. */
  20664. TransformNode.prototype.setParent = function (node) {
  20665. if (!node && !this.parent) {
  20666. return this;
  20667. }
  20668. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20669. var position = BABYLON.Tmp.Vector3[0];
  20670. var scale = BABYLON.Tmp.Vector3[1];
  20671. if (!node) {
  20672. if (this.parent && this.parent.computeWorldMatrix) {
  20673. this.parent.computeWorldMatrix(true);
  20674. }
  20675. this.computeWorldMatrix(true);
  20676. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20677. }
  20678. else {
  20679. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20680. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20681. this.computeWorldMatrix(true);
  20682. node.computeWorldMatrix(true);
  20683. node.getWorldMatrix().invertToRef(invParentMatrix);
  20684. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20685. diffMatrix.decompose(scale, quatRotation, position);
  20686. }
  20687. if (this.rotationQuaternion) {
  20688. this.rotationQuaternion.copyFrom(quatRotation);
  20689. }
  20690. else {
  20691. quatRotation.toEulerAnglesToRef(this.rotation);
  20692. }
  20693. this.scaling.copyFrom(scale);
  20694. this.position.copyFrom(position);
  20695. this.parent = node;
  20696. return this;
  20697. };
  20698. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20699. /**
  20700. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20701. */
  20702. get: function () {
  20703. return this._nonUniformScaling;
  20704. },
  20705. enumerable: true,
  20706. configurable: true
  20707. });
  20708. /** @hidden */
  20709. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20710. if (this._nonUniformScaling === value) {
  20711. return false;
  20712. }
  20713. this._nonUniformScaling = value;
  20714. return true;
  20715. };
  20716. /**
  20717. * Attach the current TransformNode to another TransformNode associated with a bone
  20718. * @param bone Bone affecting the TransformNode
  20719. * @param affectedTransformNode TransformNode associated with the bone
  20720. * @returns this object
  20721. */
  20722. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20723. this._transformToBoneReferal = affectedTransformNode;
  20724. this.parent = bone;
  20725. if (bone.getWorldMatrix().determinant() < 0) {
  20726. this.scalingDeterminant *= -1;
  20727. }
  20728. return this;
  20729. };
  20730. /**
  20731. * Detach the transform node if its associated with a bone
  20732. * @returns this object
  20733. */
  20734. TransformNode.prototype.detachFromBone = function () {
  20735. if (!this.parent) {
  20736. return this;
  20737. }
  20738. if (this.parent.getWorldMatrix().determinant() < 0) {
  20739. this.scalingDeterminant *= -1;
  20740. }
  20741. this._transformToBoneReferal = null;
  20742. this.parent = null;
  20743. return this;
  20744. };
  20745. /**
  20746. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20747. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20748. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20749. * The passed axis is also normalized.
  20750. * @param axis the axis to rotate around
  20751. * @param amount the amount to rotate in radians
  20752. * @param space Space to rotate in (Default: local)
  20753. * @returns the TransformNode.
  20754. */
  20755. TransformNode.prototype.rotate = function (axis, amount, space) {
  20756. axis.normalize();
  20757. if (!this.rotationQuaternion) {
  20758. this.rotationQuaternion = this.rotation.toQuaternion();
  20759. this.rotation.setAll(0);
  20760. }
  20761. var rotationQuaternion;
  20762. if (!space || space === BABYLON.Space.LOCAL) {
  20763. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20764. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20765. }
  20766. else {
  20767. if (this.parent) {
  20768. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20769. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20770. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20771. }
  20772. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20773. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20774. }
  20775. return this;
  20776. };
  20777. /**
  20778. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20779. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20780. * The passed axis is also normalized. .
  20781. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20782. * @param point the point to rotate around
  20783. * @param axis the axis to rotate around
  20784. * @param amount the amount to rotate in radians
  20785. * @returns the TransformNode
  20786. */
  20787. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20788. axis.normalize();
  20789. if (!this.rotationQuaternion) {
  20790. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20791. this.rotation.setAll(0);
  20792. }
  20793. var tmpVector = BABYLON.Tmp.Vector3[0];
  20794. var finalScale = BABYLON.Tmp.Vector3[1];
  20795. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20796. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20797. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20798. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20799. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20800. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20801. point.subtractToRef(this.position, tmpVector);
  20802. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20803. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20804. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20805. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20806. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20807. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20808. this.position.addInPlace(finalTranslation);
  20809. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20810. return this;
  20811. };
  20812. /**
  20813. * Translates the mesh along the axis vector for the passed distance in the given space.
  20814. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20815. * @param axis the axis to translate in
  20816. * @param distance the distance to translate
  20817. * @param space Space to rotate in (Default: local)
  20818. * @returns the TransformNode.
  20819. */
  20820. TransformNode.prototype.translate = function (axis, distance, space) {
  20821. var displacementVector = axis.scale(distance);
  20822. if (!space || space === BABYLON.Space.LOCAL) {
  20823. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20824. this.setPositionWithLocalVector(tempV3);
  20825. }
  20826. else {
  20827. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20828. }
  20829. return this;
  20830. };
  20831. /**
  20832. * Adds a rotation step to the mesh current rotation.
  20833. * x, y, z are Euler angles expressed in radians.
  20834. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20835. * This means this rotation is made in the mesh local space only.
  20836. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20837. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20838. * ```javascript
  20839. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20840. * ```
  20841. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20842. * 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.
  20843. * @param x Rotation to add
  20844. * @param y Rotation to add
  20845. * @param z Rotation to add
  20846. * @returns the TransformNode.
  20847. */
  20848. TransformNode.prototype.addRotation = function (x, y, z) {
  20849. var rotationQuaternion;
  20850. if (this.rotationQuaternion) {
  20851. rotationQuaternion = this.rotationQuaternion;
  20852. }
  20853. else {
  20854. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20855. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20856. }
  20857. var accumulation = BABYLON.Tmp.Quaternion[0];
  20858. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20859. rotationQuaternion.multiplyInPlace(accumulation);
  20860. if (!this.rotationQuaternion) {
  20861. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20862. }
  20863. return this;
  20864. };
  20865. /**
  20866. * Computes the world matrix of the node
  20867. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20868. * @returns the world matrix
  20869. */
  20870. TransformNode.prototype.computeWorldMatrix = function (force) {
  20871. if (this._isWorldMatrixFrozen) {
  20872. return this._worldMatrix;
  20873. }
  20874. if (!force && this.isSynchronized()) {
  20875. this._currentRenderId = this.getScene().getRenderId();
  20876. return this._worldMatrix;
  20877. }
  20878. this._updateCache();
  20879. this._cache.position.copyFrom(this.position);
  20880. this._cache.scaling.copyFrom(this.scaling);
  20881. this._cache.pivotMatrixUpdated = false;
  20882. this._cache.billboardMode = this.billboardMode;
  20883. this._cache.infiniteDistance = this.infiniteDistance;
  20884. this._currentRenderId = this.getScene().getRenderId();
  20885. this._childRenderId = this.getScene().getRenderId();
  20886. this._isDirty = false;
  20887. // Scaling
  20888. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20889. // Rotation
  20890. //rotate, if quaternion is set and rotation was used
  20891. if (this.rotationQuaternion) {
  20892. var len = this.rotation.length();
  20893. if (len) {
  20894. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20895. this.rotation.copyFromFloats(0, 0, 0);
  20896. }
  20897. }
  20898. if (this.rotationQuaternion) {
  20899. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20900. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20901. }
  20902. else {
  20903. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20904. this._cache.rotation.copyFrom(this.rotation);
  20905. }
  20906. // Translation
  20907. var camera = this.getScene().activeCamera;
  20908. if (this.infiniteDistance && !this.parent && camera) {
  20909. var cameraWorldMatrix = camera.getWorldMatrix();
  20910. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20911. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20912. }
  20913. else {
  20914. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20915. }
  20916. // Composing transformations
  20917. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20918. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20919. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20920. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20921. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20922. // Need to decompose each rotation here
  20923. var currentPosition = BABYLON.Tmp.Vector3[3];
  20924. if (this.parent && this.parent.getWorldMatrix) {
  20925. if (this._transformToBoneReferal) {
  20926. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20927. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20928. }
  20929. else {
  20930. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20931. }
  20932. }
  20933. else {
  20934. currentPosition.copyFrom(this.position);
  20935. }
  20936. currentPosition.subtractInPlace(camera.globalPosition);
  20937. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20938. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20939. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20940. }
  20941. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20942. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20943. }
  20944. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20945. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20946. }
  20947. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20948. }
  20949. else {
  20950. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20951. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20952. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20953. }
  20954. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20955. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20956. }
  20957. // Post multiply inverse of pivotMatrix
  20958. if (this._postMultiplyPivotMatrix) {
  20959. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20960. }
  20961. // Local world
  20962. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localMatrix);
  20963. // Parent
  20964. if (this.parent && this.parent.getWorldMatrix) {
  20965. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20966. if (this._transformToBoneReferal) {
  20967. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20968. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20969. }
  20970. else {
  20971. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20972. }
  20973. this._localMatrix.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20974. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20975. this._worldMatrix.copyFrom(this._localMatrix);
  20976. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20977. }
  20978. else {
  20979. if (this._transformToBoneReferal) {
  20980. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20981. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20982. }
  20983. else {
  20984. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20985. }
  20986. }
  20987. this._markSyncedWithParent();
  20988. }
  20989. else {
  20990. this._worldMatrix.copyFrom(this._localMatrix);
  20991. }
  20992. // Normal matrix
  20993. if (!this.ignoreNonUniformScaling) {
  20994. if (this.scaling.isNonUniform) {
  20995. this._updateNonUniformScalingState(true);
  20996. }
  20997. else if (this.parent && this.parent._nonUniformScaling) {
  20998. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20999. }
  21000. else {
  21001. this._updateNonUniformScalingState(false);
  21002. }
  21003. }
  21004. else {
  21005. this._updateNonUniformScalingState(false);
  21006. }
  21007. this._afterComputeWorldMatrix();
  21008. // Absolute position
  21009. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  21010. // Callbacks
  21011. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  21012. if (!this._poseMatrix) {
  21013. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  21014. }
  21015. // Cache the determinant
  21016. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  21017. return this._worldMatrix;
  21018. };
  21019. TransformNode.prototype._afterComputeWorldMatrix = function () {
  21020. };
  21021. /**
  21022. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  21023. * @param func callback function to add
  21024. *
  21025. * @returns the TransformNode.
  21026. */
  21027. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  21028. this.onAfterWorldMatrixUpdateObservable.add(func);
  21029. return this;
  21030. };
  21031. /**
  21032. * Removes a registered callback function.
  21033. * @param func callback function to remove
  21034. * @returns the TransformNode.
  21035. */
  21036. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  21037. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  21038. return this;
  21039. };
  21040. /**
  21041. * Gets the position of the current mesh in camera space
  21042. * @param camera defines the camera to use
  21043. * @returns a position
  21044. */
  21045. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  21046. if (camera === void 0) { camera = null; }
  21047. if (!camera) {
  21048. camera = this.getScene().activeCamera;
  21049. }
  21050. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  21051. };
  21052. /**
  21053. * Returns the distance from the mesh to the active camera
  21054. * @param camera defines the camera to use
  21055. * @returns the distance
  21056. */
  21057. TransformNode.prototype.getDistanceToCamera = function (camera) {
  21058. if (camera === void 0) { camera = null; }
  21059. if (!camera) {
  21060. camera = this.getScene().activeCamera;
  21061. }
  21062. return this.absolutePosition.subtract(camera.position).length();
  21063. };
  21064. /**
  21065. * Clone the current transform node
  21066. * @param name Name of the new clone
  21067. * @param newParent New parent for the clone
  21068. * @param doNotCloneChildren Do not clone children hierarchy
  21069. * @returns the new transform node
  21070. */
  21071. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  21072. var _this = this;
  21073. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  21074. result.name = name;
  21075. result.id = name;
  21076. if (newParent) {
  21077. result.parent = newParent;
  21078. }
  21079. if (!doNotCloneChildren) {
  21080. // Children
  21081. var directDescendants = this.getDescendants(true);
  21082. for (var index = 0; index < directDescendants.length; index++) {
  21083. var child = directDescendants[index];
  21084. if (child.clone) {
  21085. child.clone(name + "." + child.name, result);
  21086. }
  21087. }
  21088. }
  21089. return result;
  21090. };
  21091. /**
  21092. * Serializes the objects information.
  21093. * @param currentSerializationObject defines the object to serialize in
  21094. * @returns the serialized object
  21095. */
  21096. TransformNode.prototype.serialize = function (currentSerializationObject) {
  21097. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  21098. serializationObject.type = this.getClassName();
  21099. // Parent
  21100. if (this.parent) {
  21101. serializationObject.parentId = this.parent.id;
  21102. }
  21103. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  21104. serializationObject.tags = BABYLON.Tags.GetTags(this);
  21105. }
  21106. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  21107. serializationObject.isEnabled = this.isEnabled();
  21108. // Parent
  21109. if (this.parent) {
  21110. serializationObject.parentId = this.parent.id;
  21111. }
  21112. return serializationObject;
  21113. };
  21114. // Statics
  21115. /**
  21116. * Returns a new TransformNode object parsed from the source provided.
  21117. * @param parsedTransformNode is the source.
  21118. * @param scene the scne the object belongs to
  21119. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  21120. * @returns a new TransformNode object parsed from the source provided.
  21121. */
  21122. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  21123. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  21124. if (BABYLON.Tags) {
  21125. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  21126. }
  21127. if (parsedTransformNode.localMatrix) {
  21128. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  21129. }
  21130. else if (parsedTransformNode.pivotMatrix) {
  21131. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  21132. }
  21133. transformNode.setEnabled(parsedTransformNode.isEnabled);
  21134. // Parent
  21135. if (parsedTransformNode.parentId) {
  21136. transformNode._waitingParentId = parsedTransformNode.parentId;
  21137. }
  21138. return transformNode;
  21139. };
  21140. /**
  21141. * Releases resources associated with this transform node.
  21142. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  21143. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  21144. */
  21145. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  21146. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  21147. // Animations
  21148. this.getScene().stopAnimation(this);
  21149. // Remove from scene
  21150. this.getScene().removeTransformNode(this);
  21151. this.onAfterWorldMatrixUpdateObservable.clear();
  21152. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21153. };
  21154. // Statics
  21155. /**
  21156. * Object will not rotate to face the camera
  21157. */
  21158. TransformNode.BILLBOARDMODE_NONE = 0;
  21159. /**
  21160. * Object will rotate to face the camera but only on the x axis
  21161. */
  21162. TransformNode.BILLBOARDMODE_X = 1;
  21163. /**
  21164. * Object will rotate to face the camera but only on the y axis
  21165. */
  21166. TransformNode.BILLBOARDMODE_Y = 2;
  21167. /**
  21168. * Object will rotate to face the camera but only on the z axis
  21169. */
  21170. TransformNode.BILLBOARDMODE_Z = 4;
  21171. /**
  21172. * Object will rotate to face the camera
  21173. */
  21174. TransformNode.BILLBOARDMODE_ALL = 7;
  21175. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  21176. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  21177. __decorate([
  21178. BABYLON.serializeAsVector3("position")
  21179. ], TransformNode.prototype, "_position", void 0);
  21180. __decorate([
  21181. BABYLON.serializeAsVector3("rotation")
  21182. ], TransformNode.prototype, "_rotation", void 0);
  21183. __decorate([
  21184. BABYLON.serializeAsQuaternion("rotationQuaternion")
  21185. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  21186. __decorate([
  21187. BABYLON.serializeAsVector3("scaling")
  21188. ], TransformNode.prototype, "_scaling", void 0);
  21189. __decorate([
  21190. BABYLON.serialize()
  21191. ], TransformNode.prototype, "billboardMode", void 0);
  21192. __decorate([
  21193. BABYLON.serialize()
  21194. ], TransformNode.prototype, "scalingDeterminant", void 0);
  21195. __decorate([
  21196. BABYLON.serialize()
  21197. ], TransformNode.prototype, "infiniteDistance", void 0);
  21198. __decorate([
  21199. BABYLON.serialize()
  21200. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  21201. return TransformNode;
  21202. }(BABYLON.Node));
  21203. BABYLON.TransformNode = TransformNode;
  21204. })(BABYLON || (BABYLON = {}));
  21205. //# sourceMappingURL=babylon.transformNode.js.map
  21206. var BABYLON;
  21207. (function (BABYLON) {
  21208. /** @hidden */
  21209. var _FacetDataStorage = /** @class */ (function () {
  21210. function _FacetDataStorage() {
  21211. this.facetNb = 0; // facet number
  21212. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  21213. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  21214. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  21215. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  21216. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  21217. this.subDiv = {
  21218. max: 1,
  21219. X: 1,
  21220. Y: 1,
  21221. Z: 1
  21222. };
  21223. this.facetDepthSort = false; // is the facet depth sort to be computed
  21224. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  21225. }
  21226. return _FacetDataStorage;
  21227. }());
  21228. /**
  21229. * Class used to store all common mesh properties
  21230. */
  21231. var AbstractMesh = /** @class */ (function (_super) {
  21232. __extends(AbstractMesh, _super);
  21233. // Constructor
  21234. /**
  21235. * Creates a new AbstractMesh
  21236. * @param name defines the name of the mesh
  21237. * @param scene defines the hosting scene
  21238. */
  21239. function AbstractMesh(name, scene) {
  21240. if (scene === void 0) { scene = null; }
  21241. var _this = _super.call(this, name, scene, false) || this;
  21242. _this._facetData = new _FacetDataStorage();
  21243. /**
  21244. * The culling strategy to use to check whether the mesh must be rendered or not.
  21245. * This value can be changed at any time and will be used on the next render mesh selection.
  21246. * The possible values are :
  21247. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  21248. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  21249. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  21250. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  21251. * Please read each static variable documentation to get details about the culling process.
  21252. * */
  21253. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21254. // Events
  21255. /**
  21256. * An event triggered when this mesh collides with another one
  21257. */
  21258. _this.onCollideObservable = new BABYLON.Observable();
  21259. /**
  21260. * An event triggered when the collision's position changes
  21261. */
  21262. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21263. /**
  21264. * An event triggered when material is changed
  21265. */
  21266. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21267. // Properties
  21268. /**
  21269. * Gets or sets the orientation for POV movement & rotation
  21270. */
  21271. _this.definedFacingForward = true;
  21272. _this._visibility = 1.0;
  21273. /** Gets or sets the alpha index used to sort transparent meshes
  21274. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21275. */
  21276. _this.alphaIndex = Number.MAX_VALUE;
  21277. /**
  21278. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21279. */
  21280. _this.isVisible = true;
  21281. /**
  21282. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21283. */
  21284. _this.isPickable = true;
  21285. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21286. _this.showSubMeshesBoundingBox = false;
  21287. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21288. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21289. */
  21290. _this.isBlocker = false;
  21291. /**
  21292. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21293. */
  21294. _this.enablePointerMoveEvents = false;
  21295. /**
  21296. * Specifies the rendering group id for this mesh (0 by default)
  21297. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21298. */
  21299. _this.renderingGroupId = 0;
  21300. _this._receiveShadows = false;
  21301. /** Defines color to use when rendering outline */
  21302. _this.outlineColor = BABYLON.Color3.Red();
  21303. /** Define width to use when rendering outline */
  21304. _this.outlineWidth = 0.02;
  21305. /** Defines color to use when rendering overlay */
  21306. _this.overlayColor = BABYLON.Color3.Red();
  21307. /** Defines alpha to use when rendering overlay */
  21308. _this.overlayAlpha = 0.5;
  21309. _this._hasVertexAlpha = false;
  21310. _this._useVertexColors = true;
  21311. _this._computeBonesUsingShaders = true;
  21312. _this._numBoneInfluencers = 4;
  21313. _this._applyFog = true;
  21314. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21315. _this.useOctreeForRenderingSelection = true;
  21316. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21317. _this.useOctreeForPicking = true;
  21318. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21319. _this.useOctreeForCollisions = true;
  21320. _this._layerMask = 0x0FFFFFFF;
  21321. /**
  21322. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21323. */
  21324. _this.alwaysSelectAsActiveMesh = false;
  21325. /**
  21326. * Gets or sets the current action manager
  21327. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21328. */
  21329. _this.actionManager = null;
  21330. // Collisions
  21331. _this._checkCollisions = false;
  21332. _this._collisionMask = -1;
  21333. _this._collisionGroup = -1;
  21334. /**
  21335. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21336. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21337. */
  21338. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21339. /**
  21340. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21341. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21342. */
  21343. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21344. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21345. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21346. // Edges
  21347. /**
  21348. * Defines edge width used when edgesRenderer is enabled
  21349. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21350. */
  21351. _this.edgesWidth = 1;
  21352. /**
  21353. * Defines edge color used when edgesRenderer is enabled
  21354. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21355. */
  21356. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21357. /** @hidden */
  21358. _this._renderId = 0;
  21359. /** @hidden */
  21360. _this._intersectionsInProgress = new Array();
  21361. /** @hidden */
  21362. _this._unIndexed = false;
  21363. /** @hidden */
  21364. _this._lightSources = new Array();
  21365. /**
  21366. * An event triggered when the mesh is rebuilt.
  21367. */
  21368. _this.onRebuildObservable = new BABYLON.Observable();
  21369. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21370. if (collidedMesh === void 0) { collidedMesh = null; }
  21371. //TODO move this to the collision coordinator!
  21372. if (_this.getScene().workerCollisions) {
  21373. newPosition.multiplyInPlace(_this._collider._radius);
  21374. }
  21375. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21376. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21377. _this.position.addInPlace(_this._diffPositionForCollisions);
  21378. }
  21379. if (collidedMesh) {
  21380. _this.onCollideObservable.notifyObservers(collidedMesh);
  21381. }
  21382. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21383. };
  21384. _this.getScene().addMesh(_this);
  21385. _this._resyncLightSources();
  21386. return _this;
  21387. }
  21388. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21389. /**
  21390. * No billboard
  21391. */
  21392. get: function () {
  21393. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21394. },
  21395. enumerable: true,
  21396. configurable: true
  21397. });
  21398. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21399. /** Billboard on X axis */
  21400. get: function () {
  21401. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21402. },
  21403. enumerable: true,
  21404. configurable: true
  21405. });
  21406. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21407. /** Billboard on Y axis */
  21408. get: function () {
  21409. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21410. },
  21411. enumerable: true,
  21412. configurable: true
  21413. });
  21414. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21415. /** Billboard on Z axis */
  21416. get: function () {
  21417. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21418. },
  21419. enumerable: true,
  21420. configurable: true
  21421. });
  21422. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21423. /** Billboard on all axes */
  21424. get: function () {
  21425. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21426. },
  21427. enumerable: true,
  21428. configurable: true
  21429. });
  21430. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21431. /**
  21432. * Gets the number of facets in the mesh
  21433. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21434. */
  21435. get: function () {
  21436. return this._facetData.facetNb;
  21437. },
  21438. enumerable: true,
  21439. configurable: true
  21440. });
  21441. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21442. /**
  21443. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21444. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21445. */
  21446. get: function () {
  21447. return this._facetData.partitioningSubdivisions;
  21448. },
  21449. set: function (nb) {
  21450. this._facetData.partitioningSubdivisions = nb;
  21451. },
  21452. enumerable: true,
  21453. configurable: true
  21454. });
  21455. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21456. /**
  21457. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21458. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21459. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21460. */
  21461. get: function () {
  21462. return this._facetData.partitioningBBoxRatio;
  21463. },
  21464. set: function (ratio) {
  21465. this._facetData.partitioningBBoxRatio = ratio;
  21466. },
  21467. enumerable: true,
  21468. configurable: true
  21469. });
  21470. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21471. /**
  21472. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21473. * Works only for updatable meshes.
  21474. * Doesn't work with multi-materials
  21475. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21476. */
  21477. get: function () {
  21478. return this._facetData.facetDepthSort;
  21479. },
  21480. set: function (sort) {
  21481. this._facetData.facetDepthSort = sort;
  21482. },
  21483. enumerable: true,
  21484. configurable: true
  21485. });
  21486. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21487. /**
  21488. * The location (Vector3) where the facet depth sort must be computed from.
  21489. * By default, the active camera position.
  21490. * Used only when facet depth sort is enabled
  21491. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21492. */
  21493. get: function () {
  21494. return this._facetData.facetDepthSortFrom;
  21495. },
  21496. set: function (location) {
  21497. this._facetData.facetDepthSortFrom = location;
  21498. },
  21499. enumerable: true,
  21500. configurable: true
  21501. });
  21502. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21503. /**
  21504. * gets a boolean indicating if facetData is enabled
  21505. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21506. */
  21507. get: function () {
  21508. return this._facetData.facetDataEnabled;
  21509. },
  21510. enumerable: true,
  21511. configurable: true
  21512. });
  21513. /** @hidden */
  21514. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21515. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21516. return false;
  21517. }
  21518. this._markSubMeshesAsMiscDirty();
  21519. return true;
  21520. };
  21521. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21522. /** Set a function to call when this mesh collides with another one */
  21523. set: function (callback) {
  21524. if (this._onCollideObserver) {
  21525. this.onCollideObservable.remove(this._onCollideObserver);
  21526. }
  21527. this._onCollideObserver = this.onCollideObservable.add(callback);
  21528. },
  21529. enumerable: true,
  21530. configurable: true
  21531. });
  21532. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21533. /** Set a function to call when the collision's position changes */
  21534. set: function (callback) {
  21535. if (this._onCollisionPositionChangeObserver) {
  21536. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21537. }
  21538. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21539. },
  21540. enumerable: true,
  21541. configurable: true
  21542. });
  21543. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21544. /**
  21545. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21546. */
  21547. get: function () {
  21548. return this._visibility;
  21549. },
  21550. /**
  21551. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21552. */
  21553. set: function (value) {
  21554. if (this._visibility === value) {
  21555. return;
  21556. }
  21557. this._visibility = value;
  21558. this._markSubMeshesAsMiscDirty();
  21559. },
  21560. enumerable: true,
  21561. configurable: true
  21562. });
  21563. Object.defineProperty(AbstractMesh.prototype, "material", {
  21564. /** Gets or sets current material */
  21565. get: function () {
  21566. return this._material;
  21567. },
  21568. set: function (value) {
  21569. if (this._material === value) {
  21570. return;
  21571. }
  21572. // remove from material mesh map id needed
  21573. if (this._material && this._material.meshMap) {
  21574. this._material.meshMap[this.uniqueId] = undefined;
  21575. }
  21576. this._material = value;
  21577. if (value && value.meshMap) {
  21578. value.meshMap[this.uniqueId] = this;
  21579. }
  21580. if (this.onMaterialChangedObservable.hasObservers) {
  21581. this.onMaterialChangedObservable.notifyObservers(this);
  21582. }
  21583. if (!this.subMeshes) {
  21584. return;
  21585. }
  21586. this._unBindEffect();
  21587. },
  21588. enumerable: true,
  21589. configurable: true
  21590. });
  21591. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21592. /**
  21593. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21594. * @see http://doc.babylonjs.com/babylon101/shadows
  21595. */
  21596. get: function () {
  21597. return this._receiveShadows;
  21598. },
  21599. set: function (value) {
  21600. if (this._receiveShadows === value) {
  21601. return;
  21602. }
  21603. this._receiveShadows = value;
  21604. this._markSubMeshesAsLightDirty();
  21605. },
  21606. enumerable: true,
  21607. configurable: true
  21608. });
  21609. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21610. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21611. get: function () {
  21612. return this._hasVertexAlpha;
  21613. },
  21614. set: function (value) {
  21615. if (this._hasVertexAlpha === value) {
  21616. return;
  21617. }
  21618. this._hasVertexAlpha = value;
  21619. this._markSubMeshesAsAttributesDirty();
  21620. this._markSubMeshesAsMiscDirty();
  21621. },
  21622. enumerable: true,
  21623. configurable: true
  21624. });
  21625. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21626. /** 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) */
  21627. get: function () {
  21628. return this._useVertexColors;
  21629. },
  21630. set: function (value) {
  21631. if (this._useVertexColors === value) {
  21632. return;
  21633. }
  21634. this._useVertexColors = value;
  21635. this._markSubMeshesAsAttributesDirty();
  21636. },
  21637. enumerable: true,
  21638. configurable: true
  21639. });
  21640. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21641. /**
  21642. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21643. */
  21644. get: function () {
  21645. return this._computeBonesUsingShaders;
  21646. },
  21647. set: function (value) {
  21648. if (this._computeBonesUsingShaders === value) {
  21649. return;
  21650. }
  21651. this._computeBonesUsingShaders = value;
  21652. this._markSubMeshesAsAttributesDirty();
  21653. },
  21654. enumerable: true,
  21655. configurable: true
  21656. });
  21657. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21658. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21659. get: function () {
  21660. return this._numBoneInfluencers;
  21661. },
  21662. set: function (value) {
  21663. if (this._numBoneInfluencers === value) {
  21664. return;
  21665. }
  21666. this._numBoneInfluencers = value;
  21667. this._markSubMeshesAsAttributesDirty();
  21668. },
  21669. enumerable: true,
  21670. configurable: true
  21671. });
  21672. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21673. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21674. get: function () {
  21675. return this._applyFog;
  21676. },
  21677. set: function (value) {
  21678. if (this._applyFog === value) {
  21679. return;
  21680. }
  21681. this._applyFog = value;
  21682. this._markSubMeshesAsMiscDirty();
  21683. },
  21684. enumerable: true,
  21685. configurable: true
  21686. });
  21687. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21688. /**
  21689. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21690. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21691. */
  21692. get: function () {
  21693. return this._layerMask;
  21694. },
  21695. set: function (value) {
  21696. if (value === this._layerMask) {
  21697. return;
  21698. }
  21699. this._layerMask = value;
  21700. this._resyncLightSources();
  21701. },
  21702. enumerable: true,
  21703. configurable: true
  21704. });
  21705. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21706. /**
  21707. * Gets or sets a collision mask used to mask collisions (default is -1).
  21708. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21709. */
  21710. get: function () {
  21711. return this._collisionMask;
  21712. },
  21713. set: function (mask) {
  21714. this._collisionMask = !isNaN(mask) ? mask : -1;
  21715. },
  21716. enumerable: true,
  21717. configurable: true
  21718. });
  21719. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21720. /**
  21721. * Gets or sets the current collision group mask (-1 by default).
  21722. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21723. */
  21724. get: function () {
  21725. return this._collisionGroup;
  21726. },
  21727. set: function (mask) {
  21728. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21729. },
  21730. enumerable: true,
  21731. configurable: true
  21732. });
  21733. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21734. /** @hidden */
  21735. get: function () {
  21736. return null;
  21737. },
  21738. enumerable: true,
  21739. configurable: true
  21740. });
  21741. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21742. get: function () {
  21743. return this._skeleton;
  21744. },
  21745. /**
  21746. * Gets or sets a skeleton to apply skining transformations
  21747. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21748. */
  21749. set: function (value) {
  21750. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21751. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21752. }
  21753. if (value && value.needInitialSkinMatrix) {
  21754. value._registerMeshWithPoseMatrix(this);
  21755. }
  21756. this._skeleton = value;
  21757. if (!this._skeleton) {
  21758. this._bonesTransformMatrices = null;
  21759. }
  21760. this._markSubMeshesAsAttributesDirty();
  21761. },
  21762. enumerable: true,
  21763. configurable: true
  21764. });
  21765. /**
  21766. * Returns the string "AbstractMesh"
  21767. * @returns "AbstractMesh"
  21768. */
  21769. AbstractMesh.prototype.getClassName = function () {
  21770. return "AbstractMesh";
  21771. };
  21772. /**
  21773. * Gets a string representation of the current mesh
  21774. * @param fullDetails defines a boolean indicating if full details must be included
  21775. * @returns a string representation of the current mesh
  21776. */
  21777. AbstractMesh.prototype.toString = function (fullDetails) {
  21778. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21779. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21780. if (this._skeleton) {
  21781. ret += ", skeleton: " + this._skeleton.name;
  21782. }
  21783. if (fullDetails) {
  21784. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21785. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21786. }
  21787. return ret;
  21788. };
  21789. /** @hidden */
  21790. AbstractMesh.prototype._rebuild = function () {
  21791. this.onRebuildObservable.notifyObservers(this);
  21792. if (this._occlusionQuery) {
  21793. this._occlusionQuery = null;
  21794. }
  21795. if (!this.subMeshes) {
  21796. return;
  21797. }
  21798. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21799. var subMesh = _a[_i];
  21800. subMesh._rebuild();
  21801. }
  21802. };
  21803. /** @hidden */
  21804. AbstractMesh.prototype._resyncLightSources = function () {
  21805. this._lightSources.length = 0;
  21806. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21807. var light = _a[_i];
  21808. if (!light.isEnabled()) {
  21809. continue;
  21810. }
  21811. if (light.canAffectMesh(this)) {
  21812. this._lightSources.push(light);
  21813. }
  21814. }
  21815. this._markSubMeshesAsLightDirty();
  21816. };
  21817. /** @hidden */
  21818. AbstractMesh.prototype._resyncLighSource = function (light) {
  21819. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21820. var index = this._lightSources.indexOf(light);
  21821. if (index === -1) {
  21822. if (!isIn) {
  21823. return;
  21824. }
  21825. this._lightSources.push(light);
  21826. }
  21827. else {
  21828. if (isIn) {
  21829. return;
  21830. }
  21831. this._lightSources.splice(index, 1);
  21832. }
  21833. this._markSubMeshesAsLightDirty();
  21834. };
  21835. /** @hidden */
  21836. AbstractMesh.prototype._unBindEffect = function () {
  21837. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21838. var subMesh = _a[_i];
  21839. subMesh.setEffect(null);
  21840. }
  21841. };
  21842. /** @hidden */
  21843. AbstractMesh.prototype._removeLightSource = function (light) {
  21844. var index = this._lightSources.indexOf(light);
  21845. if (index === -1) {
  21846. return;
  21847. }
  21848. this._lightSources.splice(index, 1);
  21849. this._markSubMeshesAsLightDirty();
  21850. };
  21851. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21852. if (!this.subMeshes) {
  21853. return;
  21854. }
  21855. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21856. var subMesh = _a[_i];
  21857. if (subMesh._materialDefines) {
  21858. func(subMesh._materialDefines);
  21859. }
  21860. }
  21861. };
  21862. /** @hidden */
  21863. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21864. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21865. };
  21866. /** @hidden */
  21867. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21868. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21869. };
  21870. /** @hidden */
  21871. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21872. if (!this.subMeshes) {
  21873. return;
  21874. }
  21875. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21876. var subMesh = _a[_i];
  21877. var material = subMesh.getMaterial();
  21878. if (material) {
  21879. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21880. }
  21881. }
  21882. };
  21883. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21884. /**
  21885. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21886. */
  21887. get: function () {
  21888. return this._scaling;
  21889. },
  21890. set: function (newScaling) {
  21891. this._scaling = newScaling;
  21892. if (this.physicsImpostor) {
  21893. this.physicsImpostor.forceUpdate();
  21894. }
  21895. },
  21896. enumerable: true,
  21897. configurable: true
  21898. });
  21899. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21900. // Methods
  21901. /**
  21902. * Returns true if the mesh is blocked. Implemented by child classes
  21903. */
  21904. get: function () {
  21905. return false;
  21906. },
  21907. enumerable: true,
  21908. configurable: true
  21909. });
  21910. /**
  21911. * Returns the mesh itself by default. Implemented by child classes
  21912. * @param camera defines the camera to use to pick the right LOD level
  21913. * @returns the currentAbstractMesh
  21914. */
  21915. AbstractMesh.prototype.getLOD = function (camera) {
  21916. return this;
  21917. };
  21918. /**
  21919. * Returns 0 by default. Implemented by child classes
  21920. * @returns an integer
  21921. */
  21922. AbstractMesh.prototype.getTotalVertices = function () {
  21923. return 0;
  21924. };
  21925. /**
  21926. * Returns a positive integer : the total number of indices in this mesh geometry.
  21927. * @returns the numner of indices or zero if the mesh has no geometry.
  21928. */
  21929. AbstractMesh.prototype.getTotalIndices = function () {
  21930. return 0;
  21931. };
  21932. /**
  21933. * Returns null by default. Implemented by child classes
  21934. * @returns null
  21935. */
  21936. AbstractMesh.prototype.getIndices = function () {
  21937. return null;
  21938. };
  21939. /**
  21940. * Returns the array of the requested vertex data kind. Implemented by child classes
  21941. * @param kind defines the vertex data kind to use
  21942. * @returns null
  21943. */
  21944. AbstractMesh.prototype.getVerticesData = function (kind) {
  21945. return null;
  21946. };
  21947. /**
  21948. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21949. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21950. * Note that a new underlying VertexBuffer object is created each call.
  21951. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21952. * @param kind defines vertex data kind:
  21953. * * BABYLON.VertexBuffer.PositionKind
  21954. * * BABYLON.VertexBuffer.UVKind
  21955. * * BABYLON.VertexBuffer.UV2Kind
  21956. * * BABYLON.VertexBuffer.UV3Kind
  21957. * * BABYLON.VertexBuffer.UV4Kind
  21958. * * BABYLON.VertexBuffer.UV5Kind
  21959. * * BABYLON.VertexBuffer.UV6Kind
  21960. * * BABYLON.VertexBuffer.ColorKind
  21961. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21962. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21963. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21964. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21965. * @param data defines the data source
  21966. * @param updatable defines if the data must be flagged as updatable (or static)
  21967. * @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
  21968. * @returns the current mesh
  21969. */
  21970. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21971. return this;
  21972. };
  21973. /**
  21974. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21975. * If the mesh has no geometry, it is simply returned as it is.
  21976. * @param kind defines vertex data kind:
  21977. * * BABYLON.VertexBuffer.PositionKind
  21978. * * BABYLON.VertexBuffer.UVKind
  21979. * * BABYLON.VertexBuffer.UV2Kind
  21980. * * BABYLON.VertexBuffer.UV3Kind
  21981. * * BABYLON.VertexBuffer.UV4Kind
  21982. * * BABYLON.VertexBuffer.UV5Kind
  21983. * * BABYLON.VertexBuffer.UV6Kind
  21984. * * BABYLON.VertexBuffer.ColorKind
  21985. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21986. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21987. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21988. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21989. * @param data defines the data source
  21990. * @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
  21991. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21992. * @returns the current mesh
  21993. */
  21994. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21995. return this;
  21996. };
  21997. /**
  21998. * Sets the mesh indices,
  21999. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  22000. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  22001. * @param totalVertices Defines the total number of vertices
  22002. * @returns the current mesh
  22003. */
  22004. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  22005. return this;
  22006. };
  22007. /**
  22008. * Gets a boolean indicating if specific vertex data is present
  22009. * @param kind defines the vertex data kind to use
  22010. * @returns true is data kind is present
  22011. */
  22012. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  22013. return false;
  22014. };
  22015. /**
  22016. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  22017. * @returns a BoundingInfo
  22018. */
  22019. AbstractMesh.prototype.getBoundingInfo = function () {
  22020. if (this._masterMesh) {
  22021. return this._masterMesh.getBoundingInfo();
  22022. }
  22023. if (!this._boundingInfo) {
  22024. // this._boundingInfo is being created here
  22025. this._updateBoundingInfo();
  22026. }
  22027. // cannot be null.
  22028. return this._boundingInfo;
  22029. };
  22030. /**
  22031. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  22032. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  22033. * @returns the current mesh
  22034. */
  22035. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  22036. if (includeDescendants === void 0) { includeDescendants = true; }
  22037. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  22038. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  22039. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  22040. if (maxDimension === 0) {
  22041. return this;
  22042. }
  22043. var scale = 1 / maxDimension;
  22044. this.scaling.scaleInPlace(scale);
  22045. return this;
  22046. };
  22047. /**
  22048. * Overwrite the current bounding info
  22049. * @param boundingInfo defines the new bounding info
  22050. * @returns the current mesh
  22051. */
  22052. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  22053. this._boundingInfo = boundingInfo;
  22054. return this;
  22055. };
  22056. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  22057. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  22058. get: function () {
  22059. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  22060. },
  22061. enumerable: true,
  22062. configurable: true
  22063. });
  22064. /** @hidden */
  22065. AbstractMesh.prototype._preActivate = function () {
  22066. };
  22067. /** @hidden */
  22068. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  22069. };
  22070. /** @hidden */
  22071. AbstractMesh.prototype._activate = function (renderId) {
  22072. this._renderId = renderId;
  22073. };
  22074. /**
  22075. * Gets the current world matrix
  22076. * @returns a Matrix
  22077. */
  22078. AbstractMesh.prototype.getWorldMatrix = function () {
  22079. if (this._masterMesh) {
  22080. return this._masterMesh.getWorldMatrix();
  22081. }
  22082. return _super.prototype.getWorldMatrix.call(this);
  22083. };
  22084. /** @hidden */
  22085. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  22086. if (this._masterMesh) {
  22087. return this._masterMesh._getWorldMatrixDeterminant();
  22088. }
  22089. return _super.prototype._getWorldMatrixDeterminant.call(this);
  22090. };
  22091. // ================================== Point of View Movement =================================
  22092. /**
  22093. * Perform relative position change from the point of view of behind the front of the mesh.
  22094. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22095. * Supports definition of mesh facing forward or backward
  22096. * @param amountRight defines the distance on the right axis
  22097. * @param amountUp defines the distance on the up axis
  22098. * @param amountForward defines the distance on the forward axis
  22099. * @returns the current mesh
  22100. */
  22101. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  22102. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  22103. return this;
  22104. };
  22105. /**
  22106. * Calculate relative position change from the point of view of behind the front of the mesh.
  22107. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22108. * Supports definition of mesh facing forward or backward
  22109. * @param amountRight defines the distance on the right axis
  22110. * @param amountUp defines the distance on the up axis
  22111. * @param amountForward defines the distance on the forward axis
  22112. * @returns the new displacement vector
  22113. */
  22114. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  22115. var rotMatrix = new BABYLON.Matrix();
  22116. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  22117. rotQuaternion.toRotationMatrix(rotMatrix);
  22118. var translationDelta = BABYLON.Vector3.Zero();
  22119. var defForwardMult = this.definedFacingForward ? -1 : 1;
  22120. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  22121. return translationDelta;
  22122. };
  22123. // ================================== Point of View Rotation =================================
  22124. /**
  22125. * Perform relative rotation change from the point of view of behind the front of the mesh.
  22126. * Supports definition of mesh facing forward or backward
  22127. * @param flipBack defines the flip
  22128. * @param twirlClockwise defines the twirl
  22129. * @param tiltRight defines the tilt
  22130. * @returns the current mesh
  22131. */
  22132. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22133. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  22134. return this;
  22135. };
  22136. /**
  22137. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  22138. * Supports definition of mesh facing forward or backward.
  22139. * @param flipBack defines the flip
  22140. * @param twirlClockwise defines the twirl
  22141. * @param tiltRight defines the tilt
  22142. * @returns the new rotation vector
  22143. */
  22144. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22145. var defForwardMult = this.definedFacingForward ? 1 : -1;
  22146. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  22147. };
  22148. /**
  22149. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  22150. * @param includeDescendants Include bounding info from descendants as well (true by default)
  22151. * @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
  22152. * @returns the new bounding vectors
  22153. */
  22154. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  22155. if (includeDescendants === void 0) { includeDescendants = true; }
  22156. if (predicate === void 0) { predicate = null; }
  22157. // Ensures that all world matrix will be recomputed.
  22158. this.getScene().incrementRenderId();
  22159. this.computeWorldMatrix(true);
  22160. var min;
  22161. var max;
  22162. var boundingInfo = this.getBoundingInfo();
  22163. if (!this.subMeshes) {
  22164. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22165. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  22166. }
  22167. else {
  22168. min = boundingInfo.boundingBox.minimumWorld;
  22169. max = boundingInfo.boundingBox.maximumWorld;
  22170. }
  22171. if (includeDescendants) {
  22172. var descendants = this.getDescendants(false);
  22173. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  22174. var descendant = descendants_1[_i];
  22175. var childMesh = descendant;
  22176. childMesh.computeWorldMatrix(true);
  22177. // Filters meshes based on custom predicate function.
  22178. if (predicate && !predicate(childMesh)) {
  22179. continue;
  22180. }
  22181. //make sure we have the needed params to get mix and max
  22182. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  22183. continue;
  22184. }
  22185. var childBoundingInfo = childMesh.getBoundingInfo();
  22186. var boundingBox = childBoundingInfo.boundingBox;
  22187. var minBox = boundingBox.minimumWorld;
  22188. var maxBox = boundingBox.maximumWorld;
  22189. BABYLON.Tools.CheckExtends(minBox, min, max);
  22190. BABYLON.Tools.CheckExtends(maxBox, min, max);
  22191. }
  22192. }
  22193. return {
  22194. min: min,
  22195. max: max
  22196. };
  22197. };
  22198. /**
  22199. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  22200. * This means the mesh underlying bounding box and sphere are recomputed.
  22201. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  22202. * @returns the current mesh
  22203. */
  22204. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  22205. if (applySkeleton === void 0) { applySkeleton = false; }
  22206. if (this._boundingInfo && this._boundingInfo.isLocked) {
  22207. return this;
  22208. }
  22209. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  22210. return this;
  22211. };
  22212. /** @hidden */
  22213. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  22214. if (data) {
  22215. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  22216. if (this._boundingInfo) {
  22217. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  22218. }
  22219. else {
  22220. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22221. }
  22222. }
  22223. if (this.subMeshes) {
  22224. for (var index = 0; index < this.subMeshes.length; index++) {
  22225. this.subMeshes[index].refreshBoundingInfo();
  22226. }
  22227. }
  22228. this._updateBoundingInfo();
  22229. };
  22230. /** @hidden */
  22231. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  22232. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22233. if (data && applySkeleton && this.skeleton) {
  22234. data = BABYLON.Tools.Slice(data);
  22235. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  22236. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  22237. if (matricesWeightsData && matricesIndicesData) {
  22238. var needExtras = this.numBoneInfluencers > 4;
  22239. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  22240. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  22241. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  22242. var tempVector = BABYLON.Tmp.Vector3[0];
  22243. var finalMatrix = BABYLON.Tmp.Matrix[0];
  22244. var tempMatrix = BABYLON.Tmp.Matrix[1];
  22245. var matWeightIdx = 0;
  22246. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  22247. finalMatrix.reset();
  22248. var inf;
  22249. var weight;
  22250. for (inf = 0; inf < 4; inf++) {
  22251. weight = matricesWeightsData[matWeightIdx + inf];
  22252. if (weight > 0) {
  22253. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22254. finalMatrix.addToSelf(tempMatrix);
  22255. }
  22256. }
  22257. if (needExtras) {
  22258. for (inf = 0; inf < 4; inf++) {
  22259. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22260. if (weight > 0) {
  22261. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22262. finalMatrix.addToSelf(tempMatrix);
  22263. }
  22264. }
  22265. }
  22266. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22267. tempVector.toArray(data, index);
  22268. }
  22269. }
  22270. }
  22271. return data;
  22272. };
  22273. /** @hidden */
  22274. AbstractMesh.prototype._updateBoundingInfo = function () {
  22275. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  22276. if (this._boundingInfo) {
  22277. this._boundingInfo.update(effectiveMesh.worldMatrixFromCache);
  22278. }
  22279. else {
  22280. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, effectiveMesh.worldMatrixFromCache);
  22281. }
  22282. this._updateSubMeshesBoundingInfo(effectiveMesh.worldMatrixFromCache);
  22283. return this;
  22284. };
  22285. /** @hidden */
  22286. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22287. if (!this.subMeshes) {
  22288. return this;
  22289. }
  22290. var count = this.subMeshes.length;
  22291. for (var subIndex = 0; subIndex < count; subIndex++) {
  22292. var subMesh = this.subMeshes[subIndex];
  22293. if (count > 1 || !subMesh.IsGlobal) {
  22294. subMesh.updateBoundingInfo(matrix);
  22295. }
  22296. }
  22297. return this;
  22298. };
  22299. /** @hidden */
  22300. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22301. // Bounding info
  22302. this._updateBoundingInfo();
  22303. };
  22304. /**
  22305. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22306. * A mesh is in the frustum if its bounding box intersects the frustum
  22307. * @param frustumPlanes defines the frustum to test
  22308. * @returns true if the mesh is in the frustum planes
  22309. */
  22310. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22311. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22312. };
  22313. /**
  22314. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22315. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22316. * @param frustumPlanes defines the frustum to test
  22317. * @returns true if the mesh is completely in the frustum planes
  22318. */
  22319. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22320. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22321. };
  22322. /**
  22323. * True if the mesh intersects another mesh or a SolidParticle object
  22324. * @param mesh defines a target mesh or SolidParticle to test
  22325. * @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)
  22326. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22327. * @returns true if there is an intersection
  22328. */
  22329. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22330. if (precise === void 0) { precise = false; }
  22331. if (!this._boundingInfo || !mesh._boundingInfo) {
  22332. return false;
  22333. }
  22334. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22335. return true;
  22336. }
  22337. if (includeDescendants) {
  22338. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22339. var child = _a[_i];
  22340. if (child.intersectsMesh(mesh, precise, true)) {
  22341. return true;
  22342. }
  22343. }
  22344. }
  22345. return false;
  22346. };
  22347. /**
  22348. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22349. * @param point defines the point to test
  22350. * @returns true if there is an intersection
  22351. */
  22352. AbstractMesh.prototype.intersectsPoint = function (point) {
  22353. if (!this._boundingInfo) {
  22354. return false;
  22355. }
  22356. return this._boundingInfo.intersectsPoint(point);
  22357. };
  22358. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22359. // Collisions
  22360. /**
  22361. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22362. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22363. */
  22364. get: function () {
  22365. return this._checkCollisions;
  22366. },
  22367. set: function (collisionEnabled) {
  22368. this._checkCollisions = collisionEnabled;
  22369. if (this.getScene().workerCollisions) {
  22370. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22371. }
  22372. },
  22373. enumerable: true,
  22374. configurable: true
  22375. });
  22376. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22377. /**
  22378. * Gets Collider object used to compute collisions (not physics)
  22379. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22380. */
  22381. get: function () {
  22382. return this._collider;
  22383. },
  22384. enumerable: true,
  22385. configurable: true
  22386. });
  22387. /**
  22388. * Move the mesh using collision engine
  22389. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22390. * @param displacement defines the requested displacement vector
  22391. * @returns the current mesh
  22392. */
  22393. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22394. var globalPosition = this.getAbsolutePosition();
  22395. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22396. if (!this._collider) {
  22397. this._collider = new BABYLON.Collider();
  22398. }
  22399. this._collider._radius = this.ellipsoid;
  22400. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22401. return this;
  22402. };
  22403. // Collisions
  22404. /** @hidden */
  22405. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22406. this._generatePointsArray();
  22407. if (!this._positions) {
  22408. return this;
  22409. }
  22410. // Transformation
  22411. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22412. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22413. subMesh._lastColliderWorldVertices = [];
  22414. subMesh._trianglePlanes = [];
  22415. var start = subMesh.verticesStart;
  22416. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22417. for (var i = start; i < end; i++) {
  22418. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22419. }
  22420. }
  22421. // Collide
  22422. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22423. if (collider.collisionFound) {
  22424. collider.collidedMesh = this;
  22425. }
  22426. return this;
  22427. };
  22428. /** @hidden */
  22429. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22430. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22431. var len = subMeshes.length;
  22432. for (var index = 0; index < len; index++) {
  22433. var subMesh = subMeshes.data[index];
  22434. // Bounding test
  22435. if (len > 1 && !subMesh._checkCollision(collider)) {
  22436. continue;
  22437. }
  22438. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22439. }
  22440. return this;
  22441. };
  22442. /** @hidden */
  22443. AbstractMesh.prototype._checkCollision = function (collider) {
  22444. // Bounding box test
  22445. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22446. return this;
  22447. }
  22448. // Transformation matrix
  22449. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22450. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22451. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22452. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22453. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22454. return this;
  22455. };
  22456. // Picking
  22457. /** @hidden */
  22458. AbstractMesh.prototype._generatePointsArray = function () {
  22459. return false;
  22460. };
  22461. /**
  22462. * Checks if the passed Ray intersects with the mesh
  22463. * @param ray defines the ray to use
  22464. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22465. * @returns the picking info
  22466. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22467. */
  22468. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22469. var pickingInfo = new BABYLON.PickingInfo();
  22470. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22471. var boundingInfo = this._boundingInfo;
  22472. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22473. return pickingInfo;
  22474. }
  22475. if (!this._generatePointsArray()) {
  22476. return pickingInfo;
  22477. }
  22478. var intersectInfo = null;
  22479. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22480. var len = subMeshes.length;
  22481. for (var index = 0; index < len; index++) {
  22482. var subMesh = subMeshes.data[index];
  22483. // Bounding test
  22484. if (len > 1 && !subMesh.canIntersects(ray)) {
  22485. continue;
  22486. }
  22487. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22488. if (currentIntersectInfo) {
  22489. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22490. intersectInfo = currentIntersectInfo;
  22491. intersectInfo.subMeshId = index;
  22492. if (fastCheck) {
  22493. break;
  22494. }
  22495. }
  22496. }
  22497. }
  22498. if (intersectInfo) {
  22499. // Get picked point
  22500. var world = this.getWorldMatrix();
  22501. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22502. var direction = BABYLON.Tmp.Vector3[1];
  22503. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22504. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22505. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22506. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22507. // Return result
  22508. pickingInfo.hit = true;
  22509. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22510. pickingInfo.pickedPoint = pickedPoint;
  22511. pickingInfo.pickedMesh = this;
  22512. pickingInfo.bu = intersectInfo.bu || 0;
  22513. pickingInfo.bv = intersectInfo.bv || 0;
  22514. pickingInfo.faceId = intersectInfo.faceId;
  22515. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22516. return pickingInfo;
  22517. }
  22518. return pickingInfo;
  22519. };
  22520. /**
  22521. * Clones the current mesh
  22522. * @param name defines the mesh name
  22523. * @param newParent defines the new mesh parent
  22524. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22525. * @returns the new mesh
  22526. */
  22527. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22528. return null;
  22529. };
  22530. /**
  22531. * Disposes all the submeshes of the current meshnp
  22532. * @returns the current mesh
  22533. */
  22534. AbstractMesh.prototype.releaseSubMeshes = function () {
  22535. if (this.subMeshes) {
  22536. while (this.subMeshes.length) {
  22537. this.subMeshes[0].dispose();
  22538. }
  22539. }
  22540. else {
  22541. this.subMeshes = new Array();
  22542. }
  22543. return this;
  22544. };
  22545. /**
  22546. * Releases resources associated with this abstract mesh.
  22547. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22548. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22549. */
  22550. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22551. var _this = this;
  22552. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22553. var index;
  22554. // Smart Array Retainers.
  22555. this.getScene().freeActiveMeshes();
  22556. this.getScene().freeRenderingGroups();
  22557. // Action manager
  22558. if (this.actionManager !== undefined && this.actionManager !== null) {
  22559. this.actionManager.dispose();
  22560. this.actionManager = null;
  22561. }
  22562. // Skeleton
  22563. this._skeleton = null;
  22564. // Intersections in progress
  22565. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22566. var other = this._intersectionsInProgress[index];
  22567. var pos = other._intersectionsInProgress.indexOf(this);
  22568. other._intersectionsInProgress.splice(pos, 1);
  22569. }
  22570. this._intersectionsInProgress = [];
  22571. // Lights
  22572. var lights = this.getScene().lights;
  22573. lights.forEach(function (light) {
  22574. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22575. if (meshIndex !== -1) {
  22576. light.includedOnlyMeshes.splice(meshIndex, 1);
  22577. }
  22578. meshIndex = light.excludedMeshes.indexOf(_this);
  22579. if (meshIndex !== -1) {
  22580. light.excludedMeshes.splice(meshIndex, 1);
  22581. }
  22582. // Shadow generators
  22583. var generator = light.getShadowGenerator();
  22584. if (generator) {
  22585. var shadowMap = generator.getShadowMap();
  22586. if (shadowMap && shadowMap.renderList) {
  22587. meshIndex = shadowMap.renderList.indexOf(_this);
  22588. if (meshIndex !== -1) {
  22589. shadowMap.renderList.splice(meshIndex, 1);
  22590. }
  22591. }
  22592. }
  22593. });
  22594. // SubMeshes
  22595. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22596. this.releaseSubMeshes();
  22597. }
  22598. // Query
  22599. var engine = this.getScene().getEngine();
  22600. if (this._occlusionQuery) {
  22601. this.isOcclusionQueryInProgress = false;
  22602. engine.deleteQuery(this._occlusionQuery);
  22603. this._occlusionQuery = null;
  22604. }
  22605. // Engine
  22606. engine.wipeCaches();
  22607. // Remove from scene
  22608. this.getScene().removeMesh(this);
  22609. if (disposeMaterialAndTextures) {
  22610. if (this.material) {
  22611. this.material.dispose(false, true);
  22612. }
  22613. }
  22614. if (!doNotRecurse) {
  22615. // Particles
  22616. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22617. if (this.getScene().particleSystems[index].emitter === this) {
  22618. this.getScene().particleSystems[index].dispose();
  22619. index--;
  22620. }
  22621. }
  22622. }
  22623. // facet data
  22624. if (this._facetData.facetDataEnabled) {
  22625. this.disableFacetData();
  22626. }
  22627. this.onAfterWorldMatrixUpdateObservable.clear();
  22628. this.onCollideObservable.clear();
  22629. this.onCollisionPositionChangeObservable.clear();
  22630. this.onRebuildObservable.clear();
  22631. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22632. };
  22633. /**
  22634. * Adds the passed mesh as a child to the current mesh
  22635. * @param mesh defines the child mesh
  22636. * @returns the current mesh
  22637. */
  22638. AbstractMesh.prototype.addChild = function (mesh) {
  22639. mesh.setParent(this);
  22640. return this;
  22641. };
  22642. /**
  22643. * Removes the passed mesh from the current mesh children list
  22644. * @param mesh defines the child mesh
  22645. * @returns the current mesh
  22646. */
  22647. AbstractMesh.prototype.removeChild = function (mesh) {
  22648. mesh.setParent(null);
  22649. return this;
  22650. };
  22651. // Facet data
  22652. /** @hidden */
  22653. AbstractMesh.prototype._initFacetData = function () {
  22654. var data = this._facetData;
  22655. if (!data.facetNormals) {
  22656. data.facetNormals = new Array();
  22657. }
  22658. if (!data.facetPositions) {
  22659. data.facetPositions = new Array();
  22660. }
  22661. if (!data.facetPartitioning) {
  22662. data.facetPartitioning = new Array();
  22663. }
  22664. data.facetNb = (this.getIndices().length / 3) | 0;
  22665. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22666. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22667. for (var f = 0; f < data.facetNb; f++) {
  22668. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22669. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22670. }
  22671. data.facetDataEnabled = true;
  22672. return this;
  22673. };
  22674. /**
  22675. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22676. * This method can be called within the render loop.
  22677. * 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
  22678. * @returns the current mesh
  22679. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22680. */
  22681. AbstractMesh.prototype.updateFacetData = function () {
  22682. var data = this._facetData;
  22683. if (!data.facetDataEnabled) {
  22684. this._initFacetData();
  22685. }
  22686. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22687. var indices = this.getIndices();
  22688. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22689. var bInfo = this.getBoundingInfo();
  22690. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22691. // init arrays, matrix and sort function on first call
  22692. data.facetDepthSortEnabled = true;
  22693. if (indices instanceof Uint16Array) {
  22694. data.depthSortedIndices = new Uint16Array(indices);
  22695. }
  22696. else if (indices instanceof Uint32Array) {
  22697. data.depthSortedIndices = new Uint32Array(indices);
  22698. }
  22699. else {
  22700. var needs32bits = false;
  22701. for (var i = 0; i < indices.length; i++) {
  22702. if (indices[i] > 65535) {
  22703. needs32bits = true;
  22704. break;
  22705. }
  22706. }
  22707. if (needs32bits) {
  22708. data.depthSortedIndices = new Uint32Array(indices);
  22709. }
  22710. else {
  22711. data.depthSortedIndices = new Uint16Array(indices);
  22712. }
  22713. }
  22714. data.facetDepthSortFunction = function (f1, f2) {
  22715. return (f2.sqDistance - f1.sqDistance);
  22716. };
  22717. if (!data.facetDepthSortFrom) {
  22718. var camera = this.getScene().activeCamera;
  22719. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22720. }
  22721. data.depthSortedFacets = [];
  22722. for (var f = 0; f < data.facetNb; f++) {
  22723. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22724. data.depthSortedFacets.push(depthSortedFacet);
  22725. }
  22726. data.invertedMatrix = BABYLON.Matrix.Identity();
  22727. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22728. }
  22729. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22730. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22731. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22732. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22733. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22734. data.subDiv.max = data.partitioningSubdivisions;
  22735. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22736. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22737. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22738. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22739. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22740. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22741. // set the parameters for ComputeNormals()
  22742. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22743. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22744. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22745. data.facetParameters.bInfo = bInfo;
  22746. data.facetParameters.bbSize = data.bbSize;
  22747. data.facetParameters.subDiv = data.subDiv;
  22748. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22749. data.facetParameters.depthSort = data.facetDepthSort;
  22750. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22751. this.computeWorldMatrix(true);
  22752. this._worldMatrix.invertToRef(data.invertedMatrix);
  22753. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22754. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22755. }
  22756. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22757. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22758. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22759. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22760. var l = (data.depthSortedIndices.length / 3) | 0;
  22761. for (var f = 0; f < l; f++) {
  22762. var sind = data.depthSortedFacets[f].ind;
  22763. data.depthSortedIndices[f * 3] = indices[sind];
  22764. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22765. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22766. }
  22767. this.updateIndices(data.depthSortedIndices);
  22768. }
  22769. return this;
  22770. };
  22771. /**
  22772. * Returns the facetLocalNormals array.
  22773. * The normals are expressed in the mesh local spac
  22774. * @returns an array of Vector3
  22775. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22776. */
  22777. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22778. if (!this._facetData.facetNormals) {
  22779. this.updateFacetData();
  22780. }
  22781. return this._facetData.facetNormals;
  22782. };
  22783. /**
  22784. * Returns the facetLocalPositions array.
  22785. * The facet positions are expressed in the mesh local space
  22786. * @returns an array of Vector3
  22787. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22788. */
  22789. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22790. if (!this._facetData.facetPositions) {
  22791. this.updateFacetData();
  22792. }
  22793. return this._facetData.facetPositions;
  22794. };
  22795. /**
  22796. * Returns the facetLocalPartioning array
  22797. * @returns an array of array of numbers
  22798. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22799. */
  22800. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22801. if (!this._facetData.facetPartitioning) {
  22802. this.updateFacetData();
  22803. }
  22804. return this._facetData.facetPartitioning;
  22805. };
  22806. /**
  22807. * Returns the i-th facet position in the world system.
  22808. * This method allocates a new Vector3 per call
  22809. * @param i defines the facet index
  22810. * @returns a new Vector3
  22811. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22812. */
  22813. AbstractMesh.prototype.getFacetPosition = function (i) {
  22814. var pos = BABYLON.Vector3.Zero();
  22815. this.getFacetPositionToRef(i, pos);
  22816. return pos;
  22817. };
  22818. /**
  22819. * Sets the reference Vector3 with the i-th facet position in the world system
  22820. * @param i defines the facet index
  22821. * @param ref defines the target vector
  22822. * @returns the current mesh
  22823. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22824. */
  22825. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22826. var localPos = (this.getFacetLocalPositions())[i];
  22827. var world = this.getWorldMatrix();
  22828. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22829. return this;
  22830. };
  22831. /**
  22832. * Returns the i-th facet normal in the world system.
  22833. * This method allocates a new Vector3 per call
  22834. * @param i defines the facet index
  22835. * @returns a new Vector3
  22836. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22837. */
  22838. AbstractMesh.prototype.getFacetNormal = function (i) {
  22839. var norm = BABYLON.Vector3.Zero();
  22840. this.getFacetNormalToRef(i, norm);
  22841. return norm;
  22842. };
  22843. /**
  22844. * Sets the reference Vector3 with the i-th facet normal in the world system
  22845. * @param i defines the facet index
  22846. * @param ref defines the target vector
  22847. * @returns the current mesh
  22848. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22849. */
  22850. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22851. var localNorm = (this.getFacetLocalNormals())[i];
  22852. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22853. return this;
  22854. };
  22855. /**
  22856. * 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)
  22857. * @param x defines x coordinate
  22858. * @param y defines y coordinate
  22859. * @param z defines z coordinate
  22860. * @returns the array of facet indexes
  22861. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22862. */
  22863. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22864. var bInfo = this.getBoundingInfo();
  22865. var data = this._facetData;
  22866. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22867. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22868. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22869. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22870. return null;
  22871. }
  22872. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22873. };
  22874. /**
  22875. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22876. * @param projected sets as the (x,y,z) world projection on the facet
  22877. * @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
  22878. * @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
  22879. * @param x defines x coordinate
  22880. * @param y defines y coordinate
  22881. * @param z defines z coordinate
  22882. * @returns the face index if found (or null instead)
  22883. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22884. */
  22885. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22886. if (checkFace === void 0) { checkFace = false; }
  22887. if (facing === void 0) { facing = true; }
  22888. var world = this.getWorldMatrix();
  22889. var invMat = BABYLON.Tmp.Matrix[5];
  22890. world.invertToRef(invMat);
  22891. var invVect = BABYLON.Tmp.Vector3[8];
  22892. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22893. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22894. if (projected) {
  22895. // tranform the local computed projected vector to world coordinates
  22896. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22897. }
  22898. return closest;
  22899. };
  22900. /**
  22901. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22902. * @param projected sets as the (x,y,z) local projection on the facet
  22903. * @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
  22904. * @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
  22905. * @param x defines x coordinate
  22906. * @param y defines y coordinate
  22907. * @param z defines z coordinate
  22908. * @returns the face index if found (or null instead)
  22909. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22910. */
  22911. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22912. if (checkFace === void 0) { checkFace = false; }
  22913. if (facing === void 0) { facing = true; }
  22914. var closest = null;
  22915. var tmpx = 0.0;
  22916. var tmpy = 0.0;
  22917. var tmpz = 0.0;
  22918. var d = 0.0; // tmp dot facet normal * facet position
  22919. var t0 = 0.0;
  22920. var projx = 0.0;
  22921. var projy = 0.0;
  22922. var projz = 0.0;
  22923. // Get all the facets in the same partitioning block than (x, y, z)
  22924. var facetPositions = this.getFacetLocalPositions();
  22925. var facetNormals = this.getFacetLocalNormals();
  22926. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22927. if (!facetsInBlock) {
  22928. return null;
  22929. }
  22930. // Get the closest facet to (x, y, z)
  22931. var shortest = Number.MAX_VALUE; // init distance vars
  22932. var tmpDistance = shortest;
  22933. var fib; // current facet in the block
  22934. var norm; // current facet normal
  22935. var p0; // current facet barycenter position
  22936. // loop on all the facets in the current partitioning block
  22937. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22938. fib = facetsInBlock[idx];
  22939. norm = facetNormals[fib];
  22940. p0 = facetPositions[fib];
  22941. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22942. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22943. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22944. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22945. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22946. projx = x + norm.x * t0;
  22947. projy = y + norm.y * t0;
  22948. projz = z + norm.z * t0;
  22949. tmpx = projx - x;
  22950. tmpy = projy - y;
  22951. tmpz = projz - z;
  22952. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22953. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22954. shortest = tmpDistance;
  22955. closest = fib;
  22956. if (projected) {
  22957. projected.x = projx;
  22958. projected.y = projy;
  22959. projected.z = projz;
  22960. }
  22961. }
  22962. }
  22963. }
  22964. return closest;
  22965. };
  22966. /**
  22967. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22968. * @returns the parameters
  22969. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22970. */
  22971. AbstractMesh.prototype.getFacetDataParameters = function () {
  22972. return this._facetData.facetParameters;
  22973. };
  22974. /**
  22975. * Disables the feature FacetData and frees the related memory
  22976. * @returns the current mesh
  22977. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22978. */
  22979. AbstractMesh.prototype.disableFacetData = function () {
  22980. if (this._facetData.facetDataEnabled) {
  22981. this._facetData.facetDataEnabled = false;
  22982. this._facetData.facetPositions = new Array();
  22983. this._facetData.facetNormals = new Array();
  22984. this._facetData.facetPartitioning = new Array();
  22985. this._facetData.facetParameters = null;
  22986. this._facetData.depthSortedIndices = new Uint32Array(0);
  22987. }
  22988. return this;
  22989. };
  22990. /**
  22991. * Updates the AbstractMesh indices array
  22992. * @param indices defines the data source
  22993. * @returns the current mesh
  22994. */
  22995. AbstractMesh.prototype.updateIndices = function (indices) {
  22996. return this;
  22997. };
  22998. /**
  22999. * Creates new normals data for the mesh
  23000. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  23001. * @returns the current mesh
  23002. */
  23003. AbstractMesh.prototype.createNormals = function (updatable) {
  23004. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  23005. var indices = this.getIndices();
  23006. var normals;
  23007. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  23008. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  23009. }
  23010. else {
  23011. normals = [];
  23012. }
  23013. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  23014. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  23015. return this;
  23016. };
  23017. /**
  23018. * Align the mesh with a normal
  23019. * @param normal defines the normal to use
  23020. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  23021. * @returns the current mesh
  23022. */
  23023. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  23024. if (!upDirection) {
  23025. upDirection = BABYLON.Axis.Y;
  23026. }
  23027. var axisX = BABYLON.Tmp.Vector3[0];
  23028. var axisZ = BABYLON.Tmp.Vector3[1];
  23029. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  23030. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  23031. if (this.rotationQuaternion) {
  23032. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  23033. }
  23034. else {
  23035. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  23036. }
  23037. return this;
  23038. };
  23039. /** @hidden */
  23040. AbstractMesh.prototype._checkOcclusionQuery = function () {
  23041. return false;
  23042. };
  23043. /** No occlusion */
  23044. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  23045. /** Occlusion set to optimisitic */
  23046. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  23047. /** Occlusion set to strict */
  23048. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  23049. /** Use an accurante occlusion algorithm */
  23050. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  23051. /** Use a conservative occlusion algorithm */
  23052. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  23053. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  23054. * Test order :
  23055. * Is the bounding sphere outside the frustum ?
  23056. * If not, are the bounding box vertices outside the frustum ?
  23057. * It not, then the cullable object is in the frustum.
  23058. */
  23059. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  23060. /** Culling strategy : Bounding Sphere Only.
  23061. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  23062. * It's also less accurate than the standard because some not visible objects can still be selected.
  23063. * Test : is the bounding sphere outside the frustum ?
  23064. * If not, then the cullable object is in the frustum.
  23065. */
  23066. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  23067. /** Culling strategy : Optimistic Inclusion.
  23068. * This in an inclusion test first, then the standard exclusion test.
  23069. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  23070. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  23071. * Anyway, it's as accurate as the standard strategy.
  23072. * Test :
  23073. * Is the cullable object bounding sphere center in the frustum ?
  23074. * If not, apply the default culling strategy.
  23075. */
  23076. AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION = 2;
  23077. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  23078. * This in an inclusion test first, then the bounding sphere only exclusion test.
  23079. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  23080. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  23081. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  23082. * Test :
  23083. * Is the cullable object bounding sphere center in the frustum ?
  23084. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  23085. */
  23086. AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY = 3;
  23087. return AbstractMesh;
  23088. }(BABYLON.TransformNode));
  23089. BABYLON.AbstractMesh = AbstractMesh;
  23090. })(BABYLON || (BABYLON = {}));
  23091. //# sourceMappingURL=babylon.abstractMesh.js.map
  23092. var BABYLON;
  23093. (function (BABYLON) {
  23094. /**
  23095. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  23096. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  23097. * 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.
  23098. */
  23099. var Light = /** @class */ (function (_super) {
  23100. __extends(Light, _super);
  23101. /**
  23102. * Creates a Light object in the scene.
  23103. * Documentation : https://doc.babylonjs.com/babylon101/lights
  23104. * @param name The firendly name of the light
  23105. * @param scene The scene the light belongs too
  23106. */
  23107. function Light(name, scene) {
  23108. var _this = _super.call(this, name, scene) || this;
  23109. /**
  23110. * Diffuse gives the basic color to an object.
  23111. */
  23112. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  23113. /**
  23114. * Specular produces a highlight color on an object.
  23115. * Note: This is note affecting PBR materials.
  23116. */
  23117. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  23118. /**
  23119. * Defines the falloff type for this light. This lets overrriding how punctual light are
  23120. * falling off base on range or angle.
  23121. * This can be set to any values in Light.FALLOFF_x.
  23122. *
  23123. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  23124. * other types of materials.
  23125. */
  23126. _this.falloffType = Light.FALLOFF_DEFAULT;
  23127. /**
  23128. * Strength of the light.
  23129. * Note: By default it is define in the framework own unit.
  23130. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  23131. */
  23132. _this.intensity = 1.0;
  23133. _this._range = Number.MAX_VALUE;
  23134. _this._inverseSquaredRange = 0;
  23135. /**
  23136. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  23137. * of light.
  23138. */
  23139. _this._photometricScale = 1.0;
  23140. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  23141. _this._radius = 0.00001;
  23142. /**
  23143. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  23144. * exceeding the number allowed of the materials.
  23145. */
  23146. _this.renderPriority = 0;
  23147. _this._shadowEnabled = true;
  23148. _this._excludeWithLayerMask = 0;
  23149. _this._includeOnlyWithLayerMask = 0;
  23150. _this._lightmapMode = 0;
  23151. /**
  23152. * @hidden Internal use only.
  23153. */
  23154. _this._excludedMeshesIds = new Array();
  23155. /**
  23156. * @hidden Internal use only.
  23157. */
  23158. _this._includedOnlyMeshesIds = new Array();
  23159. _this.getScene().addLight(_this);
  23160. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  23161. _this._buildUniformLayout();
  23162. _this.includedOnlyMeshes = new Array();
  23163. _this.excludedMeshes = new Array();
  23164. _this._resyncMeshes();
  23165. return _this;
  23166. }
  23167. Object.defineProperty(Light.prototype, "range", {
  23168. /**
  23169. * Defines how far from the source the light is impacting in scene units.
  23170. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23171. */
  23172. get: function () {
  23173. return this._range;
  23174. },
  23175. /**
  23176. * Defines how far from the source the light is impacting in scene units.
  23177. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23178. */
  23179. set: function (value) {
  23180. this._range = value;
  23181. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  23182. },
  23183. enumerable: true,
  23184. configurable: true
  23185. });
  23186. Object.defineProperty(Light.prototype, "intensityMode", {
  23187. /**
  23188. * Gets the photometric scale used to interpret the intensity.
  23189. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23190. */
  23191. get: function () {
  23192. return this._intensityMode;
  23193. },
  23194. /**
  23195. * Sets the photometric scale used to interpret the intensity.
  23196. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23197. */
  23198. set: function (value) {
  23199. this._intensityMode = value;
  23200. this._computePhotometricScale();
  23201. },
  23202. enumerable: true,
  23203. configurable: true
  23204. });
  23205. Object.defineProperty(Light.prototype, "radius", {
  23206. /**
  23207. * Gets the light radius used by PBR Materials to simulate soft area lights.
  23208. */
  23209. get: function () {
  23210. return this._radius;
  23211. },
  23212. /**
  23213. * sets the light radius used by PBR Materials to simulate soft area lights.
  23214. */
  23215. set: function (value) {
  23216. this._radius = value;
  23217. this._computePhotometricScale();
  23218. },
  23219. enumerable: true,
  23220. configurable: true
  23221. });
  23222. Object.defineProperty(Light.prototype, "shadowEnabled", {
  23223. /**
  23224. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23225. * the current shadow generator.
  23226. */
  23227. get: function () {
  23228. return this._shadowEnabled;
  23229. },
  23230. /**
  23231. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23232. * the current shadow generator.
  23233. */
  23234. set: function (value) {
  23235. if (this._shadowEnabled === value) {
  23236. return;
  23237. }
  23238. this._shadowEnabled = value;
  23239. this._markMeshesAsLightDirty();
  23240. },
  23241. enumerable: true,
  23242. configurable: true
  23243. });
  23244. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  23245. /**
  23246. * Gets the only meshes impacted by this light.
  23247. */
  23248. get: function () {
  23249. return this._includedOnlyMeshes;
  23250. },
  23251. /**
  23252. * Sets the only meshes impacted by this light.
  23253. */
  23254. set: function (value) {
  23255. this._includedOnlyMeshes = value;
  23256. this._hookArrayForIncludedOnly(value);
  23257. },
  23258. enumerable: true,
  23259. configurable: true
  23260. });
  23261. Object.defineProperty(Light.prototype, "excludedMeshes", {
  23262. /**
  23263. * Gets the meshes not impacted by this light.
  23264. */
  23265. get: function () {
  23266. return this._excludedMeshes;
  23267. },
  23268. /**
  23269. * Sets the meshes not impacted by this light.
  23270. */
  23271. set: function (value) {
  23272. this._excludedMeshes = value;
  23273. this._hookArrayForExcluded(value);
  23274. },
  23275. enumerable: true,
  23276. configurable: true
  23277. });
  23278. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  23279. /**
  23280. * Gets the layer id use to find what meshes are not impacted by the light.
  23281. * Inactive if 0
  23282. */
  23283. get: function () {
  23284. return this._excludeWithLayerMask;
  23285. },
  23286. /**
  23287. * Sets the layer id use to find what meshes are not impacted by the light.
  23288. * Inactive if 0
  23289. */
  23290. set: function (value) {
  23291. this._excludeWithLayerMask = value;
  23292. this._resyncMeshes();
  23293. },
  23294. enumerable: true,
  23295. configurable: true
  23296. });
  23297. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23298. /**
  23299. * Gets the layer id use to find what meshes are impacted by the light.
  23300. * Inactive if 0
  23301. */
  23302. get: function () {
  23303. return this._includeOnlyWithLayerMask;
  23304. },
  23305. /**
  23306. * Sets the layer id use to find what meshes are impacted by the light.
  23307. * Inactive if 0
  23308. */
  23309. set: function (value) {
  23310. this._includeOnlyWithLayerMask = value;
  23311. this._resyncMeshes();
  23312. },
  23313. enumerable: true,
  23314. configurable: true
  23315. });
  23316. Object.defineProperty(Light.prototype, "lightmapMode", {
  23317. /**
  23318. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23319. */
  23320. get: function () {
  23321. return this._lightmapMode;
  23322. },
  23323. /**
  23324. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23325. */
  23326. set: function (value) {
  23327. if (this._lightmapMode === value) {
  23328. return;
  23329. }
  23330. this._lightmapMode = value;
  23331. this._markMeshesAsLightDirty();
  23332. },
  23333. enumerable: true,
  23334. configurable: true
  23335. });
  23336. /**
  23337. * Returns the string "Light".
  23338. * @returns the class name
  23339. */
  23340. Light.prototype.getClassName = function () {
  23341. return "Light";
  23342. };
  23343. /**
  23344. * Converts the light information to a readable string for debug purpose.
  23345. * @param fullDetails Supports for multiple levels of logging within scene loading
  23346. * @returns the human readable light info
  23347. */
  23348. Light.prototype.toString = function (fullDetails) {
  23349. var ret = "Name: " + this.name;
  23350. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23351. if (this.animations) {
  23352. for (var i = 0; i < this.animations.length; i++) {
  23353. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23354. }
  23355. }
  23356. if (fullDetails) {
  23357. }
  23358. return ret;
  23359. };
  23360. /** @hidden */
  23361. Light.prototype._syncParentEnabledState = function () {
  23362. _super.prototype._syncParentEnabledState.call(this);
  23363. this._resyncMeshes();
  23364. };
  23365. /**
  23366. * Set the enabled state of this node.
  23367. * @param value - the new enabled state
  23368. */
  23369. Light.prototype.setEnabled = function (value) {
  23370. _super.prototype.setEnabled.call(this, value);
  23371. this._resyncMeshes();
  23372. };
  23373. /**
  23374. * Returns the Light associated shadow generator if any.
  23375. * @return the associated shadow generator.
  23376. */
  23377. Light.prototype.getShadowGenerator = function () {
  23378. return this._shadowGenerator;
  23379. };
  23380. /**
  23381. * Returns a Vector3, the absolute light position in the World.
  23382. * @returns the world space position of the light
  23383. */
  23384. Light.prototype.getAbsolutePosition = function () {
  23385. return BABYLON.Vector3.Zero();
  23386. };
  23387. /**
  23388. * Specifies if the light will affect the passed mesh.
  23389. * @param mesh The mesh to test against the light
  23390. * @return true the mesh is affected otherwise, false.
  23391. */
  23392. Light.prototype.canAffectMesh = function (mesh) {
  23393. if (!mesh) {
  23394. return true;
  23395. }
  23396. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23397. return false;
  23398. }
  23399. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23400. return false;
  23401. }
  23402. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23403. return false;
  23404. }
  23405. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23406. return false;
  23407. }
  23408. return true;
  23409. };
  23410. /**
  23411. * Sort function to order lights for rendering.
  23412. * @param a First Light object to compare to second.
  23413. * @param b Second Light object to compare first.
  23414. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23415. */
  23416. Light.CompareLightsPriority = function (a, b) {
  23417. //shadow-casting lights have priority over non-shadow-casting lights
  23418. //the renderPrioirty is a secondary sort criterion
  23419. if (a.shadowEnabled !== b.shadowEnabled) {
  23420. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23421. }
  23422. return b.renderPriority - a.renderPriority;
  23423. };
  23424. /**
  23425. * Releases resources associated with this node.
  23426. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23427. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23428. */
  23429. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23430. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23431. if (this._shadowGenerator) {
  23432. this._shadowGenerator.dispose();
  23433. this._shadowGenerator = null;
  23434. }
  23435. // Animations
  23436. this.getScene().stopAnimation(this);
  23437. // Remove from meshes
  23438. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23439. var mesh = _a[_i];
  23440. mesh._removeLightSource(this);
  23441. }
  23442. this._uniformBuffer.dispose();
  23443. // Remove from scene
  23444. this.getScene().removeLight(this);
  23445. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23446. };
  23447. /**
  23448. * Returns the light type ID (integer).
  23449. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23450. */
  23451. Light.prototype.getTypeID = function () {
  23452. return 0;
  23453. };
  23454. /**
  23455. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23456. * @returns the scaled intensity in intensity mode unit
  23457. */
  23458. Light.prototype.getScaledIntensity = function () {
  23459. return this._photometricScale * this.intensity;
  23460. };
  23461. /**
  23462. * Returns a new Light object, named "name", from the current one.
  23463. * @param name The name of the cloned light
  23464. * @returns the new created light
  23465. */
  23466. Light.prototype.clone = function (name) {
  23467. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23468. if (!constructor) {
  23469. return null;
  23470. }
  23471. return BABYLON.SerializationHelper.Clone(constructor, this);
  23472. };
  23473. /**
  23474. * Serializes the current light into a Serialization object.
  23475. * @returns the serialized object.
  23476. */
  23477. Light.prototype.serialize = function () {
  23478. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23479. // Type
  23480. serializationObject.type = this.getTypeID();
  23481. // Parent
  23482. if (this.parent) {
  23483. serializationObject.parentId = this.parent.id;
  23484. }
  23485. // Inclusion / exclusions
  23486. if (this.excludedMeshes.length > 0) {
  23487. serializationObject.excludedMeshesIds = [];
  23488. this.excludedMeshes.forEach(function (mesh) {
  23489. serializationObject.excludedMeshesIds.push(mesh.id);
  23490. });
  23491. }
  23492. if (this.includedOnlyMeshes.length > 0) {
  23493. serializationObject.includedOnlyMeshesIds = [];
  23494. this.includedOnlyMeshes.forEach(function (mesh) {
  23495. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23496. });
  23497. }
  23498. // Animations
  23499. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23500. serializationObject.ranges = this.serializeAnimationRanges();
  23501. return serializationObject;
  23502. };
  23503. /**
  23504. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23505. * This new light is named "name" and added to the passed scene.
  23506. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23507. * @param name The friendly name of the light
  23508. * @param scene The scene the new light will belong to
  23509. * @returns the constructor function
  23510. */
  23511. Light.GetConstructorFromName = function (type, name, scene) {
  23512. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23513. if (constructorFunc) {
  23514. return constructorFunc;
  23515. }
  23516. // Default to no light for none present once.
  23517. return null;
  23518. };
  23519. /**
  23520. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23521. * @param parsedLight The JSON representation of the light
  23522. * @param scene The scene to create the parsed light in
  23523. * @returns the created light after parsing
  23524. */
  23525. Light.Parse = function (parsedLight, scene) {
  23526. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23527. if (!constructor) {
  23528. return null;
  23529. }
  23530. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23531. // Inclusion / exclusions
  23532. if (parsedLight.excludedMeshesIds) {
  23533. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23534. }
  23535. if (parsedLight.includedOnlyMeshesIds) {
  23536. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23537. }
  23538. // Parent
  23539. if (parsedLight.parentId) {
  23540. light._waitingParentId = parsedLight.parentId;
  23541. }
  23542. // Animations
  23543. if (parsedLight.animations) {
  23544. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23545. var parsedAnimation = parsedLight.animations[animationIndex];
  23546. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23547. }
  23548. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23549. }
  23550. if (parsedLight.autoAnimate) {
  23551. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23552. }
  23553. return light;
  23554. };
  23555. Light.prototype._hookArrayForExcluded = function (array) {
  23556. var _this = this;
  23557. var oldPush = array.push;
  23558. array.push = function () {
  23559. var items = [];
  23560. for (var _i = 0; _i < arguments.length; _i++) {
  23561. items[_i] = arguments[_i];
  23562. }
  23563. var result = oldPush.apply(array, items);
  23564. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23565. var item = items_1[_a];
  23566. item._resyncLighSource(_this);
  23567. }
  23568. return result;
  23569. };
  23570. var oldSplice = array.splice;
  23571. array.splice = function (index, deleteCount) {
  23572. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23573. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23574. var item = deleted_1[_i];
  23575. item._resyncLighSource(_this);
  23576. }
  23577. return deleted;
  23578. };
  23579. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23580. var item = array_1[_i];
  23581. item._resyncLighSource(this);
  23582. }
  23583. };
  23584. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23585. var _this = this;
  23586. var oldPush = array.push;
  23587. array.push = function () {
  23588. var items = [];
  23589. for (var _i = 0; _i < arguments.length; _i++) {
  23590. items[_i] = arguments[_i];
  23591. }
  23592. var result = oldPush.apply(array, items);
  23593. _this._resyncMeshes();
  23594. return result;
  23595. };
  23596. var oldSplice = array.splice;
  23597. array.splice = function (index, deleteCount) {
  23598. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23599. _this._resyncMeshes();
  23600. return deleted;
  23601. };
  23602. this._resyncMeshes();
  23603. };
  23604. Light.prototype._resyncMeshes = function () {
  23605. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23606. var mesh = _a[_i];
  23607. mesh._resyncLighSource(this);
  23608. }
  23609. };
  23610. /**
  23611. * Forces the meshes to update their light related information in their rendering used effects
  23612. * @hidden Internal Use Only
  23613. */
  23614. Light.prototype._markMeshesAsLightDirty = function () {
  23615. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23616. var mesh = _a[_i];
  23617. if (mesh._lightSources.indexOf(this) !== -1) {
  23618. mesh._markSubMeshesAsLightDirty();
  23619. }
  23620. }
  23621. };
  23622. /**
  23623. * Recomputes the cached photometric scale if needed.
  23624. */
  23625. Light.prototype._computePhotometricScale = function () {
  23626. this._photometricScale = this._getPhotometricScale();
  23627. this.getScene().resetCachedMaterial();
  23628. };
  23629. /**
  23630. * Returns the Photometric Scale according to the light type and intensity mode.
  23631. */
  23632. Light.prototype._getPhotometricScale = function () {
  23633. var photometricScale = 0.0;
  23634. var lightTypeID = this.getTypeID();
  23635. //get photometric mode
  23636. var photometricMode = this.intensityMode;
  23637. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23638. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23639. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23640. }
  23641. else {
  23642. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23643. }
  23644. }
  23645. //compute photometric scale
  23646. switch (lightTypeID) {
  23647. case Light.LIGHTTYPEID_POINTLIGHT:
  23648. case Light.LIGHTTYPEID_SPOTLIGHT:
  23649. switch (photometricMode) {
  23650. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23651. photometricScale = 1.0 / (4.0 * Math.PI);
  23652. break;
  23653. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23654. photometricScale = 1.0;
  23655. break;
  23656. case Light.INTENSITYMODE_LUMINANCE:
  23657. photometricScale = this.radius * this.radius;
  23658. break;
  23659. }
  23660. break;
  23661. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23662. switch (photometricMode) {
  23663. case Light.INTENSITYMODE_ILLUMINANCE:
  23664. photometricScale = 1.0;
  23665. break;
  23666. case Light.INTENSITYMODE_LUMINANCE:
  23667. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23668. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23669. var apexAngleRadians = this.radius;
  23670. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23671. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23672. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23673. photometricScale = solidAngle;
  23674. break;
  23675. }
  23676. break;
  23677. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23678. // No fall off in hemisperic light.
  23679. photometricScale = 1.0;
  23680. break;
  23681. }
  23682. return photometricScale;
  23683. };
  23684. /**
  23685. * Reorder the light in the scene according to their defined priority.
  23686. * @hidden Internal Use Only
  23687. */
  23688. Light.prototype._reorderLightsInScene = function () {
  23689. var scene = this.getScene();
  23690. if (this._renderPriority != 0) {
  23691. scene.requireLightSorting = true;
  23692. }
  23693. this.getScene().sortLightsByPriority();
  23694. };
  23695. /**
  23696. * Falloff Default: light is falling off following the material specification:
  23697. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23698. */
  23699. Light.FALLOFF_DEFAULT = 0;
  23700. /**
  23701. * Falloff Physical: light is falling off following the inverse squared distance law.
  23702. */
  23703. Light.FALLOFF_PHYSICAL = 1;
  23704. /**
  23705. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23706. * to enhance interoperability with other engines.
  23707. */
  23708. Light.FALLOFF_GLTF = 2;
  23709. /**
  23710. * Falloff Standard: light is falling off like in the standard material
  23711. * to enhance interoperability with other materials.
  23712. */
  23713. Light.FALLOFF_STANDARD = 3;
  23714. //lightmapMode Consts
  23715. /**
  23716. * If every light affecting the material is in this lightmapMode,
  23717. * material.lightmapTexture adds or multiplies
  23718. * (depends on material.useLightmapAsShadowmap)
  23719. * after every other light calculations.
  23720. */
  23721. Light.LIGHTMAP_DEFAULT = 0;
  23722. /**
  23723. * material.lightmapTexture as only diffuse lighting from this light
  23724. * adds only specular lighting from this light
  23725. * adds dynamic shadows
  23726. */
  23727. Light.LIGHTMAP_SPECULAR = 1;
  23728. /**
  23729. * material.lightmapTexture as only lighting
  23730. * no light calculation from this light
  23731. * only adds dynamic shadows from this light
  23732. */
  23733. Light.LIGHTMAP_SHADOWSONLY = 2;
  23734. // Intensity Mode Consts
  23735. /**
  23736. * Each light type uses the default quantity according to its type:
  23737. * point/spot lights use luminous intensity
  23738. * directional lights use illuminance
  23739. */
  23740. Light.INTENSITYMODE_AUTOMATIC = 0;
  23741. /**
  23742. * lumen (lm)
  23743. */
  23744. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23745. /**
  23746. * candela (lm/sr)
  23747. */
  23748. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23749. /**
  23750. * lux (lm/m^2)
  23751. */
  23752. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23753. /**
  23754. * nit (cd/m^2)
  23755. */
  23756. Light.INTENSITYMODE_LUMINANCE = 4;
  23757. // Light types ids const.
  23758. /**
  23759. * Light type const id of the point light.
  23760. */
  23761. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23762. /**
  23763. * Light type const id of the directional light.
  23764. */
  23765. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23766. /**
  23767. * Light type const id of the spot light.
  23768. */
  23769. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23770. /**
  23771. * Light type const id of the hemispheric light.
  23772. */
  23773. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23774. __decorate([
  23775. BABYLON.serializeAsColor3()
  23776. ], Light.prototype, "diffuse", void 0);
  23777. __decorate([
  23778. BABYLON.serializeAsColor3()
  23779. ], Light.prototype, "specular", void 0);
  23780. __decorate([
  23781. BABYLON.serialize()
  23782. ], Light.prototype, "falloffType", void 0);
  23783. __decorate([
  23784. BABYLON.serialize()
  23785. ], Light.prototype, "intensity", void 0);
  23786. __decorate([
  23787. BABYLON.serialize()
  23788. ], Light.prototype, "range", null);
  23789. __decorate([
  23790. BABYLON.serialize()
  23791. ], Light.prototype, "intensityMode", null);
  23792. __decorate([
  23793. BABYLON.serialize()
  23794. ], Light.prototype, "radius", null);
  23795. __decorate([
  23796. BABYLON.serialize()
  23797. ], Light.prototype, "_renderPriority", void 0);
  23798. __decorate([
  23799. BABYLON.expandToProperty("_reorderLightsInScene")
  23800. ], Light.prototype, "renderPriority", void 0);
  23801. __decorate([
  23802. BABYLON.serialize("shadowEnabled")
  23803. ], Light.prototype, "_shadowEnabled", void 0);
  23804. __decorate([
  23805. BABYLON.serialize("excludeWithLayerMask")
  23806. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23807. __decorate([
  23808. BABYLON.serialize("includeOnlyWithLayerMask")
  23809. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23810. __decorate([
  23811. BABYLON.serialize("lightmapMode")
  23812. ], Light.prototype, "_lightmapMode", void 0);
  23813. return Light;
  23814. }(BABYLON.Node));
  23815. BABYLON.Light = Light;
  23816. })(BABYLON || (BABYLON = {}));
  23817. //# sourceMappingURL=babylon.light.js.map
  23818. var BABYLON;
  23819. (function (BABYLON) {
  23820. /**
  23821. * This is the base class of all the camera used in the application.
  23822. * @see http://doc.babylonjs.com/features/cameras
  23823. */
  23824. var Camera = /** @class */ (function (_super) {
  23825. __extends(Camera, _super);
  23826. /**
  23827. * Instantiates a new camera object.
  23828. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23829. * @see http://doc.babylonjs.com/features/cameras
  23830. * @param name Defines the name of the camera in the scene
  23831. * @param position Defines the position of the camera
  23832. * @param scene Defines the scene the camera belongs too
  23833. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23834. */
  23835. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23836. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23837. var _this = _super.call(this, name, scene) || this;
  23838. /**
  23839. * The vector the camera should consider as up.
  23840. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23841. */
  23842. _this.upVector = BABYLON.Vector3.Up();
  23843. /**
  23844. * Define the current limit on the left side for an orthographic camera
  23845. * In scene unit
  23846. */
  23847. _this.orthoLeft = null;
  23848. /**
  23849. * Define the current limit on the right side for an orthographic camera
  23850. * In scene unit
  23851. */
  23852. _this.orthoRight = null;
  23853. /**
  23854. * Define the current limit on the bottom side for an orthographic camera
  23855. * In scene unit
  23856. */
  23857. _this.orthoBottom = null;
  23858. /**
  23859. * Define the current limit on the top side for an orthographic camera
  23860. * In scene unit
  23861. */
  23862. _this.orthoTop = null;
  23863. /**
  23864. * Field Of View is set in Radians. (default is 0.8)
  23865. */
  23866. _this.fov = 0.8;
  23867. /**
  23868. * Define the minimum distance the camera can see from.
  23869. * This is important to note that the depth buffer are not infinite and the closer it starts
  23870. * the more your scene might encounter depth fighting issue.
  23871. */
  23872. _this.minZ = 1;
  23873. /**
  23874. * Define the maximum distance the camera can see to.
  23875. * This is important to note that the depth buffer are not infinite and the further it end
  23876. * the more your scene might encounter depth fighting issue.
  23877. */
  23878. _this.maxZ = 10000.0;
  23879. /**
  23880. * Define the default inertia of the camera.
  23881. * This helps giving a smooth feeling to the camera movement.
  23882. */
  23883. _this.inertia = 0.9;
  23884. /**
  23885. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23886. */
  23887. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23888. /**
  23889. * Define wether the camera is intermediate.
  23890. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  23891. */
  23892. _this.isIntermediate = false;
  23893. /**
  23894. * Define the viewport of the camera.
  23895. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23896. */
  23897. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23898. /**
  23899. * Restricts the camera to viewing objects with the same layerMask.
  23900. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23901. */
  23902. _this.layerMask = 0x0FFFFFFF;
  23903. /**
  23904. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23905. */
  23906. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23907. /**
  23908. * Rig mode of the camera.
  23909. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23910. * This is normally controlled byt the camera themselves as internal use.
  23911. */
  23912. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23913. /**
  23914. * 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
  23915. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23916. * else in the scene.
  23917. */
  23918. _this.customRenderTargets = new Array();
  23919. /**
  23920. * When set, the camera will render to this render target instead of the default canvas
  23921. */
  23922. _this.outputRenderTarget = null;
  23923. /**
  23924. * Observable triggered when the camera view matrix has changed.
  23925. */
  23926. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23927. /**
  23928. * Observable triggered when the camera Projection matrix has changed.
  23929. */
  23930. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23931. /**
  23932. * Observable triggered when the inputs have been processed.
  23933. */
  23934. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23935. /**
  23936. * Observable triggered when reset has been called and applied to the camera.
  23937. */
  23938. _this.onRestoreStateObservable = new BABYLON.Observable();
  23939. /** @hidden */
  23940. _this._rigCameras = new Array();
  23941. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23942. /** @hidden */
  23943. _this._skipRendering = false;
  23944. /** @hidden */
  23945. _this._projectionMatrix = new BABYLON.Matrix();
  23946. /** @hidden */
  23947. _this._postProcesses = new Array();
  23948. /** @hidden */
  23949. _this._activeMeshes = new BABYLON.SmartArray(256);
  23950. _this._globalPosition = BABYLON.Vector3.Zero();
  23951. /** hidden */
  23952. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23953. _this._doNotComputeProjectionMatrix = false;
  23954. _this._transformMatrix = BABYLON.Matrix.Zero();
  23955. _this._refreshFrustumPlanes = true;
  23956. _this.getScene().addCamera(_this);
  23957. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23958. _this.getScene().activeCamera = _this;
  23959. }
  23960. _this.position = position;
  23961. return _this;
  23962. }
  23963. /**
  23964. * Store current camera state (fov, position, etc..)
  23965. * @returns the camera
  23966. */
  23967. Camera.prototype.storeState = function () {
  23968. this._stateStored = true;
  23969. this._storedFov = this.fov;
  23970. return this;
  23971. };
  23972. /**
  23973. * Restores the camera state values if it has been stored. You must call storeState() first
  23974. */
  23975. Camera.prototype._restoreStateValues = function () {
  23976. if (!this._stateStored) {
  23977. return false;
  23978. }
  23979. this.fov = this._storedFov;
  23980. return true;
  23981. };
  23982. /**
  23983. * Restored camera state. You must call storeState() first.
  23984. * @returns true if restored and false otherwise
  23985. */
  23986. Camera.prototype.restoreState = function () {
  23987. if (this._restoreStateValues()) {
  23988. this.onRestoreStateObservable.notifyObservers(this);
  23989. return true;
  23990. }
  23991. return false;
  23992. };
  23993. /**
  23994. * Gets the class name of the camera.
  23995. * @returns the class name
  23996. */
  23997. Camera.prototype.getClassName = function () {
  23998. return "Camera";
  23999. };
  24000. /**
  24001. * Gets a string representation of the camera useful for debug purpose.
  24002. * @param fullDetails Defines that a more verboe level of logging is required
  24003. * @returns the string representation
  24004. */
  24005. Camera.prototype.toString = function (fullDetails) {
  24006. var ret = "Name: " + this.name;
  24007. ret += ", type: " + this.getClassName();
  24008. if (this.animations) {
  24009. for (var i = 0; i < this.animations.length; i++) {
  24010. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  24011. }
  24012. }
  24013. if (fullDetails) {
  24014. }
  24015. return ret;
  24016. };
  24017. Object.defineProperty(Camera.prototype, "globalPosition", {
  24018. /**
  24019. * Gets the current world space position of the camera.
  24020. */
  24021. get: function () {
  24022. return this._globalPosition;
  24023. },
  24024. enumerable: true,
  24025. configurable: true
  24026. });
  24027. /**
  24028. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  24029. * @returns the active meshe list
  24030. */
  24031. Camera.prototype.getActiveMeshes = function () {
  24032. return this._activeMeshes;
  24033. };
  24034. /**
  24035. * Check wether a mesh is part of the current active mesh list of the camera
  24036. * @param mesh Defines the mesh to check
  24037. * @returns true if active, false otherwise
  24038. */
  24039. Camera.prototype.isActiveMesh = function (mesh) {
  24040. return (this._activeMeshes.indexOf(mesh) !== -1);
  24041. };
  24042. /**
  24043. * Is this camera ready to be used/rendered
  24044. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  24045. * @return true if the camera is ready
  24046. */
  24047. Camera.prototype.isReady = function (completeCheck) {
  24048. if (completeCheck === void 0) { completeCheck = false; }
  24049. if (completeCheck) {
  24050. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  24051. var pp = _a[_i];
  24052. if (pp && !pp.isReady()) {
  24053. return false;
  24054. }
  24055. }
  24056. }
  24057. return _super.prototype.isReady.call(this, completeCheck);
  24058. };
  24059. /** @hidden */
  24060. Camera.prototype._initCache = function () {
  24061. _super.prototype._initCache.call(this);
  24062. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  24063. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  24064. this._cache.mode = undefined;
  24065. this._cache.minZ = undefined;
  24066. this._cache.maxZ = undefined;
  24067. this._cache.fov = undefined;
  24068. this._cache.fovMode = undefined;
  24069. this._cache.aspectRatio = undefined;
  24070. this._cache.orthoLeft = undefined;
  24071. this._cache.orthoRight = undefined;
  24072. this._cache.orthoBottom = undefined;
  24073. this._cache.orthoTop = undefined;
  24074. this._cache.renderWidth = undefined;
  24075. this._cache.renderHeight = undefined;
  24076. };
  24077. /** @hidden */
  24078. Camera.prototype._updateCache = function (ignoreParentClass) {
  24079. if (!ignoreParentClass) {
  24080. _super.prototype._updateCache.call(this);
  24081. }
  24082. this._cache.position.copyFrom(this.position);
  24083. this._cache.upVector.copyFrom(this.upVector);
  24084. };
  24085. /** @hidden */
  24086. Camera.prototype._isSynchronized = function () {
  24087. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  24088. };
  24089. /** @hidden */
  24090. Camera.prototype._isSynchronizedViewMatrix = function () {
  24091. if (!_super.prototype._isSynchronized.call(this)) {
  24092. return false;
  24093. }
  24094. return this._cache.position.equals(this.position)
  24095. && this._cache.upVector.equals(this.upVector)
  24096. && this.isSynchronizedWithParent();
  24097. };
  24098. /** @hidden */
  24099. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  24100. var check = this._cache.mode === this.mode
  24101. && this._cache.minZ === this.minZ
  24102. && this._cache.maxZ === this.maxZ;
  24103. if (!check) {
  24104. return false;
  24105. }
  24106. var engine = this.getEngine();
  24107. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24108. check = this._cache.fov === this.fov
  24109. && this._cache.fovMode === this.fovMode
  24110. && this._cache.aspectRatio === engine.getAspectRatio(this);
  24111. }
  24112. else {
  24113. check = this._cache.orthoLeft === this.orthoLeft
  24114. && this._cache.orthoRight === this.orthoRight
  24115. && this._cache.orthoBottom === this.orthoBottom
  24116. && this._cache.orthoTop === this.orthoTop
  24117. && this._cache.renderWidth === engine.getRenderWidth()
  24118. && this._cache.renderHeight === engine.getRenderHeight();
  24119. }
  24120. return check;
  24121. };
  24122. /**
  24123. * Attach the input controls to a specific dom element to get the input from.
  24124. * @param element Defines the element the controls should be listened from
  24125. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  24126. */
  24127. Camera.prototype.attachControl = function (element, noPreventDefault) {
  24128. };
  24129. /**
  24130. * Detach the current controls from the specified dom element.
  24131. * @param element Defines the element to stop listening the inputs from
  24132. */
  24133. Camera.prototype.detachControl = function (element) {
  24134. };
  24135. /**
  24136. * Update the camera state according to the different inputs gathered during the frame.
  24137. */
  24138. Camera.prototype.update = function () {
  24139. this._checkInputs();
  24140. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24141. this._updateRigCameras();
  24142. }
  24143. };
  24144. /** @hidden */
  24145. Camera.prototype._checkInputs = function () {
  24146. this.onAfterCheckInputsObservable.notifyObservers(this);
  24147. };
  24148. Object.defineProperty(Camera.prototype, "rigCameras", {
  24149. /** @hidden */
  24150. get: function () {
  24151. return this._rigCameras;
  24152. },
  24153. enumerable: true,
  24154. configurable: true
  24155. });
  24156. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  24157. /**
  24158. * Gets the post process used by the rig cameras
  24159. */
  24160. get: function () {
  24161. return this._rigPostProcess;
  24162. },
  24163. enumerable: true,
  24164. configurable: true
  24165. });
  24166. /**
  24167. * Internal, gets the first post proces.
  24168. * @returns the first post process to be run on this camera.
  24169. */
  24170. Camera.prototype._getFirstPostProcess = function () {
  24171. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  24172. if (this._postProcesses[ppIndex] !== null) {
  24173. return this._postProcesses[ppIndex];
  24174. }
  24175. }
  24176. return null;
  24177. };
  24178. Camera.prototype._cascadePostProcessesToRigCams = function () {
  24179. // invalidate framebuffer
  24180. var firstPostProcess = this._getFirstPostProcess();
  24181. if (firstPostProcess) {
  24182. firstPostProcess.markTextureDirty();
  24183. }
  24184. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  24185. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  24186. var cam = this._rigCameras[i];
  24187. var rigPostProcess = cam._rigPostProcess;
  24188. // for VR rig, there does not have to be a post process
  24189. if (rigPostProcess) {
  24190. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  24191. if (isPass) {
  24192. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  24193. cam.isIntermediate = this._postProcesses.length === 0;
  24194. }
  24195. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  24196. rigPostProcess.markTextureDirty();
  24197. }
  24198. else {
  24199. cam._postProcesses = this._postProcesses.slice(0);
  24200. }
  24201. }
  24202. };
  24203. /**
  24204. * Attach a post process to the camera.
  24205. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24206. * @param postProcess The post process to attach to the camera
  24207. * @param insertAt The position of the post process in case several of them are in use in the scene
  24208. * @returns the position the post process has been inserted at
  24209. */
  24210. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  24211. if (insertAt === void 0) { insertAt = null; }
  24212. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  24213. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  24214. return 0;
  24215. }
  24216. if (insertAt == null || insertAt < 0) {
  24217. this._postProcesses.push(postProcess);
  24218. }
  24219. else if (this._postProcesses[insertAt] === null) {
  24220. this._postProcesses[insertAt] = postProcess;
  24221. }
  24222. else {
  24223. this._postProcesses.splice(insertAt, 0, postProcess);
  24224. }
  24225. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24226. return this._postProcesses.indexOf(postProcess);
  24227. };
  24228. /**
  24229. * Detach a post process to the camera.
  24230. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24231. * @param postProcess The post process to detach from the camera
  24232. */
  24233. Camera.prototype.detachPostProcess = function (postProcess) {
  24234. var idx = this._postProcesses.indexOf(postProcess);
  24235. if (idx !== -1) {
  24236. this._postProcesses[idx] = null;
  24237. }
  24238. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24239. };
  24240. /**
  24241. * Gets the current world matrix of the camera
  24242. */
  24243. Camera.prototype.getWorldMatrix = function () {
  24244. if (this._isSynchronizedViewMatrix()) {
  24245. return this._worldMatrix;
  24246. }
  24247. // Getting the the view matrix will also compute the world matrix.
  24248. this.getViewMatrix();
  24249. return this._worldMatrix;
  24250. };
  24251. /** @hidden */
  24252. Camera.prototype._getViewMatrix = function () {
  24253. return BABYLON.Matrix.Identity();
  24254. };
  24255. /**
  24256. * Gets the current view matrix of the camera.
  24257. * @param force forces the camera to recompute the matrix without looking at the cached state
  24258. * @returns the view matrix
  24259. */
  24260. Camera.prototype.getViewMatrix = function (force) {
  24261. if (!force && this._isSynchronizedViewMatrix()) {
  24262. return this._computedViewMatrix;
  24263. }
  24264. this.updateCache();
  24265. this._computedViewMatrix = this._getViewMatrix();
  24266. this._currentRenderId = this.getScene().getRenderId();
  24267. this._childRenderId = this._currentRenderId;
  24268. this._refreshFrustumPlanes = true;
  24269. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  24270. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  24271. }
  24272. this.onViewMatrixChangedObservable.notifyObservers(this);
  24273. this._computedViewMatrix.invertToRef(this._worldMatrix);
  24274. return this._computedViewMatrix;
  24275. };
  24276. /**
  24277. * Freeze the projection matrix.
  24278. * It will prevent the cache check of the camera projection compute and can speed up perf
  24279. * if no parameter of the camera are meant to change
  24280. * @param projection Defines manually a projection if necessary
  24281. */
  24282. Camera.prototype.freezeProjectionMatrix = function (projection) {
  24283. this._doNotComputeProjectionMatrix = true;
  24284. if (projection !== undefined) {
  24285. this._projectionMatrix = projection;
  24286. }
  24287. };
  24288. /**
  24289. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24290. */
  24291. Camera.prototype.unfreezeProjectionMatrix = function () {
  24292. this._doNotComputeProjectionMatrix = false;
  24293. };
  24294. /**
  24295. * Gets the current projection matrix of the camera.
  24296. * @param force forces the camera to recompute the matrix without looking at the cached state
  24297. * @returns the projection matrix
  24298. */
  24299. Camera.prototype.getProjectionMatrix = function (force) {
  24300. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24301. return this._projectionMatrix;
  24302. }
  24303. // Cache
  24304. this._cache.mode = this.mode;
  24305. this._cache.minZ = this.minZ;
  24306. this._cache.maxZ = this.maxZ;
  24307. // Matrix
  24308. this._refreshFrustumPlanes = true;
  24309. var engine = this.getEngine();
  24310. var scene = this.getScene();
  24311. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24312. this._cache.fov = this.fov;
  24313. this._cache.fovMode = this.fovMode;
  24314. this._cache.aspectRatio = engine.getAspectRatio(this);
  24315. if (this.minZ <= 0) {
  24316. this.minZ = 0.1;
  24317. }
  24318. if (scene.useRightHandedSystem) {
  24319. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24320. }
  24321. else {
  24322. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24323. }
  24324. }
  24325. else {
  24326. var halfWidth = engine.getRenderWidth() / 2.0;
  24327. var halfHeight = engine.getRenderHeight() / 2.0;
  24328. if (scene.useRightHandedSystem) {
  24329. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24330. }
  24331. else {
  24332. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24333. }
  24334. this._cache.orthoLeft = this.orthoLeft;
  24335. this._cache.orthoRight = this.orthoRight;
  24336. this._cache.orthoBottom = this.orthoBottom;
  24337. this._cache.orthoTop = this.orthoTop;
  24338. this._cache.renderWidth = engine.getRenderWidth();
  24339. this._cache.renderHeight = engine.getRenderHeight();
  24340. }
  24341. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24342. return this._projectionMatrix;
  24343. };
  24344. /**
  24345. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24346. * @returns a Matrix
  24347. */
  24348. Camera.prototype.getTransformationMatrix = function () {
  24349. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24350. return this._transformMatrix;
  24351. };
  24352. Camera.prototype._updateFrustumPlanes = function () {
  24353. if (!this._refreshFrustumPlanes) {
  24354. return;
  24355. }
  24356. this.getTransformationMatrix();
  24357. if (!this._frustumPlanes) {
  24358. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24359. }
  24360. else {
  24361. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24362. }
  24363. this._refreshFrustumPlanes = false;
  24364. };
  24365. /**
  24366. * Checks if a cullable object (mesh...) is in the camera frustum
  24367. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24368. * @param target The object to check
  24369. * @returns true if the object is in frustum otherwise false
  24370. */
  24371. Camera.prototype.isInFrustum = function (target) {
  24372. this._updateFrustumPlanes();
  24373. return target.isInFrustum(this._frustumPlanes);
  24374. };
  24375. /**
  24376. * Checks if a cullable object (mesh...) is in the camera frustum
  24377. * Unlike isInFrustum this cheks the full bounding box
  24378. * @param target The object to check
  24379. * @returns true if the object is in frustum otherwise false
  24380. */
  24381. Camera.prototype.isCompletelyInFrustum = function (target) {
  24382. this._updateFrustumPlanes();
  24383. return target.isCompletelyInFrustum(this._frustumPlanes);
  24384. };
  24385. /**
  24386. * Gets a ray in the forward direction from the camera.
  24387. * @param length Defines the length of the ray to create
  24388. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24389. * @param origin Defines the start point of the ray which defaults to the camera position
  24390. * @returns the forward ray
  24391. */
  24392. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24393. if (length === void 0) { length = 100; }
  24394. if (!transform) {
  24395. transform = this.getWorldMatrix();
  24396. }
  24397. if (!origin) {
  24398. origin = this.position;
  24399. }
  24400. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24401. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24402. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24403. return new BABYLON.Ray(origin, direction, length);
  24404. };
  24405. /**
  24406. * Releases resources associated with this node.
  24407. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24408. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24409. */
  24410. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24411. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24412. // Observables
  24413. this.onViewMatrixChangedObservable.clear();
  24414. this.onProjectionMatrixChangedObservable.clear();
  24415. this.onAfterCheckInputsObservable.clear();
  24416. this.onRestoreStateObservable.clear();
  24417. // Inputs
  24418. if (this.inputs) {
  24419. this.inputs.clear();
  24420. }
  24421. // Animations
  24422. this.getScene().stopAnimation(this);
  24423. // Remove from scene
  24424. this.getScene().removeCamera(this);
  24425. while (this._rigCameras.length > 0) {
  24426. var camera = this._rigCameras.pop();
  24427. if (camera) {
  24428. camera.dispose();
  24429. }
  24430. }
  24431. // Postprocesses
  24432. if (this._rigPostProcess) {
  24433. this._rigPostProcess.dispose(this);
  24434. this._rigPostProcess = null;
  24435. this._postProcesses = [];
  24436. }
  24437. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24438. this._rigPostProcess = null;
  24439. this._postProcesses = [];
  24440. }
  24441. else {
  24442. var i = this._postProcesses.length;
  24443. while (--i >= 0) {
  24444. var postProcess = this._postProcesses[i];
  24445. if (postProcess) {
  24446. postProcess.dispose(this);
  24447. }
  24448. }
  24449. }
  24450. // Render targets
  24451. var i = this.customRenderTargets.length;
  24452. while (--i >= 0) {
  24453. this.customRenderTargets[i].dispose();
  24454. }
  24455. this.customRenderTargets = [];
  24456. // Active Meshes
  24457. this._activeMeshes.dispose();
  24458. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24459. };
  24460. Object.defineProperty(Camera.prototype, "leftCamera", {
  24461. /**
  24462. * Gets the left camera of a rig setup in case of Rigged Camera
  24463. */
  24464. get: function () {
  24465. if (this._rigCameras.length < 1) {
  24466. return null;
  24467. }
  24468. return this._rigCameras[0];
  24469. },
  24470. enumerable: true,
  24471. configurable: true
  24472. });
  24473. Object.defineProperty(Camera.prototype, "rightCamera", {
  24474. /**
  24475. * Gets the right camera of a rig setup in case of Rigged Camera
  24476. */
  24477. get: function () {
  24478. if (this._rigCameras.length < 2) {
  24479. return null;
  24480. }
  24481. return this._rigCameras[1];
  24482. },
  24483. enumerable: true,
  24484. configurable: true
  24485. });
  24486. /**
  24487. * Gets the left camera target of a rig setup in case of Rigged Camera
  24488. * @returns the target position
  24489. */
  24490. Camera.prototype.getLeftTarget = function () {
  24491. if (this._rigCameras.length < 1) {
  24492. return null;
  24493. }
  24494. return this._rigCameras[0].getTarget();
  24495. };
  24496. /**
  24497. * Gets the right camera target of a rig setup in case of Rigged Camera
  24498. * @returns the target position
  24499. */
  24500. Camera.prototype.getRightTarget = function () {
  24501. if (this._rigCameras.length < 2) {
  24502. return null;
  24503. }
  24504. return this._rigCameras[1].getTarget();
  24505. };
  24506. /**
  24507. * @hidden
  24508. */
  24509. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24510. if (this.cameraRigMode === mode) {
  24511. return;
  24512. }
  24513. while (this._rigCameras.length > 0) {
  24514. var camera = this._rigCameras.pop();
  24515. if (camera) {
  24516. camera.dispose();
  24517. }
  24518. }
  24519. this.cameraRigMode = mode;
  24520. this._cameraRigParams = {};
  24521. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24522. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24523. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24524. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24525. // create the rig cameras, unless none
  24526. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24527. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24528. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24529. if (leftCamera && rightCamera) {
  24530. this._rigCameras.push(leftCamera);
  24531. this._rigCameras.push(rightCamera);
  24532. }
  24533. }
  24534. switch (this.cameraRigMode) {
  24535. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24536. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24537. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24538. break;
  24539. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24540. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24541. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24542. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24543. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24544. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24545. break;
  24546. case Camera.RIG_MODE_VR:
  24547. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24548. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24549. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24550. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24551. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24552. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24553. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24554. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24555. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24556. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24557. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24558. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24559. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24560. if (metrics.compensateDistortion) {
  24561. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24562. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24563. }
  24564. break;
  24565. case Camera.RIG_MODE_WEBVR:
  24566. if (rigParams.vrDisplay) {
  24567. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24568. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24569. //Left eye
  24570. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24571. this._rigCameras[0].setCameraRigParameter("left", true);
  24572. //leaving this for future reference
  24573. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24574. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24575. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24576. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24577. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24578. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24579. this._rigCameras[0].parent = this;
  24580. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24581. //Right eye
  24582. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24583. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24584. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24585. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24586. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24587. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24588. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24589. this._rigCameras[1].parent = this;
  24590. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24591. if (Camera.UseAlternateWebVRRendering) {
  24592. this._rigCameras[1]._skipRendering = true;
  24593. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24594. }
  24595. }
  24596. break;
  24597. }
  24598. this._cascadePostProcessesToRigCams();
  24599. this.update();
  24600. };
  24601. Camera.prototype._getVRProjectionMatrix = function () {
  24602. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24603. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24604. return this._projectionMatrix;
  24605. };
  24606. Camera.prototype._updateCameraRotationMatrix = function () {
  24607. //Here for WebVR
  24608. };
  24609. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24610. //Here for WebVR
  24611. };
  24612. /**
  24613. * This function MUST be overwritten by the different WebVR cameras available.
  24614. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24615. */
  24616. Camera.prototype._getWebVRProjectionMatrix = function () {
  24617. return BABYLON.Matrix.Identity();
  24618. };
  24619. /**
  24620. * This function MUST be overwritten by the different WebVR cameras available.
  24621. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24622. */
  24623. Camera.prototype._getWebVRViewMatrix = function () {
  24624. return BABYLON.Matrix.Identity();
  24625. };
  24626. /** @hidden */
  24627. Camera.prototype.setCameraRigParameter = function (name, value) {
  24628. if (!this._cameraRigParams) {
  24629. this._cameraRigParams = {};
  24630. }
  24631. this._cameraRigParams[name] = value;
  24632. //provisionnally:
  24633. if (name === "interaxialDistance") {
  24634. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24635. }
  24636. };
  24637. /**
  24638. * needs to be overridden by children so sub has required properties to be copied
  24639. * @hidden
  24640. */
  24641. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24642. return null;
  24643. };
  24644. /**
  24645. * May need to be overridden by children
  24646. * @hidden
  24647. */
  24648. Camera.prototype._updateRigCameras = function () {
  24649. for (var i = 0; i < this._rigCameras.length; i++) {
  24650. this._rigCameras[i].minZ = this.minZ;
  24651. this._rigCameras[i].maxZ = this.maxZ;
  24652. this._rigCameras[i].fov = this.fov;
  24653. this._rigCameras[i].upVector.copyFrom(this.upVector);
  24654. }
  24655. // only update viewport when ANAGLYPH
  24656. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24657. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24658. }
  24659. };
  24660. /** @hidden */
  24661. Camera.prototype._setupInputs = function () {
  24662. };
  24663. /**
  24664. * Serialiaze the camera setup to a json represention
  24665. * @returns the JSON representation
  24666. */
  24667. Camera.prototype.serialize = function () {
  24668. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24669. // Type
  24670. serializationObject.type = this.getClassName();
  24671. // Parent
  24672. if (this.parent) {
  24673. serializationObject.parentId = this.parent.id;
  24674. }
  24675. if (this.inputs) {
  24676. this.inputs.serialize(serializationObject);
  24677. }
  24678. // Animations
  24679. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24680. serializationObject.ranges = this.serializeAnimationRanges();
  24681. return serializationObject;
  24682. };
  24683. /**
  24684. * Clones the current camera.
  24685. * @param name The cloned camera name
  24686. * @returns the cloned camera
  24687. */
  24688. Camera.prototype.clone = function (name) {
  24689. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24690. };
  24691. /**
  24692. * Gets the direction of the camera relative to a given local axis.
  24693. * @param localAxis Defines the reference axis to provide a relative direction.
  24694. * @return the direction
  24695. */
  24696. Camera.prototype.getDirection = function (localAxis) {
  24697. var result = BABYLON.Vector3.Zero();
  24698. this.getDirectionToRef(localAxis, result);
  24699. return result;
  24700. };
  24701. /**
  24702. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24703. * @param localAxis Defines the reference axis to provide a relative direction.
  24704. * @param result Defines the vector to store the result in
  24705. */
  24706. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24707. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24708. };
  24709. /**
  24710. * Gets a camera constructor for a given camera type
  24711. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24712. * @param name The name of the camera the result will be able to instantiate
  24713. * @param scene The scene the result will construct the camera in
  24714. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24715. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24716. * @returns a factory method to construc the camera
  24717. */
  24718. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24719. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24720. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24721. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24722. interaxial_distance: interaxial_distance,
  24723. isStereoscopicSideBySide: isStereoscopicSideBySide
  24724. });
  24725. if (constructorFunc) {
  24726. return constructorFunc;
  24727. }
  24728. // Default to universal camera
  24729. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24730. };
  24731. /**
  24732. * Compute the world matrix of the camera.
  24733. * @returns the camera workd matrix
  24734. */
  24735. Camera.prototype.computeWorldMatrix = function () {
  24736. return this.getWorldMatrix();
  24737. };
  24738. /**
  24739. * Parse a JSON and creates the camera from the parsed information
  24740. * @param parsedCamera The JSON to parse
  24741. * @param scene The scene to instantiate the camera in
  24742. * @returns the newly constructed camera
  24743. */
  24744. Camera.Parse = function (parsedCamera, scene) {
  24745. var type = parsedCamera.type;
  24746. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24747. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24748. // Parent
  24749. if (parsedCamera.parentId) {
  24750. camera._waitingParentId = parsedCamera.parentId;
  24751. }
  24752. //If camera has an input manager, let it parse inputs settings
  24753. if (camera.inputs) {
  24754. camera.inputs.parse(parsedCamera);
  24755. camera._setupInputs();
  24756. }
  24757. if (camera.setPosition) { // need to force position
  24758. camera.position.copyFromFloats(0, 0, 0);
  24759. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24760. }
  24761. // Target
  24762. if (parsedCamera.target) {
  24763. if (camera.setTarget) {
  24764. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24765. }
  24766. }
  24767. // Apply 3d rig, when found
  24768. if (parsedCamera.cameraRigMode) {
  24769. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24770. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24771. }
  24772. // Animations
  24773. if (parsedCamera.animations) {
  24774. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24775. var parsedAnimation = parsedCamera.animations[animationIndex];
  24776. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24777. }
  24778. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24779. }
  24780. if (parsedCamera.autoAnimate) {
  24781. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24782. }
  24783. return camera;
  24784. };
  24785. /**
  24786. * This is the default projection mode used by the cameras.
  24787. * It helps recreating a feeling of perspective and better appreciate depth.
  24788. * This is the best way to simulate real life cameras.
  24789. */
  24790. Camera.PERSPECTIVE_CAMERA = 0;
  24791. /**
  24792. * This helps creating camera with an orthographic mode.
  24793. * 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.
  24794. */
  24795. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24796. /**
  24797. * This is the default FOV mode for perspective cameras.
  24798. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24799. */
  24800. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24801. /**
  24802. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24803. */
  24804. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24805. /**
  24806. * This specifies ther is no need for a camera rig.
  24807. * Basically only one eye is rendered corresponding to the camera.
  24808. */
  24809. Camera.RIG_MODE_NONE = 0;
  24810. /**
  24811. * Simulates a camera Rig with one blue eye and one red eye.
  24812. * This can be use with 3d blue and red glasses.
  24813. */
  24814. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24815. /**
  24816. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24817. */
  24818. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24819. /**
  24820. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24821. */
  24822. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24823. /**
  24824. * Defines that both eyes of the camera will be rendered over under each other.
  24825. */
  24826. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24827. /**
  24828. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24829. */
  24830. Camera.RIG_MODE_VR = 20;
  24831. /**
  24832. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24833. */
  24834. Camera.RIG_MODE_WEBVR = 21;
  24835. /**
  24836. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24837. */
  24838. Camera.RIG_MODE_CUSTOM = 22;
  24839. /**
  24840. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24841. */
  24842. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24843. /**
  24844. * @hidden
  24845. * Might be removed once multiview will be a thing
  24846. */
  24847. Camera.UseAlternateWebVRRendering = false;
  24848. __decorate([
  24849. BABYLON.serializeAsVector3()
  24850. ], Camera.prototype, "position", void 0);
  24851. __decorate([
  24852. BABYLON.serializeAsVector3()
  24853. ], Camera.prototype, "upVector", void 0);
  24854. __decorate([
  24855. BABYLON.serialize()
  24856. ], Camera.prototype, "orthoLeft", void 0);
  24857. __decorate([
  24858. BABYLON.serialize()
  24859. ], Camera.prototype, "orthoRight", void 0);
  24860. __decorate([
  24861. BABYLON.serialize()
  24862. ], Camera.prototype, "orthoBottom", void 0);
  24863. __decorate([
  24864. BABYLON.serialize()
  24865. ], Camera.prototype, "orthoTop", void 0);
  24866. __decorate([
  24867. BABYLON.serialize()
  24868. ], Camera.prototype, "fov", void 0);
  24869. __decorate([
  24870. BABYLON.serialize()
  24871. ], Camera.prototype, "minZ", void 0);
  24872. __decorate([
  24873. BABYLON.serialize()
  24874. ], Camera.prototype, "maxZ", void 0);
  24875. __decorate([
  24876. BABYLON.serialize()
  24877. ], Camera.prototype, "inertia", void 0);
  24878. __decorate([
  24879. BABYLON.serialize()
  24880. ], Camera.prototype, "mode", void 0);
  24881. __decorate([
  24882. BABYLON.serialize()
  24883. ], Camera.prototype, "layerMask", void 0);
  24884. __decorate([
  24885. BABYLON.serialize()
  24886. ], Camera.prototype, "fovMode", void 0);
  24887. __decorate([
  24888. BABYLON.serialize()
  24889. ], Camera.prototype, "cameraRigMode", void 0);
  24890. __decorate([
  24891. BABYLON.serialize()
  24892. ], Camera.prototype, "interaxialDistance", void 0);
  24893. __decorate([
  24894. BABYLON.serialize()
  24895. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24896. return Camera;
  24897. }(BABYLON.Node));
  24898. BABYLON.Camera = Camera;
  24899. })(BABYLON || (BABYLON = {}));
  24900. //# sourceMappingURL=babylon.camera.js.map
  24901. var BABYLON;
  24902. (function (BABYLON) {
  24903. /**
  24904. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24905. * It is enable to manage the different groups as well as the different necessary sort functions.
  24906. * This should not be used directly aside of the few static configurations
  24907. */
  24908. var RenderingManager = /** @class */ (function () {
  24909. /**
  24910. * Instantiates a new rendering group for a particular scene
  24911. * @param scene Defines the scene the groups belongs to
  24912. */
  24913. function RenderingManager(scene) {
  24914. /**
  24915. * @hidden
  24916. */
  24917. this._useSceneAutoClearSetup = false;
  24918. this._renderingGroups = new Array();
  24919. this._autoClearDepthStencil = {};
  24920. this._customOpaqueSortCompareFn = {};
  24921. this._customAlphaTestSortCompareFn = {};
  24922. this._customTransparentSortCompareFn = {};
  24923. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24924. this._scene = scene;
  24925. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24926. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24927. }
  24928. }
  24929. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24930. if (depth === void 0) { depth = true; }
  24931. if (stencil === void 0) { stencil = true; }
  24932. if (this._depthStencilBufferAlreadyCleaned) {
  24933. return;
  24934. }
  24935. this._scene.getEngine().clear(null, false, depth, stencil);
  24936. this._depthStencilBufferAlreadyCleaned = true;
  24937. };
  24938. /**
  24939. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24940. * @hidden
  24941. */
  24942. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24943. // Update the observable context (not null as it only goes away on dispose)
  24944. var info = this._renderingGroupInfo;
  24945. info.scene = this._scene;
  24946. info.camera = this._scene.activeCamera;
  24947. // Dispatch sprites
  24948. if (this._scene.spriteManagers && renderSprites) {
  24949. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24950. var manager = this._scene.spriteManagers[index];
  24951. this.dispatchSprites(manager);
  24952. }
  24953. }
  24954. // Render
  24955. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24956. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24957. var renderingGroup = this._renderingGroups[index];
  24958. if (!renderingGroup) {
  24959. continue;
  24960. }
  24961. var renderingGroupMask = Math.pow(2, index);
  24962. info.renderingGroupId = index;
  24963. // Before Observable
  24964. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24965. // Clear depth/stencil if needed
  24966. if (RenderingManager.AUTOCLEAR) {
  24967. var autoClear = this._useSceneAutoClearSetup ?
  24968. this._scene.getAutoClearDepthStencilSetup(index) :
  24969. this._autoClearDepthStencil[index];
  24970. if (autoClear && autoClear.autoClear) {
  24971. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24972. }
  24973. }
  24974. // Render
  24975. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24976. var step = _a[_i];
  24977. step.action(index);
  24978. }
  24979. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24980. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24981. var step = _c[_b];
  24982. step.action(index);
  24983. }
  24984. // After Observable
  24985. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24986. }
  24987. };
  24988. /**
  24989. * Resets the different information of the group to prepare a new frame
  24990. * @hidden
  24991. */
  24992. RenderingManager.prototype.reset = function () {
  24993. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24994. var renderingGroup = this._renderingGroups[index];
  24995. if (renderingGroup) {
  24996. renderingGroup.prepare();
  24997. }
  24998. }
  24999. };
  25000. /**
  25001. * Dispose and release the group and its associated resources.
  25002. * @hidden
  25003. */
  25004. RenderingManager.prototype.dispose = function () {
  25005. this.freeRenderingGroups();
  25006. this._renderingGroups.length = 0;
  25007. this._renderingGroupInfo = null;
  25008. };
  25009. /**
  25010. * Clear the info related to rendering groups preventing retention points during dispose.
  25011. */
  25012. RenderingManager.prototype.freeRenderingGroups = function () {
  25013. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  25014. var renderingGroup = this._renderingGroups[index];
  25015. if (renderingGroup) {
  25016. renderingGroup.dispose();
  25017. }
  25018. }
  25019. };
  25020. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  25021. if (this._renderingGroups[renderingGroupId] === undefined) {
  25022. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  25023. }
  25024. };
  25025. /**
  25026. * Add a sprite manager to the rendering manager in order to render it this frame.
  25027. * @param spriteManager Define the sprite manager to render
  25028. */
  25029. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  25030. var renderingGroupId = spriteManager.renderingGroupId || 0;
  25031. this._prepareRenderingGroup(renderingGroupId);
  25032. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  25033. };
  25034. /**
  25035. * Add a particle system to the rendering manager in order to render it this frame.
  25036. * @param particleSystem Define the particle system to render
  25037. */
  25038. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  25039. var renderingGroupId = particleSystem.renderingGroupId || 0;
  25040. this._prepareRenderingGroup(renderingGroupId);
  25041. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  25042. };
  25043. /**
  25044. * Add a submesh to the manager in order to render it this frame
  25045. * @param subMesh The submesh to dispatch
  25046. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25047. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25048. */
  25049. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  25050. if (mesh === undefined) {
  25051. mesh = subMesh.getMesh();
  25052. }
  25053. var renderingGroupId = mesh.renderingGroupId || 0;
  25054. this._prepareRenderingGroup(renderingGroupId);
  25055. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  25056. };
  25057. /**
  25058. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  25059. * This allowed control for front to back rendering or reversly depending of the special needs.
  25060. *
  25061. * @param renderingGroupId The rendering group id corresponding to its index
  25062. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  25063. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  25064. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  25065. */
  25066. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  25067. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  25068. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  25069. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  25070. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  25071. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  25072. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  25073. if (this._renderingGroups[renderingGroupId]) {
  25074. var group = this._renderingGroups[renderingGroupId];
  25075. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  25076. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  25077. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  25078. }
  25079. };
  25080. /**
  25081. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  25082. *
  25083. * @param renderingGroupId The rendering group id corresponding to its index
  25084. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  25085. * @param depth Automatically clears depth between groups if true and autoClear is true.
  25086. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  25087. */
  25088. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  25089. if (depth === void 0) { depth = true; }
  25090. if (stencil === void 0) { stencil = true; }
  25091. this._autoClearDepthStencil[renderingGroupId] = {
  25092. autoClear: autoClearDepthStencil,
  25093. depth: depth,
  25094. stencil: stencil
  25095. };
  25096. };
  25097. /**
  25098. * Gets the current auto clear configuration for one rendering group of the rendering
  25099. * manager.
  25100. * @param index the rendering group index to get the information for
  25101. * @returns The auto clear setup for the requested rendering group
  25102. */
  25103. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  25104. return this._autoClearDepthStencil[index];
  25105. };
  25106. /**
  25107. * The max id used for rendering groups (not included)
  25108. */
  25109. RenderingManager.MAX_RENDERINGGROUPS = 4;
  25110. /**
  25111. * The min id used for rendering groups (included)
  25112. */
  25113. RenderingManager.MIN_RENDERINGGROUPS = 0;
  25114. /**
  25115. * Used to globally prevent autoclearing scenes.
  25116. */
  25117. RenderingManager.AUTOCLEAR = true;
  25118. return RenderingManager;
  25119. }());
  25120. BABYLON.RenderingManager = RenderingManager;
  25121. })(BABYLON || (BABYLON = {}));
  25122. //# sourceMappingURL=babylon.renderingManager.js.map
  25123. var BABYLON;
  25124. (function (BABYLON) {
  25125. /**
  25126. * This represents the object necessary to create a rendering group.
  25127. * This is exclusively used and created by the rendering manager.
  25128. * To modify the behavior, you use the available helpers in your scene or meshes.
  25129. * @hidden
  25130. */
  25131. var RenderingGroup = /** @class */ (function () {
  25132. /**
  25133. * Creates a new rendering group.
  25134. * @param index The rendering group index
  25135. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  25136. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  25137. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  25138. */
  25139. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  25140. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  25141. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  25142. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  25143. this.index = index;
  25144. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  25145. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  25146. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  25147. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  25148. this._particleSystems = new BABYLON.SmartArray(256);
  25149. this._spriteManagers = new BABYLON.SmartArray(256);
  25150. this._edgesRenderers = new BABYLON.SmartArray(16);
  25151. this._scene = scene;
  25152. this.opaqueSortCompareFn = opaqueSortCompareFn;
  25153. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  25154. this.transparentSortCompareFn = transparentSortCompareFn;
  25155. }
  25156. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  25157. /**
  25158. * Set the opaque sort comparison function.
  25159. * If null the sub meshes will be render in the order they were created
  25160. */
  25161. set: function (value) {
  25162. this._opaqueSortCompareFn = value;
  25163. if (value) {
  25164. this._renderOpaque = this.renderOpaqueSorted;
  25165. }
  25166. else {
  25167. this._renderOpaque = RenderingGroup.renderUnsorted;
  25168. }
  25169. },
  25170. enumerable: true,
  25171. configurable: true
  25172. });
  25173. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  25174. /**
  25175. * Set the alpha test sort comparison function.
  25176. * If null the sub meshes will be render in the order they were created
  25177. */
  25178. set: function (value) {
  25179. this._alphaTestSortCompareFn = value;
  25180. if (value) {
  25181. this._renderAlphaTest = this.renderAlphaTestSorted;
  25182. }
  25183. else {
  25184. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  25185. }
  25186. },
  25187. enumerable: true,
  25188. configurable: true
  25189. });
  25190. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  25191. /**
  25192. * Set the transparent sort comparison function.
  25193. * If null the sub meshes will be render in the order they were created
  25194. */
  25195. set: function (value) {
  25196. if (value) {
  25197. this._transparentSortCompareFn = value;
  25198. }
  25199. else {
  25200. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  25201. }
  25202. this._renderTransparent = this.renderTransparentSorted;
  25203. },
  25204. enumerable: true,
  25205. configurable: true
  25206. });
  25207. /**
  25208. * Render all the sub meshes contained in the group.
  25209. * @param customRenderFunction Used to override the default render behaviour of the group.
  25210. * @returns true if rendered some submeshes.
  25211. */
  25212. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  25213. if (customRenderFunction) {
  25214. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  25215. return;
  25216. }
  25217. var engine = this._scene.getEngine();
  25218. // Depth only
  25219. if (this._depthOnlySubMeshes.length !== 0) {
  25220. engine.setColorWrite(false);
  25221. this._renderAlphaTest(this._depthOnlySubMeshes);
  25222. engine.setColorWrite(true);
  25223. }
  25224. // Opaque
  25225. if (this._opaqueSubMeshes.length !== 0) {
  25226. this._renderOpaque(this._opaqueSubMeshes);
  25227. }
  25228. // Alpha test
  25229. if (this._alphaTestSubMeshes.length !== 0) {
  25230. this._renderAlphaTest(this._alphaTestSubMeshes);
  25231. }
  25232. var stencilState = engine.getStencilBuffer();
  25233. engine.setStencilBuffer(false);
  25234. // Sprites
  25235. if (renderSprites) {
  25236. this._renderSprites();
  25237. }
  25238. // Particles
  25239. if (renderParticles) {
  25240. this._renderParticles(activeMeshes);
  25241. }
  25242. if (this.onBeforeTransparentRendering) {
  25243. this.onBeforeTransparentRendering();
  25244. }
  25245. // Transparent
  25246. if (this._transparentSubMeshes.length !== 0) {
  25247. this._renderTransparent(this._transparentSubMeshes);
  25248. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25249. }
  25250. // Set back stencil to false in case it changes before the edge renderer.
  25251. engine.setStencilBuffer(false);
  25252. // Edges
  25253. if (this._edgesRenderers.length) {
  25254. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  25255. this._edgesRenderers.data[edgesRendererIndex].render();
  25256. }
  25257. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25258. }
  25259. // Restore Stencil state.
  25260. engine.setStencilBuffer(stencilState);
  25261. };
  25262. /**
  25263. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  25264. * @param subMeshes The submeshes to render
  25265. */
  25266. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  25267. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  25268. };
  25269. /**
  25270. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  25271. * @param subMeshes The submeshes to render
  25272. */
  25273. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  25274. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  25275. };
  25276. /**
  25277. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  25278. * @param subMeshes The submeshes to render
  25279. */
  25280. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  25281. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  25282. };
  25283. /**
  25284. * Renders the submeshes in a specified order.
  25285. * @param subMeshes The submeshes to sort before render
  25286. * @param sortCompareFn The comparison function use to sort
  25287. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  25288. * @param transparent Specifies to activate blending if true
  25289. */
  25290. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25291. var subIndex = 0;
  25292. var subMesh;
  25293. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25294. for (; subIndex < subMeshes.length; subIndex++) {
  25295. subMesh = subMeshes.data[subIndex];
  25296. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25297. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25298. }
  25299. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25300. if (sortCompareFn) {
  25301. sortedArray.sort(sortCompareFn);
  25302. }
  25303. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25304. subMesh = sortedArray[subIndex];
  25305. if (transparent) {
  25306. var material = subMesh.getMaterial();
  25307. if (material && material.needDepthPrePass) {
  25308. var engine = material.getScene().getEngine();
  25309. engine.setColorWrite(false);
  25310. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25311. subMesh.render(false);
  25312. engine.setColorWrite(true);
  25313. }
  25314. }
  25315. subMesh.render(transparent);
  25316. }
  25317. };
  25318. /**
  25319. * Renders the submeshes in the order they were dispatched (no sort applied).
  25320. * @param subMeshes The submeshes to render
  25321. */
  25322. RenderingGroup.renderUnsorted = function (subMeshes) {
  25323. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25324. var submesh = subMeshes.data[subIndex];
  25325. submesh.render(false);
  25326. }
  25327. };
  25328. /**
  25329. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25330. * are rendered back to front if in the same alpha index.
  25331. *
  25332. * @param a The first submesh
  25333. * @param b The second submesh
  25334. * @returns The result of the comparison
  25335. */
  25336. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25337. // Alpha index first
  25338. if (a._alphaIndex > b._alphaIndex) {
  25339. return 1;
  25340. }
  25341. if (a._alphaIndex < b._alphaIndex) {
  25342. return -1;
  25343. }
  25344. // Then distance to camera
  25345. return RenderingGroup.backToFrontSortCompare(a, b);
  25346. };
  25347. /**
  25348. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25349. * are rendered back to front.
  25350. *
  25351. * @param a The first submesh
  25352. * @param b The second submesh
  25353. * @returns The result of the comparison
  25354. */
  25355. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25356. // Then distance to camera
  25357. if (a._distanceToCamera < b._distanceToCamera) {
  25358. return 1;
  25359. }
  25360. if (a._distanceToCamera > b._distanceToCamera) {
  25361. return -1;
  25362. }
  25363. return 0;
  25364. };
  25365. /**
  25366. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25367. * are rendered front to back (prevent overdraw).
  25368. *
  25369. * @param a The first submesh
  25370. * @param b The second submesh
  25371. * @returns The result of the comparison
  25372. */
  25373. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25374. // Then distance to camera
  25375. if (a._distanceToCamera < b._distanceToCamera) {
  25376. return -1;
  25377. }
  25378. if (a._distanceToCamera > b._distanceToCamera) {
  25379. return 1;
  25380. }
  25381. return 0;
  25382. };
  25383. /**
  25384. * Resets the different lists of submeshes to prepare a new frame.
  25385. */
  25386. RenderingGroup.prototype.prepare = function () {
  25387. this._opaqueSubMeshes.reset();
  25388. this._transparentSubMeshes.reset();
  25389. this._alphaTestSubMeshes.reset();
  25390. this._depthOnlySubMeshes.reset();
  25391. this._particleSystems.reset();
  25392. this._spriteManagers.reset();
  25393. this._edgesRenderers.reset();
  25394. };
  25395. RenderingGroup.prototype.dispose = function () {
  25396. this._opaqueSubMeshes.dispose();
  25397. this._transparentSubMeshes.dispose();
  25398. this._alphaTestSubMeshes.dispose();
  25399. this._depthOnlySubMeshes.dispose();
  25400. this._particleSystems.dispose();
  25401. this._spriteManagers.dispose();
  25402. this._edgesRenderers.dispose();
  25403. };
  25404. /**
  25405. * Inserts the submesh in its correct queue depending on its material.
  25406. * @param subMesh The submesh to dispatch
  25407. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25408. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25409. */
  25410. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25411. // Get mesh and materials if not provided
  25412. if (mesh === undefined) {
  25413. mesh = subMesh.getMesh();
  25414. }
  25415. if (material === undefined) {
  25416. material = subMesh.getMaterial();
  25417. }
  25418. if (material === null || material === undefined) {
  25419. return;
  25420. }
  25421. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25422. this._transparentSubMeshes.push(subMesh);
  25423. }
  25424. else if (material.needAlphaTesting()) { // Alpha test
  25425. if (material.needDepthPrePass) {
  25426. this._depthOnlySubMeshes.push(subMesh);
  25427. }
  25428. this._alphaTestSubMeshes.push(subMesh);
  25429. }
  25430. else {
  25431. if (material.needDepthPrePass) {
  25432. this._depthOnlySubMeshes.push(subMesh);
  25433. }
  25434. this._opaqueSubMeshes.push(subMesh); // Opaque
  25435. }
  25436. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25437. this._edgesRenderers.push(mesh._edgesRenderer);
  25438. }
  25439. };
  25440. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25441. this._spriteManagers.push(spriteManager);
  25442. };
  25443. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25444. this._particleSystems.push(particleSystem);
  25445. };
  25446. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25447. if (this._particleSystems.length === 0) {
  25448. return;
  25449. }
  25450. // Particles
  25451. var activeCamera = this._scene.activeCamera;
  25452. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25453. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25454. var particleSystem = this._particleSystems.data[particleIndex];
  25455. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25456. continue;
  25457. }
  25458. var emitter = particleSystem.emitter;
  25459. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25460. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25461. }
  25462. }
  25463. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25464. };
  25465. RenderingGroup.prototype._renderSprites = function () {
  25466. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25467. return;
  25468. }
  25469. // Sprites
  25470. var activeCamera = this._scene.activeCamera;
  25471. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25472. for (var id = 0; id < this._spriteManagers.length; id++) {
  25473. var spriteManager = this._spriteManagers.data[id];
  25474. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25475. spriteManager.render();
  25476. }
  25477. }
  25478. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25479. };
  25480. return RenderingGroup;
  25481. }());
  25482. BABYLON.RenderingGroup = RenderingGroup;
  25483. })(BABYLON || (BABYLON = {}));
  25484. //# sourceMappingURL=babylon.renderingGroup.js.map
  25485. var BABYLON;
  25486. (function (BABYLON) {
  25487. /**
  25488. * Groups all the scene component constants in one place to ease maintenance.
  25489. * @hidden
  25490. */
  25491. var SceneComponentConstants = /** @class */ (function () {
  25492. function SceneComponentConstants() {
  25493. }
  25494. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25495. SceneComponentConstants.NAME_LAYER = "Layer";
  25496. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25497. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25498. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25499. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25500. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25501. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25502. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25503. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25504. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25505. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25506. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25507. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25508. SceneComponentConstants.NAME_OCTREE = "Octree";
  25509. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25510. SceneComponentConstants.NAME_AUDIO = "Audio";
  25511. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25512. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25513. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25514. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25515. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25516. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25517. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25518. SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;
  25519. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25520. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25521. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25522. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25523. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25524. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25525. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25526. SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;
  25527. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25528. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25529. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25530. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25531. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25532. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25533. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25534. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25535. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25536. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25537. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25538. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25539. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25540. return SceneComponentConstants;
  25541. }());
  25542. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25543. /**
  25544. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25545. * @hidden
  25546. */
  25547. var Stage = /** @class */ (function (_super) {
  25548. __extends(Stage, _super);
  25549. /**
  25550. * Hide ctor from the rest of the world.
  25551. * @param items The items to add.
  25552. */
  25553. function Stage(items) {
  25554. return _super.apply(this, items) || this;
  25555. }
  25556. /**
  25557. * Creates a new Stage.
  25558. * @returns A new instance of a Stage
  25559. */
  25560. Stage.Create = function () {
  25561. return Object.create(Stage.prototype);
  25562. };
  25563. /**
  25564. * Registers a step in an ordered way in the targeted stage.
  25565. * @param index Defines the position to register the step in
  25566. * @param component Defines the component attached to the step
  25567. * @param action Defines the action to launch during the step
  25568. */
  25569. Stage.prototype.registerStep = function (index, component, action) {
  25570. var i = 0;
  25571. var maxIndex = Number.MAX_VALUE;
  25572. for (; i < this.length; i++) {
  25573. var step = this[i];
  25574. maxIndex = step.index;
  25575. if (index < maxIndex) {
  25576. break;
  25577. }
  25578. }
  25579. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25580. };
  25581. /**
  25582. * Clears all the steps from the stage.
  25583. */
  25584. Stage.prototype.clear = function () {
  25585. this.length = 0;
  25586. };
  25587. return Stage;
  25588. }(Array));
  25589. BABYLON.Stage = Stage;
  25590. })(BABYLON || (BABYLON = {}));
  25591. //# sourceMappingURL=babylon.sceneComponent.js.map
  25592. var BABYLON;
  25593. (function (BABYLON) {
  25594. /**
  25595. * Base class of the scene acting as a container for the different elements composing a scene.
  25596. * This class is dynamically extended by the different components of the scene increasing
  25597. * flexibility and reducing coupling
  25598. */
  25599. var AbstractScene = /** @class */ (function () {
  25600. function AbstractScene() {
  25601. /**
  25602. * Gets the list of root nodes (ie. nodes with no parent)
  25603. */
  25604. this.rootNodes = new Array();
  25605. /** All of the cameras added to this scene
  25606. * @see http://doc.babylonjs.com/babylon101/cameras
  25607. */
  25608. this.cameras = new Array();
  25609. /**
  25610. * All of the lights added to this scene
  25611. * @see http://doc.babylonjs.com/babylon101/lights
  25612. */
  25613. this.lights = new Array();
  25614. /**
  25615. * All of the (abstract) meshes added to this scene
  25616. */
  25617. this.meshes = new Array();
  25618. /**
  25619. * The list of skeletons added to the scene
  25620. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25621. */
  25622. this.skeletons = new Array();
  25623. /**
  25624. * All of the particle systems added to this scene
  25625. * @see http://doc.babylonjs.com/babylon101/particles
  25626. */
  25627. this.particleSystems = new Array();
  25628. /**
  25629. * Gets a list of Animations associated with the scene
  25630. */
  25631. this.animations = [];
  25632. /**
  25633. * All of the animation groups added to this scene
  25634. * @see http://doc.babylonjs.com/how_to/group
  25635. */
  25636. this.animationGroups = new Array();
  25637. /**
  25638. * All of the multi-materials added to this scene
  25639. * @see http://doc.babylonjs.com/how_to/multi_materials
  25640. */
  25641. this.multiMaterials = new Array();
  25642. /**
  25643. * All of the materials added to this scene
  25644. * In the context of a Scene, it is not supposed to be modified manually.
  25645. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25646. * Note also that the order of the Material wihin the array is not significant and might change.
  25647. * @see http://doc.babylonjs.com/babylon101/materials
  25648. */
  25649. this.materials = new Array();
  25650. /**
  25651. * The list of morph target managers added to the scene
  25652. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25653. */
  25654. this.morphTargetManagers = new Array();
  25655. /**
  25656. * The list of geometries used in the scene.
  25657. */
  25658. this.geometries = new Array();
  25659. /**
  25660. * All of the tranform nodes added to this scene
  25661. * In the context of a Scene, it is not supposed to be modified manually.
  25662. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25663. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25664. * @see http://doc.babylonjs.com/how_to/transformnode
  25665. */
  25666. this.transformNodes = new Array();
  25667. /**
  25668. * ActionManagers available on the scene.
  25669. */
  25670. this.actionManagers = new Array();
  25671. /**
  25672. * Textures to keep.
  25673. */
  25674. this.textures = new Array();
  25675. }
  25676. /**
  25677. * Adds a parser in the list of available ones
  25678. * @param name Defines the name of the parser
  25679. * @param parser Defines the parser to add
  25680. */
  25681. AbstractScene.AddParser = function (name, parser) {
  25682. this._BabylonFileParsers[name] = parser;
  25683. };
  25684. /**
  25685. * Gets a general parser from the list of avaialble ones
  25686. * @param name Defines the name of the parser
  25687. * @returns the requested parser or null
  25688. */
  25689. AbstractScene.GetParser = function (name) {
  25690. if (this._BabylonFileParsers[name]) {
  25691. return this._BabylonFileParsers[name];
  25692. }
  25693. return null;
  25694. };
  25695. /**
  25696. * Adds n individual parser in the list of available ones
  25697. * @param name Defines the name of the parser
  25698. * @param parser Defines the parser to add
  25699. */
  25700. AbstractScene.AddIndividualParser = function (name, parser) {
  25701. this._IndividualBabylonFileParsers[name] = parser;
  25702. };
  25703. /**
  25704. * Gets an individual parser from the list of avaialble ones
  25705. * @param name Defines the name of the parser
  25706. * @returns the requested parser or null
  25707. */
  25708. AbstractScene.GetIndividualParser = function (name) {
  25709. if (this._IndividualBabylonFileParsers[name]) {
  25710. return this._IndividualBabylonFileParsers[name];
  25711. }
  25712. return null;
  25713. };
  25714. /**
  25715. * Parser json data and populate both a scene and its associated container object
  25716. * @param jsonData Defines the data to parse
  25717. * @param scene Defines the scene to parse the data for
  25718. * @param container Defines the container attached to the parsing sequence
  25719. * @param rootUrl Defines the root url of the data
  25720. */
  25721. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25722. for (var parserName in this._BabylonFileParsers) {
  25723. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25724. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25725. }
  25726. }
  25727. };
  25728. /**
  25729. * Stores the list of available parsers in the application.
  25730. */
  25731. AbstractScene._BabylonFileParsers = {};
  25732. /**
  25733. * Stores the list of available individual parsers in the application.
  25734. */
  25735. AbstractScene._IndividualBabylonFileParsers = {};
  25736. return AbstractScene;
  25737. }());
  25738. BABYLON.AbstractScene = AbstractScene;
  25739. })(BABYLON || (BABYLON = {}));
  25740. //# sourceMappingURL=babylon.abstractScene.js.map
  25741. var BABYLON;
  25742. (function (BABYLON) {
  25743. /** @hidden */
  25744. var ClickInfo = /** @class */ (function () {
  25745. function ClickInfo() {
  25746. this._singleClick = false;
  25747. this._doubleClick = false;
  25748. this._hasSwiped = false;
  25749. this._ignore = false;
  25750. }
  25751. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25752. get: function () {
  25753. return this._singleClick;
  25754. },
  25755. set: function (b) {
  25756. this._singleClick = b;
  25757. },
  25758. enumerable: true,
  25759. configurable: true
  25760. });
  25761. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25762. get: function () {
  25763. return this._doubleClick;
  25764. },
  25765. set: function (b) {
  25766. this._doubleClick = b;
  25767. },
  25768. enumerable: true,
  25769. configurable: true
  25770. });
  25771. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25772. get: function () {
  25773. return this._hasSwiped;
  25774. },
  25775. set: function (b) {
  25776. this._hasSwiped = b;
  25777. },
  25778. enumerable: true,
  25779. configurable: true
  25780. });
  25781. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25782. get: function () {
  25783. return this._ignore;
  25784. },
  25785. set: function (b) {
  25786. this._ignore = b;
  25787. },
  25788. enumerable: true,
  25789. configurable: true
  25790. });
  25791. return ClickInfo;
  25792. }());
  25793. /**
  25794. * This class is used by the onRenderingGroupObservable
  25795. */
  25796. var RenderingGroupInfo = /** @class */ (function () {
  25797. function RenderingGroupInfo() {
  25798. }
  25799. return RenderingGroupInfo;
  25800. }());
  25801. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25802. /**
  25803. * Represents a scene to be rendered by the engine.
  25804. * @see http://doc.babylonjs.com/features/scene
  25805. */
  25806. var Scene = /** @class */ (function (_super) {
  25807. __extends(Scene, _super);
  25808. /**
  25809. * Creates a new Scene
  25810. * @param engine defines the engine to use to render this scene
  25811. */
  25812. function Scene(engine, options) {
  25813. var _this = _super.call(this) || this;
  25814. // Members
  25815. /**
  25816. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25817. */
  25818. _this.autoClear = true;
  25819. /**
  25820. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25821. */
  25822. _this.autoClearDepthAndStencil = true;
  25823. /**
  25824. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25825. */
  25826. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25827. /**
  25828. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25829. */
  25830. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25831. _this._forceWireframe = false;
  25832. _this._forcePointsCloud = false;
  25833. /**
  25834. * Gets or sets a boolean indicating if animations are enabled
  25835. */
  25836. _this.animationsEnabled = true;
  25837. _this._animationPropertiesOverride = null;
  25838. /**
  25839. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25840. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25841. */
  25842. _this.useConstantAnimationDeltaTime = false;
  25843. /**
  25844. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25845. * Please note that it requires to run a ray cast through the scene on every frame
  25846. */
  25847. _this.constantlyUpdateMeshUnderPointer = false;
  25848. /**
  25849. * Defines the HTML cursor to use when hovering over interactive elements
  25850. */
  25851. _this.hoverCursor = "pointer";
  25852. /**
  25853. * Defines the HTML default cursor to use (empty by default)
  25854. */
  25855. _this.defaultCursor = "";
  25856. /**
  25857. * This is used to call preventDefault() on pointer down
  25858. * in order to block unwanted artifacts like system double clicks
  25859. */
  25860. _this.preventDefaultOnPointerDown = true;
  25861. /**
  25862. * This is used to call preventDefault() on pointer up
  25863. * in order to block unwanted artifacts like system double clicks
  25864. */
  25865. _this.preventDefaultOnPointerUp = true;
  25866. // Metadata
  25867. /**
  25868. * Gets or sets user defined metadata
  25869. */
  25870. _this.metadata = null;
  25871. /**
  25872. * For internal use only. Please do not use.
  25873. */
  25874. _this.reservedDataStore = null;
  25875. /**
  25876. * Use this array to add regular expressions used to disable offline support for specific urls
  25877. */
  25878. _this.disableOfflineSupportExceptionRules = new Array();
  25879. /**
  25880. * An event triggered when the scene is disposed.
  25881. */
  25882. _this.onDisposeObservable = new BABYLON.Observable();
  25883. _this._onDisposeObserver = null;
  25884. /**
  25885. * An event triggered before rendering the scene (right after animations and physics)
  25886. */
  25887. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25888. _this._onBeforeRenderObserver = null;
  25889. /**
  25890. * An event triggered after rendering the scene
  25891. */
  25892. _this.onAfterRenderObservable = new BABYLON.Observable();
  25893. _this._onAfterRenderObserver = null;
  25894. /**
  25895. * An event triggered before animating the scene
  25896. */
  25897. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25898. /**
  25899. * An event triggered after animations processing
  25900. */
  25901. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25902. /**
  25903. * An event triggered before draw calls are ready to be sent
  25904. */
  25905. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25906. /**
  25907. * An event triggered after draw calls have been sent
  25908. */
  25909. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25910. /**
  25911. * An event triggered when the scene is ready
  25912. */
  25913. _this.onReadyObservable = new BABYLON.Observable();
  25914. /**
  25915. * An event triggered before rendering a camera
  25916. */
  25917. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25918. _this._onBeforeCameraRenderObserver = null;
  25919. /**
  25920. * An event triggered after rendering a camera
  25921. */
  25922. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25923. _this._onAfterCameraRenderObserver = null;
  25924. /**
  25925. * An event triggered when active meshes evaluation is about to start
  25926. */
  25927. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25928. /**
  25929. * An event triggered when active meshes evaluation is done
  25930. */
  25931. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25932. /**
  25933. * An event triggered when particles rendering is about to start
  25934. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25935. */
  25936. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25937. /**
  25938. * An event triggered when particles rendering is done
  25939. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25940. */
  25941. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25942. /**
  25943. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25944. */
  25945. _this.onDataLoadedObservable = new BABYLON.Observable();
  25946. /**
  25947. * An event triggered when a camera is created
  25948. */
  25949. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25950. /**
  25951. * An event triggered when a camera is removed
  25952. */
  25953. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25954. /**
  25955. * An event triggered when a light is created
  25956. */
  25957. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25958. /**
  25959. * An event triggered when a light is removed
  25960. */
  25961. _this.onLightRemovedObservable = new BABYLON.Observable();
  25962. /**
  25963. * An event triggered when a geometry is created
  25964. */
  25965. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25966. /**
  25967. * An event triggered when a geometry is removed
  25968. */
  25969. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25970. /**
  25971. * An event triggered when a transform node is created
  25972. */
  25973. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25974. /**
  25975. * An event triggered when a transform node is removed
  25976. */
  25977. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25978. /**
  25979. * An event triggered when a mesh is created
  25980. */
  25981. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25982. /**
  25983. * An event triggered when a mesh is removed
  25984. */
  25985. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25986. /**
  25987. * An event triggered when a material is created
  25988. */
  25989. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25990. /**
  25991. * An event triggered when a material is removed
  25992. */
  25993. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25994. /**
  25995. * An event triggered when a texture is created
  25996. */
  25997. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25998. /**
  25999. * An event triggered when a texture is removed
  26000. */
  26001. _this.onTextureRemovedObservable = new BABYLON.Observable();
  26002. /**
  26003. * An event triggered when render targets are about to be rendered
  26004. * Can happen multiple times per frame.
  26005. */
  26006. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  26007. /**
  26008. * An event triggered when render targets were rendered.
  26009. * Can happen multiple times per frame.
  26010. */
  26011. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  26012. /**
  26013. * An event triggered before calculating deterministic simulation step
  26014. */
  26015. _this.onBeforeStepObservable = new BABYLON.Observable();
  26016. /**
  26017. * An event triggered after calculating deterministic simulation step
  26018. */
  26019. _this.onAfterStepObservable = new BABYLON.Observable();
  26020. /**
  26021. * An event triggered when the activeCamera property is updated
  26022. */
  26023. _this.onActiveCameraChanged = new BABYLON.Observable();
  26024. /**
  26025. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  26026. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  26027. * 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)
  26028. */
  26029. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  26030. /**
  26031. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  26032. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  26033. * 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)
  26034. */
  26035. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  26036. /**
  26037. * This Observable will when a mesh has been imported into the scene.
  26038. */
  26039. _this.onMeshImportedObservable = new BABYLON.Observable();
  26040. // Animations
  26041. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  26042. /**
  26043. * 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).
  26044. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  26045. */
  26046. _this.onPrePointerObservable = new BABYLON.Observable();
  26047. /**
  26048. * Observable event triggered each time an input event is received from the rendering canvas
  26049. */
  26050. _this.onPointerObservable = new BABYLON.Observable();
  26051. _this._meshPickProceed = false;
  26052. _this._currentPickResult = null;
  26053. _this._previousPickResult = null;
  26054. _this._totalPointersPressed = 0;
  26055. _this._doubleClickOccured = false;
  26056. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  26057. _this.cameraToUseForPointers = null;
  26058. _this._pointerX = 0;
  26059. _this._pointerY = 0;
  26060. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  26061. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  26062. _this._startingPointerTime = 0;
  26063. _this._previousStartingPointerTime = 0;
  26064. _this._pointerCaptures = {};
  26065. // Deterministic lockstep
  26066. _this._timeAccumulator = 0;
  26067. _this._currentStepId = 0;
  26068. _this._currentInternalStep = 0;
  26069. // Keyboard
  26070. /**
  26071. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  26072. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  26073. */
  26074. _this.onPreKeyboardObservable = new BABYLON.Observable();
  26075. /**
  26076. * Observable event triggered each time an keyboard event is received from the hosting window
  26077. */
  26078. _this.onKeyboardObservable = new BABYLON.Observable();
  26079. // Coordinates system
  26080. _this._useRightHandedSystem = false;
  26081. // Fog
  26082. _this._fogEnabled = true;
  26083. _this._fogMode = Scene.FOGMODE_NONE;
  26084. /**
  26085. * Gets or sets the fog color to use
  26086. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26087. * (Default is Color3(0.2, 0.2, 0.3))
  26088. */
  26089. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  26090. /**
  26091. * Gets or sets the fog density to use
  26092. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26093. * (Default is 0.1)
  26094. */
  26095. _this.fogDensity = 0.1;
  26096. /**
  26097. * Gets or sets the fog start distance to use
  26098. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26099. * (Default is 0)
  26100. */
  26101. _this.fogStart = 0;
  26102. /**
  26103. * Gets or sets the fog end distance to use
  26104. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26105. * (Default is 1000)
  26106. */
  26107. _this.fogEnd = 1000.0;
  26108. // Lights
  26109. _this._shadowsEnabled = true;
  26110. _this._lightsEnabled = true;
  26111. /** All of the active cameras added to this scene. */
  26112. _this.activeCameras = new Array();
  26113. // Textures
  26114. _this._texturesEnabled = true;
  26115. // Particles
  26116. /**
  26117. * Gets or sets a boolean indicating if particles are enabled on this scene
  26118. */
  26119. _this.particlesEnabled = true;
  26120. // Sprites
  26121. /**
  26122. * Gets or sets a boolean indicating if sprites are enabled on this scene
  26123. */
  26124. _this.spritesEnabled = true;
  26125. // Skeletons
  26126. _this._skeletonsEnabled = true;
  26127. // Lens flares
  26128. /**
  26129. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  26130. */
  26131. _this.lensFlaresEnabled = true;
  26132. // Collisions
  26133. /**
  26134. * Gets or sets a boolean indicating if collisions are enabled on this scene
  26135. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26136. */
  26137. _this.collisionsEnabled = true;
  26138. /**
  26139. * Defines the gravity applied to this scene (used only for collisions)
  26140. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26141. */
  26142. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  26143. // Postprocesses
  26144. /**
  26145. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  26146. */
  26147. _this.postProcessesEnabled = true;
  26148. /**
  26149. * The list of postprocesses added to the scene
  26150. */
  26151. _this.postProcesses = new Array();
  26152. // Customs render targets
  26153. /**
  26154. * Gets or sets a boolean indicating if render targets are enabled on this scene
  26155. */
  26156. _this.renderTargetsEnabled = true;
  26157. /**
  26158. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  26159. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  26160. */
  26161. _this.dumpNextRenderTargets = false;
  26162. /**
  26163. * The list of user defined render targets added to the scene
  26164. */
  26165. _this.customRenderTargets = new Array();
  26166. /**
  26167. * Gets the list of meshes imported to the scene through SceneLoader
  26168. */
  26169. _this.importedMeshesFiles = new Array();
  26170. // Probes
  26171. /**
  26172. * Gets or sets a boolean indicating if probes are enabled on this scene
  26173. */
  26174. _this.probesEnabled = true;
  26175. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  26176. // Procedural textures
  26177. /**
  26178. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  26179. */
  26180. _this.proceduralTexturesEnabled = true;
  26181. // Performance counters
  26182. _this._totalVertices = new BABYLON.PerfCounter();
  26183. /** @hidden */
  26184. _this._activeIndices = new BABYLON.PerfCounter();
  26185. /** @hidden */
  26186. _this._activeParticles = new BABYLON.PerfCounter();
  26187. /** @hidden */
  26188. _this._activeBones = new BABYLON.PerfCounter();
  26189. _this._animationTime = 0;
  26190. /**
  26191. * Gets or sets a general scale for animation speed
  26192. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  26193. */
  26194. _this.animationTimeScale = 1;
  26195. _this._renderId = 0;
  26196. _this._frameId = 0;
  26197. _this._executeWhenReadyTimeoutId = -1;
  26198. _this._intermediateRendering = false;
  26199. _this._viewUpdateFlag = -1;
  26200. _this._projectionUpdateFlag = -1;
  26201. _this._alternateViewUpdateFlag = -1;
  26202. _this._alternateProjectionUpdateFlag = -1;
  26203. /** @hidden */
  26204. _this._toBeDisposed = new Array(256);
  26205. _this._activeRequests = new Array();
  26206. _this._pendingData = new Array();
  26207. _this._isDisposed = false;
  26208. /**
  26209. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  26210. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  26211. */
  26212. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  26213. _this._activeMeshes = new BABYLON.SmartArray(256);
  26214. _this._processedMaterials = new BABYLON.SmartArray(256);
  26215. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  26216. /** @hidden */
  26217. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  26218. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  26219. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  26220. /** @hidden */
  26221. _this._activeAnimatables = new Array();
  26222. _this._transformMatrix = BABYLON.Matrix.Zero();
  26223. _this._useAlternateCameraConfiguration = false;
  26224. _this._alternateRendering = false;
  26225. _this._wheelEventName = "";
  26226. /**
  26227. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  26228. * This is useful if there are more lights that the maximum simulteanous authorized
  26229. */
  26230. _this.requireLightSorting = false;
  26231. /**
  26232. * @hidden
  26233. * Backing store of defined scene components.
  26234. */
  26235. _this._components = [];
  26236. /**
  26237. * @hidden
  26238. * Backing store of defined scene components.
  26239. */
  26240. _this._serializableComponents = [];
  26241. /**
  26242. * List of components to register on the next registration step.
  26243. */
  26244. _this._transientComponents = [];
  26245. /**
  26246. * @hidden
  26247. * Defines the actions happening before camera updates.
  26248. */
  26249. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  26250. /**
  26251. * @hidden
  26252. * Defines the actions happening before clear the canvas.
  26253. */
  26254. _this._beforeClearStage = BABYLON.Stage.Create();
  26255. /**
  26256. * @hidden
  26257. * Defines the actions when collecting render targets for the frame.
  26258. */
  26259. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  26260. /**
  26261. * @hidden
  26262. * Defines the actions happening for one camera in the frame.
  26263. */
  26264. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  26265. /**
  26266. * @hidden
  26267. * Defines the actions happening during the per mesh ready checks.
  26268. */
  26269. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  26270. /**
  26271. * @hidden
  26272. * Defines the actions happening before evaluate active mesh checks.
  26273. */
  26274. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  26275. /**
  26276. * @hidden
  26277. * Defines the actions happening during the evaluate sub mesh checks.
  26278. */
  26279. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  26280. /**
  26281. * @hidden
  26282. * Defines the actions happening during the active mesh stage.
  26283. */
  26284. _this._activeMeshStage = BABYLON.Stage.Create();
  26285. /**
  26286. * @hidden
  26287. * Defines the actions happening during the per camera render target step.
  26288. */
  26289. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  26290. /**
  26291. * @hidden
  26292. * Defines the actions happening just before the active camera is drawing.
  26293. */
  26294. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26295. /**
  26296. * @hidden
  26297. * Defines the actions happening just before a render target is drawing.
  26298. */
  26299. _this._beforeRenderTargetDrawStage = BABYLON.Stage.Create();
  26300. /**
  26301. * @hidden
  26302. * Defines the actions happening just before a rendering group is drawing.
  26303. */
  26304. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26305. /**
  26306. * @hidden
  26307. * Defines the actions happening just before a mesh is drawing.
  26308. */
  26309. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26310. /**
  26311. * @hidden
  26312. * Defines the actions happening just after a mesh has been drawn.
  26313. */
  26314. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26315. /**
  26316. * @hidden
  26317. * Defines the actions happening just after a rendering group has been drawn.
  26318. */
  26319. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26320. /**
  26321. * @hidden
  26322. * Defines the actions happening just after the active camera has been drawn.
  26323. */
  26324. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26325. /**
  26326. * @hidden
  26327. * Defines the actions happening just after a render target has been drawn.
  26328. */
  26329. _this._afterRenderTargetDrawStage = BABYLON.Stage.Create();
  26330. /**
  26331. * @hidden
  26332. * Defines the actions happening just after rendering all cameras and computing intersections.
  26333. */
  26334. _this._afterRenderStage = BABYLON.Stage.Create();
  26335. /**
  26336. * @hidden
  26337. * Defines the actions happening when a pointer move event happens.
  26338. */
  26339. _this._pointerMoveStage = BABYLON.Stage.Create();
  26340. /**
  26341. * @hidden
  26342. * Defines the actions happening when a pointer down event happens.
  26343. */
  26344. _this._pointerDownStage = BABYLON.Stage.Create();
  26345. /**
  26346. * @hidden
  26347. * Defines the actions happening when a pointer up event happens.
  26348. */
  26349. _this._pointerUpStage = BABYLON.Stage.Create();
  26350. /**
  26351. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26352. */
  26353. _this.geometriesByUniqueId = null;
  26354. _this._defaultMeshCandidates = {
  26355. data: [],
  26356. length: 0
  26357. };
  26358. _this._defaultSubMeshCandidates = {
  26359. data: [],
  26360. length: 0
  26361. };
  26362. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26363. _this._activeMeshesFrozen = false;
  26364. /** @hidden */
  26365. _this._allowPostProcessClearColor = true;
  26366. /**
  26367. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26368. */
  26369. _this.getDeterministicFrameTime = function () {
  26370. return 1000.0 / 60.0; // frame time in ms
  26371. };
  26372. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26373. _this._blockMaterialDirtyMechanism = false;
  26374. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26375. _this._engine.scenes.push(_this);
  26376. _this._uid = null;
  26377. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26378. if (BABYLON.PostProcessManager) {
  26379. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26380. }
  26381. if (BABYLON.Tools.IsWindowObjectExist()) {
  26382. _this.attachControl();
  26383. }
  26384. //collision coordinator initialization. For now legacy per default.
  26385. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26386. // Uniform Buffer
  26387. _this._createUbo();
  26388. // Default Image processing definition
  26389. if (BABYLON.ImageProcessingConfiguration) {
  26390. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26391. }
  26392. _this.setDefaultCandidateProviders();
  26393. if (options && options.useGeometryUniqueIdsMap === true) {
  26394. _this.geometriesByUniqueId = {};
  26395. }
  26396. _this.useMaterialMeshMap = options && options.useGeometryUniqueIdsMap || false;
  26397. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26398. _this._engine.onNewSceneAddedObservable.notifyObservers(_this);
  26399. return _this;
  26400. }
  26401. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26402. /**
  26403. * Texture used in all pbr material as the reflection texture.
  26404. * As in the majority of the scene they are the same (exception for multi room and so on),
  26405. * this is easier to reference from here than from all the materials.
  26406. */
  26407. get: function () {
  26408. return this._environmentTexture;
  26409. },
  26410. /**
  26411. * Texture used in all pbr material as the reflection texture.
  26412. * As in the majority of the scene they are the same (exception for multi room and so on),
  26413. * this is easier to set here than in all the materials.
  26414. */
  26415. set: function (value) {
  26416. if (this._environmentTexture === value) {
  26417. return;
  26418. }
  26419. this._environmentTexture = value;
  26420. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26421. },
  26422. enumerable: true,
  26423. configurable: true
  26424. });
  26425. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26426. /**
  26427. * Default image processing configuration used either in the rendering
  26428. * Forward main pass or through the imageProcessingPostProcess if present.
  26429. * As in the majority of the scene they are the same (exception for multi camera),
  26430. * this is easier to reference from here than from all the materials and post process.
  26431. *
  26432. * No setter as we it is a shared configuration, you can set the values instead.
  26433. */
  26434. get: function () {
  26435. return this._imageProcessingConfiguration;
  26436. },
  26437. enumerable: true,
  26438. configurable: true
  26439. });
  26440. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26441. get: function () {
  26442. return this._forceWireframe;
  26443. },
  26444. /**
  26445. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26446. */
  26447. set: function (value) {
  26448. if (this._forceWireframe === value) {
  26449. return;
  26450. }
  26451. this._forceWireframe = value;
  26452. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26453. },
  26454. enumerable: true,
  26455. configurable: true
  26456. });
  26457. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26458. get: function () {
  26459. return this._forcePointsCloud;
  26460. },
  26461. /**
  26462. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26463. */
  26464. set: function (value) {
  26465. if (this._forcePointsCloud === value) {
  26466. return;
  26467. }
  26468. this._forcePointsCloud = value;
  26469. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26470. },
  26471. enumerable: true,
  26472. configurable: true
  26473. });
  26474. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26475. /**
  26476. * Gets or sets the animation properties override
  26477. */
  26478. get: function () {
  26479. return this._animationPropertiesOverride;
  26480. },
  26481. set: function (value) {
  26482. this._animationPropertiesOverride = value;
  26483. },
  26484. enumerable: true,
  26485. configurable: true
  26486. });
  26487. Object.defineProperty(Scene.prototype, "onDispose", {
  26488. /** Sets a function to be executed when this scene is disposed. */
  26489. set: function (callback) {
  26490. if (this._onDisposeObserver) {
  26491. this.onDisposeObservable.remove(this._onDisposeObserver);
  26492. }
  26493. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26494. },
  26495. enumerable: true,
  26496. configurable: true
  26497. });
  26498. Object.defineProperty(Scene.prototype, "beforeRender", {
  26499. /** Sets a function to be executed before rendering this scene */
  26500. set: function (callback) {
  26501. if (this._onBeforeRenderObserver) {
  26502. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26503. }
  26504. if (callback) {
  26505. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26506. }
  26507. },
  26508. enumerable: true,
  26509. configurable: true
  26510. });
  26511. Object.defineProperty(Scene.prototype, "afterRender", {
  26512. /** Sets a function to be executed after rendering this scene */
  26513. set: function (callback) {
  26514. if (this._onAfterRenderObserver) {
  26515. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26516. }
  26517. if (callback) {
  26518. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26519. }
  26520. },
  26521. enumerable: true,
  26522. configurable: true
  26523. });
  26524. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26525. /** Sets a function to be executed before rendering a camera*/
  26526. set: function (callback) {
  26527. if (this._onBeforeCameraRenderObserver) {
  26528. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26529. }
  26530. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26531. },
  26532. enumerable: true,
  26533. configurable: true
  26534. });
  26535. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26536. /** Sets a function to be executed after rendering a camera*/
  26537. set: function (callback) {
  26538. if (this._onAfterCameraRenderObserver) {
  26539. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26540. }
  26541. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26542. },
  26543. enumerable: true,
  26544. configurable: true
  26545. });
  26546. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26547. /**
  26548. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26549. */
  26550. get: function () {
  26551. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26552. },
  26553. enumerable: true,
  26554. configurable: true
  26555. });
  26556. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26557. get: function () {
  26558. return this._useRightHandedSystem;
  26559. },
  26560. /**
  26561. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26562. */
  26563. set: function (value) {
  26564. if (this._useRightHandedSystem === value) {
  26565. return;
  26566. }
  26567. this._useRightHandedSystem = value;
  26568. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26569. },
  26570. enumerable: true,
  26571. configurable: true
  26572. });
  26573. /**
  26574. * Sets the step Id used by deterministic lock step
  26575. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26576. * @param newStepId defines the step Id
  26577. */
  26578. Scene.prototype.setStepId = function (newStepId) {
  26579. this._currentStepId = newStepId;
  26580. };
  26581. /**
  26582. * Gets the step Id used by deterministic lock step
  26583. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26584. * @returns the step Id
  26585. */
  26586. Scene.prototype.getStepId = function () {
  26587. return this._currentStepId;
  26588. };
  26589. /**
  26590. * Gets the internal step used by deterministic lock step
  26591. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26592. * @returns the internal step
  26593. */
  26594. Scene.prototype.getInternalStep = function () {
  26595. return this._currentInternalStep;
  26596. };
  26597. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26598. get: function () {
  26599. return this._fogEnabled;
  26600. },
  26601. /**
  26602. * Gets or sets a boolean indicating if fog is enabled on this scene
  26603. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26604. * (Default is true)
  26605. */
  26606. set: function (value) {
  26607. if (this._fogEnabled === value) {
  26608. return;
  26609. }
  26610. this._fogEnabled = value;
  26611. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26612. },
  26613. enumerable: true,
  26614. configurable: true
  26615. });
  26616. Object.defineProperty(Scene.prototype, "fogMode", {
  26617. get: function () {
  26618. return this._fogMode;
  26619. },
  26620. /**
  26621. * Gets or sets the fog mode to use
  26622. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26623. * | mode | value |
  26624. * | --- | --- |
  26625. * | FOGMODE_NONE | 0 |
  26626. * | FOGMODE_EXP | 1 |
  26627. * | FOGMODE_EXP2 | 2 |
  26628. * | FOGMODE_LINEAR | 3 |
  26629. */
  26630. set: function (value) {
  26631. if (this._fogMode === value) {
  26632. return;
  26633. }
  26634. this._fogMode = value;
  26635. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26636. },
  26637. enumerable: true,
  26638. configurable: true
  26639. });
  26640. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26641. get: function () {
  26642. return this._shadowsEnabled;
  26643. },
  26644. /**
  26645. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26646. */
  26647. set: function (value) {
  26648. if (this._shadowsEnabled === value) {
  26649. return;
  26650. }
  26651. this._shadowsEnabled = value;
  26652. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26653. },
  26654. enumerable: true,
  26655. configurable: true
  26656. });
  26657. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26658. get: function () {
  26659. return this._lightsEnabled;
  26660. },
  26661. /**
  26662. * Gets or sets a boolean indicating if lights are enabled on this scene
  26663. */
  26664. set: function (value) {
  26665. if (this._lightsEnabled === value) {
  26666. return;
  26667. }
  26668. this._lightsEnabled = value;
  26669. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26670. },
  26671. enumerable: true,
  26672. configurable: true
  26673. });
  26674. Object.defineProperty(Scene.prototype, "activeCamera", {
  26675. /** Gets or sets the current active camera */
  26676. get: function () {
  26677. return this._activeCamera;
  26678. },
  26679. set: function (value) {
  26680. if (value === this._activeCamera) {
  26681. return;
  26682. }
  26683. this._activeCamera = value;
  26684. this.onActiveCameraChanged.notifyObservers(this);
  26685. },
  26686. enumerable: true,
  26687. configurable: true
  26688. });
  26689. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26690. /** The default material used on meshes when no material is affected */
  26691. get: function () {
  26692. if (!this._defaultMaterial) {
  26693. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26694. }
  26695. return this._defaultMaterial;
  26696. },
  26697. /** The default material used on meshes when no material is affected */
  26698. set: function (value) {
  26699. this._defaultMaterial = value;
  26700. },
  26701. enumerable: true,
  26702. configurable: true
  26703. });
  26704. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26705. get: function () {
  26706. return this._texturesEnabled;
  26707. },
  26708. /**
  26709. * Gets or sets a boolean indicating if textures are enabled on this scene
  26710. */
  26711. set: function (value) {
  26712. if (this._texturesEnabled === value) {
  26713. return;
  26714. }
  26715. this._texturesEnabled = value;
  26716. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26717. },
  26718. enumerable: true,
  26719. configurable: true
  26720. });
  26721. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26722. get: function () {
  26723. return this._skeletonsEnabled;
  26724. },
  26725. /**
  26726. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26727. */
  26728. set: function (value) {
  26729. if (this._skeletonsEnabled === value) {
  26730. return;
  26731. }
  26732. this._skeletonsEnabled = value;
  26733. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26734. },
  26735. enumerable: true,
  26736. configurable: true
  26737. });
  26738. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26739. /** @hidden */
  26740. get: function () {
  26741. return this._alternateRendering;
  26742. },
  26743. enumerable: true,
  26744. configurable: true
  26745. });
  26746. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26747. /**
  26748. * Gets the list of frustum planes (built from the active camera)
  26749. */
  26750. get: function () {
  26751. return this._frustumPlanes;
  26752. },
  26753. enumerable: true,
  26754. configurable: true
  26755. });
  26756. /**
  26757. * Registers the transient components if needed.
  26758. */
  26759. Scene.prototype._registerTransientComponents = function () {
  26760. // Register components that have been associated lately to the scene.
  26761. if (this._transientComponents.length > 0) {
  26762. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26763. var component = _a[_i];
  26764. component.register();
  26765. }
  26766. this._transientComponents = [];
  26767. }
  26768. };
  26769. /**
  26770. * @hidden
  26771. * Add a component to the scene.
  26772. * Note that the ccomponent could be registered on th next frame if this is called after
  26773. * the register component stage.
  26774. * @param component Defines the component to add to the scene
  26775. */
  26776. Scene.prototype._addComponent = function (component) {
  26777. this._components.push(component);
  26778. this._transientComponents.push(component);
  26779. var serializableComponent = component;
  26780. if (serializableComponent.addFromContainer) {
  26781. this._serializableComponents.push(serializableComponent);
  26782. }
  26783. };
  26784. /**
  26785. * @hidden
  26786. * Gets a component from the scene.
  26787. * @param name defines the name of the component to retrieve
  26788. * @returns the component or null if not present
  26789. */
  26790. Scene.prototype._getComponent = function (name) {
  26791. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26792. var component = _a[_i];
  26793. if (component.name === name) {
  26794. return component;
  26795. }
  26796. }
  26797. return null;
  26798. };
  26799. /**
  26800. * @hidden
  26801. */
  26802. Scene.prototype._getDefaultMeshCandidates = function () {
  26803. this._defaultMeshCandidates.data = this.meshes;
  26804. this._defaultMeshCandidates.length = this.meshes.length;
  26805. return this._defaultMeshCandidates;
  26806. };
  26807. /**
  26808. * @hidden
  26809. */
  26810. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26811. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26812. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26813. return this._defaultSubMeshCandidates;
  26814. };
  26815. /**
  26816. * Sets the default candidate providers for the scene.
  26817. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26818. * and getCollidingSubMeshCandidates to their default function
  26819. */
  26820. Scene.prototype.setDefaultCandidateProviders = function () {
  26821. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26822. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26823. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26824. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26825. };
  26826. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26827. /**
  26828. * Gets a boolean indicating if collisions are processed on a web worker
  26829. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26830. */
  26831. get: function () {
  26832. return this._workerCollisions;
  26833. },
  26834. set: function (enabled) {
  26835. if (!BABYLON.CollisionCoordinatorLegacy) {
  26836. return;
  26837. }
  26838. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26839. this._workerCollisions = enabled;
  26840. if (this.collisionCoordinator) {
  26841. this.collisionCoordinator.destroy();
  26842. }
  26843. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26844. this.collisionCoordinator.init(this);
  26845. },
  26846. enumerable: true,
  26847. configurable: true
  26848. });
  26849. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26850. /**
  26851. * Gets the mesh that is currently under the pointer
  26852. */
  26853. get: function () {
  26854. return this._pointerOverMesh;
  26855. },
  26856. enumerable: true,
  26857. configurable: true
  26858. });
  26859. Object.defineProperty(Scene.prototype, "pointerX", {
  26860. /**
  26861. * Gets the current on-screen X position of the pointer
  26862. */
  26863. get: function () {
  26864. return this._pointerX;
  26865. },
  26866. enumerable: true,
  26867. configurable: true
  26868. });
  26869. Object.defineProperty(Scene.prototype, "pointerY", {
  26870. /**
  26871. * Gets the current on-screen Y position of the pointer
  26872. */
  26873. get: function () {
  26874. return this._pointerY;
  26875. },
  26876. enumerable: true,
  26877. configurable: true
  26878. });
  26879. /**
  26880. * Gets the cached material (ie. the latest rendered one)
  26881. * @returns the cached material
  26882. */
  26883. Scene.prototype.getCachedMaterial = function () {
  26884. return this._cachedMaterial;
  26885. };
  26886. /**
  26887. * Gets the cached effect (ie. the latest rendered one)
  26888. * @returns the cached effect
  26889. */
  26890. Scene.prototype.getCachedEffect = function () {
  26891. return this._cachedEffect;
  26892. };
  26893. /**
  26894. * Gets the cached visibility state (ie. the latest rendered one)
  26895. * @returns the cached visibility state
  26896. */
  26897. Scene.prototype.getCachedVisibility = function () {
  26898. return this._cachedVisibility;
  26899. };
  26900. /**
  26901. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26902. * @param material defines the current material
  26903. * @param effect defines the current effect
  26904. * @param visibility defines the current visibility state
  26905. * @returns true if one parameter is not cached
  26906. */
  26907. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26908. if (visibility === void 0) { visibility = 1; }
  26909. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26910. };
  26911. /**
  26912. * Gets the engine associated with the scene
  26913. * @returns an Engine
  26914. */
  26915. Scene.prototype.getEngine = function () {
  26916. return this._engine;
  26917. };
  26918. /**
  26919. * Gets the total number of vertices rendered per frame
  26920. * @returns the total number of vertices rendered per frame
  26921. */
  26922. Scene.prototype.getTotalVertices = function () {
  26923. return this._totalVertices.current;
  26924. };
  26925. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26926. /**
  26927. * Gets the performance counter for total vertices
  26928. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26929. */
  26930. get: function () {
  26931. return this._totalVertices;
  26932. },
  26933. enumerable: true,
  26934. configurable: true
  26935. });
  26936. /**
  26937. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26938. * @returns the total number of active indices rendered per frame
  26939. */
  26940. Scene.prototype.getActiveIndices = function () {
  26941. return this._activeIndices.current;
  26942. };
  26943. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26944. /**
  26945. * Gets the performance counter for active indices
  26946. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26947. */
  26948. get: function () {
  26949. return this._activeIndices;
  26950. },
  26951. enumerable: true,
  26952. configurable: true
  26953. });
  26954. /**
  26955. * Gets the total number of active particles rendered per frame
  26956. * @returns the total number of active particles rendered per frame
  26957. */
  26958. Scene.prototype.getActiveParticles = function () {
  26959. return this._activeParticles.current;
  26960. };
  26961. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26962. /**
  26963. * Gets the performance counter for active particles
  26964. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26965. */
  26966. get: function () {
  26967. return this._activeParticles;
  26968. },
  26969. enumerable: true,
  26970. configurable: true
  26971. });
  26972. /**
  26973. * Gets the total number of active bones rendered per frame
  26974. * @returns the total number of active bones rendered per frame
  26975. */
  26976. Scene.prototype.getActiveBones = function () {
  26977. return this._activeBones.current;
  26978. };
  26979. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26980. /**
  26981. * Gets the performance counter for active bones
  26982. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26983. */
  26984. get: function () {
  26985. return this._activeBones;
  26986. },
  26987. enumerable: true,
  26988. configurable: true
  26989. });
  26990. /**
  26991. * Gets the array of active meshes
  26992. * @returns an array of AbstractMesh
  26993. */
  26994. Scene.prototype.getActiveMeshes = function () {
  26995. return this._activeMeshes;
  26996. };
  26997. /**
  26998. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26999. * @returns a number
  27000. */
  27001. Scene.prototype.getAnimationRatio = function () {
  27002. return this._animationRatio !== undefined ? this._animationRatio : 1;
  27003. };
  27004. /**
  27005. * Gets an unique Id for the current render phase
  27006. * @returns a number
  27007. */
  27008. Scene.prototype.getRenderId = function () {
  27009. return this._renderId;
  27010. };
  27011. /**
  27012. * Gets an unique Id for the current frame
  27013. * @returns a number
  27014. */
  27015. Scene.prototype.getFrameId = function () {
  27016. return this._frameId;
  27017. };
  27018. /** Call this function if you want to manually increment the render Id*/
  27019. Scene.prototype.incrementRenderId = function () {
  27020. this._renderId++;
  27021. };
  27022. Scene.prototype._updatePointerPosition = function (evt) {
  27023. var canvasRect = this._engine.getRenderingCanvasClientRect();
  27024. if (!canvasRect) {
  27025. return;
  27026. }
  27027. this._pointerX = evt.clientX - canvasRect.left;
  27028. this._pointerY = evt.clientY - canvasRect.top;
  27029. this._unTranslatedPointerX = this._pointerX;
  27030. this._unTranslatedPointerY = this._pointerY;
  27031. };
  27032. Scene.prototype._createUbo = function () {
  27033. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  27034. this._sceneUbo.addUniform("viewProjection", 16);
  27035. this._sceneUbo.addUniform("view", 16);
  27036. };
  27037. Scene.prototype._createAlternateUbo = function () {
  27038. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  27039. this._alternateSceneUbo.addUniform("viewProjection", 16);
  27040. this._alternateSceneUbo.addUniform("view", 16);
  27041. };
  27042. // Pointers handling
  27043. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  27044. if (pointerInfo.pickInfo) {
  27045. if (!pointerInfo.pickInfo.ray) {
  27046. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  27047. }
  27048. }
  27049. };
  27050. /**
  27051. * Use this method to simulate a pointer move on a mesh
  27052. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27053. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27054. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27055. * @returns the current scene
  27056. */
  27057. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  27058. var evt = new PointerEvent("pointermove", pointerEventInit);
  27059. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  27060. return this;
  27061. }
  27062. return this._processPointerMove(pickResult, evt);
  27063. };
  27064. Scene.prototype._processPointerMove = function (pickResult, evt) {
  27065. var canvas = this._engine.getRenderingCanvas();
  27066. if (!canvas) {
  27067. return this;
  27068. }
  27069. // Restore pointer
  27070. canvas.style.cursor = this.defaultCursor;
  27071. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  27072. if (isMeshPicked) {
  27073. this.setPointerOverMesh(pickResult.pickedMesh);
  27074. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  27075. if (this._pointerOverMesh.actionManager.hoverCursor) {
  27076. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  27077. }
  27078. else {
  27079. canvas.style.cursor = this.hoverCursor;
  27080. }
  27081. }
  27082. }
  27083. else {
  27084. this.setPointerOverMesh(null);
  27085. }
  27086. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  27087. var step = _a[_i];
  27088. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  27089. }
  27090. if (pickResult) {
  27091. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  27092. if (this.onPointerMove) {
  27093. this.onPointerMove(evt, pickResult, type);
  27094. }
  27095. if (this.onPointerObservable.hasObservers()) {
  27096. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27097. this._setRayOnPointerInfo(pi);
  27098. this.onPointerObservable.notifyObservers(pi, type);
  27099. }
  27100. }
  27101. return this;
  27102. };
  27103. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  27104. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  27105. if (pickResult) {
  27106. pi.ray = pickResult.ray;
  27107. }
  27108. this.onPrePointerObservable.notifyObservers(pi, type);
  27109. if (pi.skipOnPointerObservable) {
  27110. return true;
  27111. }
  27112. else {
  27113. return false;
  27114. }
  27115. };
  27116. /**
  27117. * Use this method to simulate a pointer down on a mesh
  27118. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27119. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27120. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27121. * @returns the current scene
  27122. */
  27123. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  27124. var evt = new PointerEvent("pointerdown", pointerEventInit);
  27125. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27126. return this;
  27127. }
  27128. return this._processPointerDown(pickResult, evt);
  27129. };
  27130. Scene.prototype._processPointerDown = function (pickResult, evt) {
  27131. var _this = this;
  27132. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  27133. this._pickedDownMesh = pickResult.pickedMesh;
  27134. var actionManager = pickResult.pickedMesh.actionManager;
  27135. if (actionManager) {
  27136. if (actionManager.hasPickTriggers) {
  27137. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27138. switch (evt.button) {
  27139. case 0:
  27140. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27141. break;
  27142. case 1:
  27143. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27144. break;
  27145. case 2:
  27146. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27147. break;
  27148. }
  27149. }
  27150. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  27151. window.setTimeout(function () {
  27152. 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);
  27153. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  27154. if (_this._totalPointersPressed !== 0 &&
  27155. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  27156. !_this._isPointerSwiping()) {
  27157. _this._startingPointerTime = 0;
  27158. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27159. }
  27160. }
  27161. }, Scene.LongPressDelay);
  27162. }
  27163. }
  27164. }
  27165. else {
  27166. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  27167. var step = _a[_i];
  27168. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27169. }
  27170. }
  27171. if (pickResult) {
  27172. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  27173. if (this.onPointerDown) {
  27174. this.onPointerDown(evt, pickResult, type);
  27175. }
  27176. if (this.onPointerObservable.hasObservers()) {
  27177. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27178. this._setRayOnPointerInfo(pi);
  27179. this.onPointerObservable.notifyObservers(pi, type);
  27180. }
  27181. }
  27182. return this;
  27183. };
  27184. /**
  27185. * Use this method to simulate a pointer up on a mesh
  27186. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27187. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27188. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27189. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  27190. * @returns the current scene
  27191. */
  27192. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  27193. var evt = new PointerEvent("pointerup", pointerEventInit);
  27194. var clickInfo = new ClickInfo();
  27195. if (doubleTap) {
  27196. clickInfo.doubleClick = true;
  27197. }
  27198. else {
  27199. clickInfo.singleClick = true;
  27200. }
  27201. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27202. return this;
  27203. }
  27204. return this._processPointerUp(pickResult, evt, clickInfo);
  27205. };
  27206. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  27207. if (pickResult && pickResult && pickResult.pickedMesh) {
  27208. this._pickedUpMesh = pickResult.pickedMesh;
  27209. if (this._pickedDownMesh === this._pickedUpMesh) {
  27210. if (this.onPointerPick) {
  27211. this.onPointerPick(evt, pickResult);
  27212. }
  27213. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  27214. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  27215. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  27216. this._setRayOnPointerInfo(pi);
  27217. this.onPointerObservable.notifyObservers(pi, type_1);
  27218. }
  27219. }
  27220. if (pickResult.pickedMesh.actionManager && !clickInfo.ignore) {
  27221. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27222. if (!clickInfo.hasSwiped && clickInfo.singleClick) {
  27223. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27224. }
  27225. if (clickInfo.doubleClick && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27226. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27227. }
  27228. }
  27229. }
  27230. else {
  27231. if (!clickInfo.ignore) {
  27232. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  27233. var step = _a[_i];
  27234. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27235. }
  27236. }
  27237. }
  27238. if (this._pickedDownMesh &&
  27239. this._pickedDownMesh.actionManager &&
  27240. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  27241. this._pickedDownMesh !== this._pickedUpMesh) {
  27242. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  27243. }
  27244. var type = 0;
  27245. if (this.onPointerObservable.hasObservers()) {
  27246. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  27247. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27248. type = BABYLON.PointerEventTypes.POINTERTAP;
  27249. }
  27250. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27251. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  27252. }
  27253. if (type) {
  27254. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27255. this._setRayOnPointerInfo(pi);
  27256. this.onPointerObservable.notifyObservers(pi, type);
  27257. }
  27258. }
  27259. if (!clickInfo.ignore) {
  27260. type = BABYLON.PointerEventTypes.POINTERUP;
  27261. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27262. this._setRayOnPointerInfo(pi);
  27263. this.onPointerObservable.notifyObservers(pi, type);
  27264. }
  27265. }
  27266. if (this.onPointerUp && !clickInfo.ignore) {
  27267. this.onPointerUp(evt, pickResult, type);
  27268. }
  27269. return this;
  27270. };
  27271. /**
  27272. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  27273. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  27274. * @returns true if the pointer was captured
  27275. */
  27276. Scene.prototype.isPointerCaptured = function (pointerId) {
  27277. if (pointerId === void 0) { pointerId = 0; }
  27278. return this._pointerCaptures[pointerId];
  27279. };
  27280. /** @hidden */
  27281. Scene.prototype._isPointerSwiping = function () {
  27282. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  27283. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  27284. };
  27285. /**
  27286. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  27287. * @param attachUp defines if you want to attach events to pointerup
  27288. * @param attachDown defines if you want to attach events to pointerdown
  27289. * @param attachMove defines if you want to attach events to pointermove
  27290. */
  27291. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  27292. var _this = this;
  27293. if (attachUp === void 0) { attachUp = true; }
  27294. if (attachDown === void 0) { attachDown = true; }
  27295. if (attachMove === void 0) { attachMove = true; }
  27296. this._initActionManager = function (act, clickInfo) {
  27297. if (!_this._meshPickProceed) {
  27298. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27299. _this._currentPickResult = pickResult;
  27300. if (pickResult) {
  27301. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  27302. }
  27303. _this._meshPickProceed = true;
  27304. }
  27305. return act;
  27306. };
  27307. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27308. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27309. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27310. btn !== _this._previousButtonPressed) {
  27311. _this._doubleClickOccured = false;
  27312. clickInfo.singleClick = true;
  27313. clickInfo.ignore = false;
  27314. cb(clickInfo, _this._currentPickResult);
  27315. }
  27316. };
  27317. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27318. var clickInfo = new ClickInfo();
  27319. _this._currentPickResult = null;
  27320. var act = null;
  27321. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27322. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27323. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27324. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27325. act = _this._initActionManager(act, clickInfo);
  27326. if (act) {
  27327. checkPicking = act.hasPickTriggers;
  27328. }
  27329. }
  27330. var needToIgnoreNext = false;
  27331. if (checkPicking) {
  27332. var btn = evt.button;
  27333. clickInfo.hasSwiped = _this._isPointerSwiping();
  27334. if (!clickInfo.hasSwiped) {
  27335. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27336. if (!checkSingleClickImmediately) {
  27337. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27338. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27339. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27340. act = _this._initActionManager(act, clickInfo);
  27341. if (act) {
  27342. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27343. }
  27344. }
  27345. }
  27346. if (checkSingleClickImmediately) {
  27347. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27348. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27349. btn !== _this._previousButtonPressed) {
  27350. clickInfo.singleClick = true;
  27351. cb(clickInfo, _this._currentPickResult);
  27352. needToIgnoreNext = true;
  27353. }
  27354. }
  27355. // at least one double click is required to be check and exclusive double click is enabled
  27356. else {
  27357. // wait that no double click has been raised during the double click delay
  27358. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27359. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27360. }
  27361. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27362. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27363. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27364. act = _this._initActionManager(act, clickInfo);
  27365. if (act) {
  27366. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27367. }
  27368. }
  27369. if (checkDoubleClick) {
  27370. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27371. if (btn === _this._previousButtonPressed &&
  27372. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27373. !_this._doubleClickOccured) {
  27374. // pointer has not moved for 2 clicks, it's a double click
  27375. if (!clickInfo.hasSwiped &&
  27376. !_this._isPointerSwiping()) {
  27377. _this._previousStartingPointerTime = 0;
  27378. _this._doubleClickOccured = true;
  27379. clickInfo.doubleClick = true;
  27380. clickInfo.ignore = false;
  27381. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27382. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27383. }
  27384. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27385. cb(clickInfo, _this._currentPickResult);
  27386. }
  27387. // if the two successive clicks are too far, it's just two simple clicks
  27388. else {
  27389. _this._doubleClickOccured = false;
  27390. _this._previousStartingPointerTime = _this._startingPointerTime;
  27391. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27392. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27393. _this._previousButtonPressed = btn;
  27394. if (Scene.ExclusiveDoubleClickMode) {
  27395. if (_this._previousDelayedSimpleClickTimeout) {
  27396. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27397. }
  27398. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27399. cb(clickInfo, _this._previousPickResult);
  27400. }
  27401. else {
  27402. cb(clickInfo, _this._currentPickResult);
  27403. }
  27404. }
  27405. needToIgnoreNext = true;
  27406. }
  27407. // just the first click of the double has been raised
  27408. else {
  27409. _this._doubleClickOccured = false;
  27410. _this._previousStartingPointerTime = _this._startingPointerTime;
  27411. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27412. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27413. _this._previousButtonPressed = btn;
  27414. }
  27415. }
  27416. }
  27417. }
  27418. if (!needToIgnoreNext) {
  27419. cb(clickInfo, _this._currentPickResult);
  27420. }
  27421. };
  27422. this._onPointerMove = function (evt) {
  27423. _this._updatePointerPosition(evt);
  27424. // PreObservable support
  27425. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27426. return;
  27427. }
  27428. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27429. return;
  27430. }
  27431. if (!_this.pointerMovePredicate) {
  27432. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27433. }
  27434. // Meshes
  27435. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27436. _this._processPointerMove(pickResult, evt);
  27437. };
  27438. this._onPointerDown = function (evt) {
  27439. _this._totalPointersPressed++;
  27440. _this._pickedDownMesh = null;
  27441. _this._meshPickProceed = false;
  27442. _this._updatePointerPosition(evt);
  27443. if (_this.preventDefaultOnPointerDown && canvas) {
  27444. evt.preventDefault();
  27445. canvas.focus();
  27446. }
  27447. _this._startingPointerPosition.x = _this._pointerX;
  27448. _this._startingPointerPosition.y = _this._pointerY;
  27449. _this._startingPointerTime = Date.now();
  27450. // PreObservable support
  27451. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27452. return;
  27453. }
  27454. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27455. return;
  27456. }
  27457. _this._pointerCaptures[evt.pointerId] = true;
  27458. if (!_this.pointerDownPredicate) {
  27459. _this.pointerDownPredicate = function (mesh) {
  27460. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27461. };
  27462. }
  27463. // Meshes
  27464. _this._pickedDownMesh = null;
  27465. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27466. _this._processPointerDown(pickResult, evt);
  27467. };
  27468. this._onPointerUp = function (evt) {
  27469. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27470. return; // So we need to test it the pointer down was pressed before.
  27471. }
  27472. _this._totalPointersPressed--;
  27473. _this._pickedUpMesh = null;
  27474. _this._meshPickProceed = false;
  27475. _this._updatePointerPosition(evt);
  27476. if (_this.preventDefaultOnPointerUp && canvas) {
  27477. evt.preventDefault();
  27478. canvas.focus();
  27479. }
  27480. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27481. _this._pointerCaptures[evt.pointerId] = false;
  27482. // PreObservable support
  27483. if (_this.onPrePointerObservable.hasObservers()) {
  27484. if (!clickInfo.ignore) {
  27485. if (!clickInfo.hasSwiped) {
  27486. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27487. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27488. return;
  27489. }
  27490. }
  27491. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27492. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27493. return;
  27494. }
  27495. }
  27496. }
  27497. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27498. return;
  27499. }
  27500. }
  27501. }
  27502. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27503. return;
  27504. }
  27505. if (!_this.pointerUpPredicate) {
  27506. _this.pointerUpPredicate = function (mesh) {
  27507. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27508. };
  27509. }
  27510. // Meshes
  27511. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27512. _this._initActionManager(null, clickInfo);
  27513. }
  27514. if (!pickResult) {
  27515. pickResult = _this._currentPickResult;
  27516. }
  27517. _this._processPointerUp(pickResult, evt, clickInfo);
  27518. _this._previousPickResult = _this._currentPickResult;
  27519. });
  27520. };
  27521. this._onKeyDown = function (evt) {
  27522. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27523. if (_this.onPreKeyboardObservable.hasObservers()) {
  27524. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27525. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27526. if (pi.skipOnPointerObservable) {
  27527. return;
  27528. }
  27529. }
  27530. if (_this.onKeyboardObservable.hasObservers()) {
  27531. var pi = new BABYLON.KeyboardInfo(type, evt);
  27532. _this.onKeyboardObservable.notifyObservers(pi, type);
  27533. }
  27534. if (_this.actionManager) {
  27535. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27536. }
  27537. };
  27538. this._onKeyUp = function (evt) {
  27539. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27540. if (_this.onPreKeyboardObservable.hasObservers()) {
  27541. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27542. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27543. if (pi.skipOnPointerObservable) {
  27544. return;
  27545. }
  27546. }
  27547. if (_this.onKeyboardObservable.hasObservers()) {
  27548. var pi = new BABYLON.KeyboardInfo(type, evt);
  27549. _this.onKeyboardObservable.notifyObservers(pi, type);
  27550. }
  27551. if (_this.actionManager) {
  27552. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27553. }
  27554. };
  27555. var engine = this.getEngine();
  27556. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27557. if (!canvas) {
  27558. return;
  27559. }
  27560. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27561. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27562. });
  27563. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27564. if (!canvas) {
  27565. return;
  27566. }
  27567. canvas.removeEventListener("keydown", _this._onKeyDown);
  27568. canvas.removeEventListener("keyup", _this._onKeyUp);
  27569. });
  27570. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27571. var canvas = this._engine.getRenderingCanvas();
  27572. if (!canvas) {
  27573. return;
  27574. }
  27575. if (attachMove) {
  27576. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27577. // Wheel
  27578. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27579. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27580. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27581. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27582. }
  27583. if (attachDown) {
  27584. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27585. }
  27586. if (attachUp) {
  27587. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27588. }
  27589. canvas.tabIndex = 1;
  27590. };
  27591. /** Detaches all event handlers*/
  27592. Scene.prototype.detachControl = function () {
  27593. var engine = this.getEngine();
  27594. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27595. var canvas = engine.getRenderingCanvas();
  27596. if (!canvas) {
  27597. return;
  27598. }
  27599. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27600. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27601. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27602. if (this._onCanvasBlurObserver) {
  27603. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27604. }
  27605. if (this._onCanvasFocusObserver) {
  27606. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27607. }
  27608. // Wheel
  27609. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27610. // Keyboard
  27611. canvas.removeEventListener("keydown", this._onKeyDown);
  27612. canvas.removeEventListener("keyup", this._onKeyUp);
  27613. // Observables
  27614. this.onKeyboardObservable.clear();
  27615. this.onPreKeyboardObservable.clear();
  27616. this.onPointerObservable.clear();
  27617. this.onPrePointerObservable.clear();
  27618. };
  27619. /**
  27620. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27621. * Delay loaded resources are not taking in account
  27622. * @return true if all required resources are ready
  27623. */
  27624. Scene.prototype.isReady = function () {
  27625. if (this._isDisposed) {
  27626. return false;
  27627. }
  27628. var index;
  27629. var engine = this.getEngine();
  27630. // Effects
  27631. if (!engine.areAllEffectsReady()) {
  27632. return false;
  27633. }
  27634. // Pending data
  27635. if (this._pendingData.length > 0) {
  27636. return false;
  27637. }
  27638. // Meshes
  27639. for (index = 0; index < this.meshes.length; index++) {
  27640. var mesh = this.meshes[index];
  27641. if (!mesh.isEnabled()) {
  27642. continue;
  27643. }
  27644. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27645. continue;
  27646. }
  27647. if (!mesh.isReady(true)) {
  27648. return false;
  27649. }
  27650. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27651. // Is Ready For Mesh
  27652. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27653. var step = _a[_i];
  27654. if (!step.action(mesh, hardwareInstancedRendering)) {
  27655. return false;
  27656. }
  27657. }
  27658. }
  27659. // Geometries
  27660. for (index = 0; index < this.geometries.length; index++) {
  27661. var geometry = this.geometries[index];
  27662. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27663. return false;
  27664. }
  27665. }
  27666. // Post-processes
  27667. if (this.activeCameras && this.activeCameras.length > 0) {
  27668. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27669. var camera = _c[_b];
  27670. if (!camera.isReady(true)) {
  27671. return false;
  27672. }
  27673. }
  27674. }
  27675. else if (this.activeCamera) {
  27676. if (!this.activeCamera.isReady(true)) {
  27677. return false;
  27678. }
  27679. }
  27680. // Particles
  27681. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27682. var particleSystem = _e[_d];
  27683. if (!particleSystem.isReady()) {
  27684. return false;
  27685. }
  27686. }
  27687. return true;
  27688. };
  27689. /** Resets all cached information relative to material (including effect and visibility) */
  27690. Scene.prototype.resetCachedMaterial = function () {
  27691. this._cachedMaterial = null;
  27692. this._cachedEffect = null;
  27693. this._cachedVisibility = null;
  27694. };
  27695. /**
  27696. * Registers a function to be called before every frame render
  27697. * @param func defines the function to register
  27698. */
  27699. Scene.prototype.registerBeforeRender = function (func) {
  27700. this.onBeforeRenderObservable.add(func);
  27701. };
  27702. /**
  27703. * Unregisters a function called before every frame render
  27704. * @param func defines the function to unregister
  27705. */
  27706. Scene.prototype.unregisterBeforeRender = function (func) {
  27707. this.onBeforeRenderObservable.removeCallback(func);
  27708. };
  27709. /**
  27710. * Registers a function to be called after every frame render
  27711. * @param func defines the function to register
  27712. */
  27713. Scene.prototype.registerAfterRender = function (func) {
  27714. this.onAfterRenderObservable.add(func);
  27715. };
  27716. /**
  27717. * Unregisters a function called after every frame render
  27718. * @param func defines the function to unregister
  27719. */
  27720. Scene.prototype.unregisterAfterRender = function (func) {
  27721. this.onAfterRenderObservable.removeCallback(func);
  27722. };
  27723. Scene.prototype._executeOnceBeforeRender = function (func) {
  27724. var _this = this;
  27725. var execFunc = function () {
  27726. func();
  27727. setTimeout(function () {
  27728. _this.unregisterBeforeRender(execFunc);
  27729. });
  27730. };
  27731. this.registerBeforeRender(execFunc);
  27732. };
  27733. /**
  27734. * The provided function will run before render once and will be disposed afterwards.
  27735. * A timeout delay can be provided so that the function will be executed in N ms.
  27736. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27737. * @param func The function to be executed.
  27738. * @param timeout optional delay in ms
  27739. */
  27740. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27741. var _this = this;
  27742. if (timeout !== undefined) {
  27743. setTimeout(function () {
  27744. _this._executeOnceBeforeRender(func);
  27745. }, timeout);
  27746. }
  27747. else {
  27748. this._executeOnceBeforeRender(func);
  27749. }
  27750. };
  27751. /** @hidden */
  27752. Scene.prototype._addPendingData = function (data) {
  27753. this._pendingData.push(data);
  27754. };
  27755. /** @hidden */
  27756. Scene.prototype._removePendingData = function (data) {
  27757. var wasLoading = this.isLoading;
  27758. var index = this._pendingData.indexOf(data);
  27759. if (index !== -1) {
  27760. this._pendingData.splice(index, 1);
  27761. }
  27762. if (wasLoading && !this.isLoading) {
  27763. this.onDataLoadedObservable.notifyObservers(this);
  27764. }
  27765. };
  27766. /**
  27767. * Returns the number of items waiting to be loaded
  27768. * @returns the number of items waiting to be loaded
  27769. */
  27770. Scene.prototype.getWaitingItemsCount = function () {
  27771. return this._pendingData.length;
  27772. };
  27773. Object.defineProperty(Scene.prototype, "isLoading", {
  27774. /**
  27775. * Returns a boolean indicating if the scene is still loading data
  27776. */
  27777. get: function () {
  27778. return this._pendingData.length > 0;
  27779. },
  27780. enumerable: true,
  27781. configurable: true
  27782. });
  27783. /**
  27784. * Registers a function to be executed when the scene is ready
  27785. * @param {Function} func - the function to be executed
  27786. */
  27787. Scene.prototype.executeWhenReady = function (func) {
  27788. var _this = this;
  27789. this.onReadyObservable.add(func);
  27790. if (this._executeWhenReadyTimeoutId !== -1) {
  27791. return;
  27792. }
  27793. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27794. _this._checkIsReady();
  27795. }, 150);
  27796. };
  27797. /**
  27798. * Returns a promise that resolves when the scene is ready
  27799. * @returns A promise that resolves when the scene is ready
  27800. */
  27801. Scene.prototype.whenReadyAsync = function () {
  27802. var _this = this;
  27803. return new Promise(function (resolve) {
  27804. _this.executeWhenReady(function () {
  27805. resolve();
  27806. });
  27807. });
  27808. };
  27809. /** @hidden */
  27810. Scene.prototype._checkIsReady = function () {
  27811. var _this = this;
  27812. this._registerTransientComponents();
  27813. if (this.isReady()) {
  27814. this.onReadyObservable.notifyObservers(this);
  27815. this.onReadyObservable.clear();
  27816. this._executeWhenReadyTimeoutId = -1;
  27817. return;
  27818. }
  27819. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27820. _this._checkIsReady();
  27821. }, 150);
  27822. };
  27823. // Animations
  27824. /**
  27825. * Will start the animation sequence of a given target
  27826. * @param target defines the target
  27827. * @param from defines from which frame should animation start
  27828. * @param to defines until which frame should animation run.
  27829. * @param weight defines the weight to apply to the animation (1.0 by default)
  27830. * @param loop defines if the animation loops
  27831. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27832. * @param onAnimationEnd defines the function to be executed when the animation ends
  27833. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27834. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27835. * @param onAnimationLoop defines the callback to call when an animation loops
  27836. * @returns the animatable object created for this animation
  27837. */
  27838. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask, onAnimationLoop) {
  27839. if (weight === void 0) { weight = 1.0; }
  27840. if (speedRatio === void 0) { speedRatio = 1.0; }
  27841. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask, onAnimationLoop);
  27842. returnedAnimatable.weight = weight;
  27843. return returnedAnimatable;
  27844. };
  27845. /**
  27846. * Will start the animation sequence of a given target
  27847. * @param target defines the target
  27848. * @param from defines from which frame should animation start
  27849. * @param to defines until which frame should animation run.
  27850. * @param loop defines if the animation loops
  27851. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27852. * @param onAnimationEnd defines the function to be executed when the animation ends
  27853. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27854. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27855. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  27856. * @param onAnimationLoop defines the callback to call when an animation loops
  27857. * @returns the animatable object created for this animation
  27858. */
  27859. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, onAnimationLoop) {
  27860. if (speedRatio === void 0) { speedRatio = 1.0; }
  27861. if (stopCurrent === void 0) { stopCurrent = true; }
  27862. if (from > to && speedRatio > 0) {
  27863. speedRatio *= -1;
  27864. }
  27865. if (stopCurrent) {
  27866. this.stopAnimation(target, undefined, targetMask);
  27867. }
  27868. if (!animatable) {
  27869. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, undefined, onAnimationLoop);
  27870. }
  27871. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27872. // Local animations
  27873. if (target.animations && shouldRunTargetAnimations) {
  27874. animatable.appendAnimations(target, target.animations);
  27875. }
  27876. // Children animations
  27877. if (target.getAnimatables) {
  27878. var animatables = target.getAnimatables();
  27879. for (var index = 0; index < animatables.length; index++) {
  27880. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, onAnimationLoop);
  27881. }
  27882. }
  27883. animatable.reset();
  27884. return animatable;
  27885. };
  27886. /**
  27887. * Will start the animation sequence of a given target and its hierarchy
  27888. * @param target defines the target
  27889. * @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.
  27890. * @param from defines from which frame should animation start
  27891. * @param to defines until which frame should animation run.
  27892. * @param loop defines if the animation loops
  27893. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27894. * @param onAnimationEnd defines the function to be executed when the animation ends
  27895. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27896. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27897. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27898. * @param onAnimationLoop defines the callback to call when an animation loops
  27899. * @returns the list of created animatables
  27900. */
  27901. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, onAnimationLoop) {
  27902. if (speedRatio === void 0) { speedRatio = 1.0; }
  27903. if (stopCurrent === void 0) { stopCurrent = true; }
  27904. var children = target.getDescendants(directDescendantsOnly);
  27905. var result = [];
  27906. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27907. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27908. var child = children_1[_i];
  27909. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27910. }
  27911. return result;
  27912. };
  27913. /**
  27914. * Begin a new animation on a given node
  27915. * @param target defines the target where the animation will take place
  27916. * @param animations defines the list of animations to start
  27917. * @param from defines the initial value
  27918. * @param to defines the final value
  27919. * @param loop defines if you want animation to loop (off by default)
  27920. * @param speedRatio defines the speed ratio to apply to all animations
  27921. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27922. * @param onAnimationLoop defines the callback to call when an animation loops
  27923. * @returns the list of created animatables
  27924. */
  27925. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop) {
  27926. if (speedRatio === undefined) {
  27927. speedRatio = 1.0;
  27928. }
  27929. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations, onAnimationLoop);
  27930. return animatable;
  27931. };
  27932. /**
  27933. * Begin a new animation on a given node and its hierarchy
  27934. * @param target defines the root node where the animation will take place
  27935. * @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.
  27936. * @param animations defines the list of animations to start
  27937. * @param from defines the initial value
  27938. * @param to defines the final value
  27939. * @param loop defines if you want animation to loop (off by default)
  27940. * @param speedRatio defines the speed ratio to apply to all animations
  27941. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27942. * @param onAnimationLoop defines the callback to call when an animation loops
  27943. * @returns the list of animatables created for all nodes
  27944. */
  27945. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop) {
  27946. var children = target.getDescendants(directDescendantsOnly);
  27947. var result = [];
  27948. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop));
  27949. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27950. var child = children_2[_i];
  27951. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop));
  27952. }
  27953. return result;
  27954. };
  27955. /**
  27956. * Gets the animatable associated with a specific target
  27957. * @param target defines the target of the animatable
  27958. * @returns the required animatable if found
  27959. */
  27960. Scene.prototype.getAnimatableByTarget = function (target) {
  27961. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27962. if (this._activeAnimatables[index].target === target) {
  27963. return this._activeAnimatables[index];
  27964. }
  27965. }
  27966. return null;
  27967. };
  27968. /**
  27969. * Gets all animatables associated with a given target
  27970. * @param target defines the target to look animatables for
  27971. * @returns an array of Animatables
  27972. */
  27973. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27974. var result = [];
  27975. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27976. if (this._activeAnimatables[index].target === target) {
  27977. result.push(this._activeAnimatables[index]);
  27978. }
  27979. }
  27980. return result;
  27981. };
  27982. Object.defineProperty(Scene.prototype, "animatables", {
  27983. /**
  27984. * Gets all animatable attached to the scene
  27985. */
  27986. get: function () {
  27987. return this._activeAnimatables;
  27988. },
  27989. enumerable: true,
  27990. configurable: true
  27991. });
  27992. /**
  27993. * Will stop the animation of the given target
  27994. * @param target - the target
  27995. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27996. * @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)
  27997. */
  27998. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27999. var animatables = this.getAllAnimatablesByTarget(target);
  28000. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  28001. var animatable = animatables_1[_i];
  28002. animatable.stop(animationName, targetMask);
  28003. }
  28004. };
  28005. /**
  28006. * Stops and removes all animations that have been applied to the scene
  28007. */
  28008. Scene.prototype.stopAllAnimations = function () {
  28009. if (this._activeAnimatables) {
  28010. for (var i = 0; i < this._activeAnimatables.length; i++) {
  28011. this._activeAnimatables[i].stop();
  28012. }
  28013. this._activeAnimatables = [];
  28014. }
  28015. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  28016. var group = _a[_i];
  28017. group.stop();
  28018. }
  28019. };
  28020. Scene.prototype._animate = function () {
  28021. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  28022. return;
  28023. }
  28024. // Getting time
  28025. var now = BABYLON.Tools.Now;
  28026. if (!this._animationTimeLast) {
  28027. if (this._pendingData.length > 0) {
  28028. return;
  28029. }
  28030. this._animationTimeLast = now;
  28031. }
  28032. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  28033. this._animationTime += deltaTime;
  28034. this._animationTimeLast = now;
  28035. for (var index = 0; index < this._activeAnimatables.length; index++) {
  28036. this._activeAnimatables[index]._animate(this._animationTime);
  28037. }
  28038. // Late animation bindings
  28039. this._processLateAnimationBindings();
  28040. };
  28041. /** @hidden */
  28042. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  28043. var target = runtimeAnimation.target;
  28044. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  28045. if (!target._lateAnimationHolders) {
  28046. target._lateAnimationHolders = {};
  28047. }
  28048. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  28049. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  28050. totalWeight: 0,
  28051. animations: [],
  28052. originalValue: originalValue
  28053. };
  28054. }
  28055. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  28056. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  28057. };
  28058. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  28059. var normalizer = 1.0;
  28060. var finalPosition = BABYLON.Tmp.Vector3[0];
  28061. var finalScaling = BABYLON.Tmp.Vector3[1];
  28062. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  28063. var startIndex = 0;
  28064. var originalAnimation = holder.animations[0];
  28065. var originalValue = holder.originalValue;
  28066. var scale = 1;
  28067. if (holder.totalWeight < 1.0) {
  28068. // We need to mix the original value in
  28069. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  28070. scale = 1.0 - holder.totalWeight;
  28071. }
  28072. else {
  28073. startIndex = 1;
  28074. // We need to normalize the weights
  28075. normalizer = holder.totalWeight;
  28076. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  28077. scale = originalAnimation.weight / normalizer;
  28078. if (scale == 1) {
  28079. return originalAnimation.currentValue;
  28080. }
  28081. }
  28082. finalScaling.scaleInPlace(scale);
  28083. finalPosition.scaleInPlace(scale);
  28084. finalQuaternion.scaleInPlace(scale);
  28085. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28086. var runtimeAnimation = holder.animations[animIndex];
  28087. var scale = runtimeAnimation.weight / normalizer;
  28088. var currentPosition = BABYLON.Tmp.Vector3[2];
  28089. var currentScaling = BABYLON.Tmp.Vector3[3];
  28090. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  28091. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  28092. currentScaling.scaleAndAddToRef(scale, finalScaling);
  28093. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  28094. currentPosition.scaleAndAddToRef(scale, finalPosition);
  28095. }
  28096. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  28097. return originalAnimation._workValue;
  28098. };
  28099. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  28100. var originalAnimation = holder.animations[0];
  28101. var originalValue = holder.originalValue;
  28102. if (holder.animations.length === 1) {
  28103. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  28104. return refQuaternion;
  28105. }
  28106. var normalizer = 1.0;
  28107. var quaternions;
  28108. var weights;
  28109. if (holder.totalWeight < 1.0) {
  28110. var scale = 1.0 - holder.totalWeight;
  28111. quaternions = [];
  28112. weights = [];
  28113. quaternions.push(originalValue);
  28114. weights.push(scale);
  28115. }
  28116. else {
  28117. if (holder.animations.length === 2) { // Slerp as soon as we can
  28118. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  28119. return refQuaternion;
  28120. }
  28121. quaternions = [];
  28122. weights = [];
  28123. normalizer = holder.totalWeight;
  28124. }
  28125. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  28126. var runtimeAnimation = holder.animations[animIndex];
  28127. quaternions.push(runtimeAnimation.currentValue);
  28128. weights.push(runtimeAnimation.weight / normalizer);
  28129. }
  28130. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  28131. var cumulativeAmount = 0;
  28132. var cumulativeQuaternion = null;
  28133. for (var index = 0; index < quaternions.length;) {
  28134. if (!cumulativeQuaternion) {
  28135. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  28136. cumulativeQuaternion = refQuaternion;
  28137. cumulativeAmount = weights[index] + weights[index + 1];
  28138. index += 2;
  28139. continue;
  28140. }
  28141. cumulativeAmount += weights[index];
  28142. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  28143. index++;
  28144. }
  28145. return cumulativeQuaternion;
  28146. };
  28147. Scene.prototype._processLateAnimationBindings = function () {
  28148. if (!this._registeredForLateAnimationBindings.length) {
  28149. return;
  28150. }
  28151. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  28152. var target = this._registeredForLateAnimationBindings.data[index];
  28153. for (var path in target._lateAnimationHolders) {
  28154. var holder = target._lateAnimationHolders[path];
  28155. var originalAnimation = holder.animations[0];
  28156. var originalValue = holder.originalValue;
  28157. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  28158. var finalValue = target[path];
  28159. if (matrixDecomposeMode) {
  28160. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  28161. }
  28162. else {
  28163. var quaternionMode = originalValue.w !== undefined;
  28164. if (quaternionMode) {
  28165. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  28166. }
  28167. else {
  28168. var startIndex = 0;
  28169. var normalizer = 1.0;
  28170. if (holder.totalWeight < 1.0) {
  28171. // We need to mix the original value in
  28172. if (originalValue.scale) {
  28173. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  28174. }
  28175. else {
  28176. finalValue = originalValue * (1.0 - holder.totalWeight);
  28177. }
  28178. }
  28179. else {
  28180. // We need to normalize the weights
  28181. normalizer = holder.totalWeight;
  28182. var scale_1 = originalAnimation.weight / normalizer;
  28183. if (scale_1 !== 1) {
  28184. if (originalAnimation.currentValue.scale) {
  28185. finalValue = originalAnimation.currentValue.scale(scale_1);
  28186. }
  28187. else {
  28188. finalValue = originalAnimation.currentValue * scale_1;
  28189. }
  28190. }
  28191. else {
  28192. finalValue = originalAnimation.currentValue;
  28193. }
  28194. startIndex = 1;
  28195. }
  28196. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28197. var runtimeAnimation = holder.animations[animIndex];
  28198. var scale = runtimeAnimation.weight / normalizer;
  28199. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  28200. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  28201. }
  28202. else {
  28203. finalValue += runtimeAnimation.currentValue * scale;
  28204. }
  28205. }
  28206. }
  28207. }
  28208. target[path] = finalValue;
  28209. }
  28210. target._lateAnimationHolders = {};
  28211. }
  28212. this._registeredForLateAnimationBindings.reset();
  28213. };
  28214. // Matrix
  28215. /** @hidden */
  28216. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  28217. this._useAlternateCameraConfiguration = active;
  28218. };
  28219. /**
  28220. * Gets the current view matrix
  28221. * @returns a Matrix
  28222. */
  28223. Scene.prototype.getViewMatrix = function () {
  28224. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  28225. };
  28226. /**
  28227. * Gets the current projection matrix
  28228. * @returns a Matrix
  28229. */
  28230. Scene.prototype.getProjectionMatrix = function () {
  28231. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  28232. };
  28233. /**
  28234. * Gets the current transform matrix
  28235. * @returns a Matrix made of View * Projection
  28236. */
  28237. Scene.prototype.getTransformMatrix = function () {
  28238. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  28239. };
  28240. /**
  28241. * Sets the current transform matrix
  28242. * @param view defines the View matrix to use
  28243. * @param projection defines the Projection matrix to use
  28244. */
  28245. Scene.prototype.setTransformMatrix = function (view, projection) {
  28246. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  28247. return;
  28248. }
  28249. this._viewUpdateFlag = view.updateFlag;
  28250. this._projectionUpdateFlag = projection.updateFlag;
  28251. this._viewMatrix = view;
  28252. this._projectionMatrix = projection;
  28253. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  28254. // Update frustum
  28255. if (!this._frustumPlanes) {
  28256. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  28257. }
  28258. else {
  28259. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  28260. }
  28261. if (this.activeCamera && this.activeCamera._alternateCamera) {
  28262. var otherCamera = this.activeCamera._alternateCamera;
  28263. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  28264. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  28265. }
  28266. if (this._sceneUbo.useUbo) {
  28267. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  28268. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  28269. this._sceneUbo.update();
  28270. }
  28271. };
  28272. /** @hidden */
  28273. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  28274. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  28275. return;
  28276. }
  28277. this._alternateViewUpdateFlag = view.updateFlag;
  28278. this._alternateProjectionUpdateFlag = projection.updateFlag;
  28279. this._alternateViewMatrix = view;
  28280. this._alternateProjectionMatrix = projection;
  28281. if (!this._alternateTransformMatrix) {
  28282. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  28283. }
  28284. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  28285. if (!this._alternateSceneUbo) {
  28286. this._createAlternateUbo();
  28287. }
  28288. if (this._alternateSceneUbo.useUbo) {
  28289. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  28290. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  28291. this._alternateSceneUbo.update();
  28292. }
  28293. };
  28294. /**
  28295. * Gets the uniform buffer used to store scene data
  28296. * @returns a UniformBuffer
  28297. */
  28298. Scene.prototype.getSceneUniformBuffer = function () {
  28299. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  28300. };
  28301. /**
  28302. * Gets an unique (relatively to the current scene) Id
  28303. * @returns an unique number for the scene
  28304. */
  28305. Scene.prototype.getUniqueId = function () {
  28306. var result = Scene._uniqueIdCounter;
  28307. Scene._uniqueIdCounter++;
  28308. return result;
  28309. };
  28310. /**
  28311. * Add a mesh to the list of scene's meshes
  28312. * @param newMesh defines the mesh to add
  28313. * @param recursive if all child meshes should also be added to the scene
  28314. */
  28315. Scene.prototype.addMesh = function (newMesh, recursive) {
  28316. var _this = this;
  28317. if (recursive === void 0) { recursive = false; }
  28318. this.meshes.push(newMesh);
  28319. //notify the collision coordinator
  28320. if (this.collisionCoordinator) {
  28321. this.collisionCoordinator.onMeshAdded(newMesh);
  28322. }
  28323. newMesh._resyncLightSources();
  28324. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28325. if (recursive) {
  28326. newMesh.getChildMeshes().forEach(function (m) {
  28327. _this.addMesh(m);
  28328. });
  28329. }
  28330. };
  28331. /**
  28332. * Remove a mesh for the list of scene's meshes
  28333. * @param toRemove defines the mesh to remove
  28334. * @param recursive if all child meshes should also be removed from the scene
  28335. * @returns the index where the mesh was in the mesh list
  28336. */
  28337. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28338. var _this = this;
  28339. if (recursive === void 0) { recursive = false; }
  28340. var index = this.meshes.indexOf(toRemove);
  28341. if (index !== -1) {
  28342. // Remove from the scene if mesh found
  28343. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28344. this.meshes.pop();
  28345. }
  28346. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28347. if (recursive) {
  28348. toRemove.getChildMeshes().forEach(function (m) {
  28349. _this.removeMesh(m);
  28350. });
  28351. }
  28352. return index;
  28353. };
  28354. /**
  28355. * Add a transform node to the list of scene's transform nodes
  28356. * @param newTransformNode defines the transform node to add
  28357. */
  28358. Scene.prototype.addTransformNode = function (newTransformNode) {
  28359. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28360. this.transformNodes.push(newTransformNode);
  28361. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28362. };
  28363. /**
  28364. * Remove a transform node for the list of scene's transform nodes
  28365. * @param toRemove defines the transform node to remove
  28366. * @returns the index where the transform node was in the transform node list
  28367. */
  28368. Scene.prototype.removeTransformNode = function (toRemove) {
  28369. var index = toRemove._indexInSceneTransformNodesArray;
  28370. if (index !== -1) {
  28371. if (index !== this.transformNodes.length - 1) {
  28372. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28373. this.transformNodes[index] = lastNode;
  28374. lastNode._indexInSceneTransformNodesArray = index;
  28375. }
  28376. toRemove._indexInSceneTransformNodesArray = -1;
  28377. this.transformNodes.pop();
  28378. }
  28379. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28380. return index;
  28381. };
  28382. /**
  28383. * Remove a skeleton for the list of scene's skeletons
  28384. * @param toRemove defines the skeleton to remove
  28385. * @returns the index where the skeleton was in the skeleton list
  28386. */
  28387. Scene.prototype.removeSkeleton = function (toRemove) {
  28388. var index = this.skeletons.indexOf(toRemove);
  28389. if (index !== -1) {
  28390. // Remove from the scene if found
  28391. this.skeletons.splice(index, 1);
  28392. }
  28393. return index;
  28394. };
  28395. /**
  28396. * Remove a morph target for the list of scene's morph targets
  28397. * @param toRemove defines the morph target to remove
  28398. * @returns the index where the morph target was in the morph target list
  28399. */
  28400. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28401. var index = this.morphTargetManagers.indexOf(toRemove);
  28402. if (index !== -1) {
  28403. // Remove from the scene if found
  28404. this.morphTargetManagers.splice(index, 1);
  28405. }
  28406. return index;
  28407. };
  28408. /**
  28409. * Remove a light for the list of scene's lights
  28410. * @param toRemove defines the light to remove
  28411. * @returns the index where the light was in the light list
  28412. */
  28413. Scene.prototype.removeLight = function (toRemove) {
  28414. var index = this.lights.indexOf(toRemove);
  28415. if (index !== -1) {
  28416. // Remove from meshes
  28417. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28418. var mesh = _a[_i];
  28419. mesh._removeLightSource(toRemove);
  28420. }
  28421. // Remove from the scene if mesh found
  28422. this.lights.splice(index, 1);
  28423. this.sortLightsByPriority();
  28424. }
  28425. this.onLightRemovedObservable.notifyObservers(toRemove);
  28426. return index;
  28427. };
  28428. /**
  28429. * Remove a camera for the list of scene's cameras
  28430. * @param toRemove defines the camera to remove
  28431. * @returns the index where the camera was in the camera list
  28432. */
  28433. Scene.prototype.removeCamera = function (toRemove) {
  28434. var index = this.cameras.indexOf(toRemove);
  28435. if (index !== -1) {
  28436. // Remove from the scene if mesh found
  28437. this.cameras.splice(index, 1);
  28438. }
  28439. // Remove from activeCameras
  28440. var index2 = this.activeCameras.indexOf(toRemove);
  28441. if (index2 !== -1) {
  28442. // Remove from the scene if mesh found
  28443. this.activeCameras.splice(index2, 1);
  28444. }
  28445. // Reset the activeCamera
  28446. if (this.activeCamera === toRemove) {
  28447. if (this.cameras.length > 0) {
  28448. this.activeCamera = this.cameras[0];
  28449. }
  28450. else {
  28451. this.activeCamera = null;
  28452. }
  28453. }
  28454. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28455. return index;
  28456. };
  28457. /**
  28458. * Remove a particle system for the list of scene's particle systems
  28459. * @param toRemove defines the particle system to remove
  28460. * @returns the index where the particle system was in the particle system list
  28461. */
  28462. Scene.prototype.removeParticleSystem = function (toRemove) {
  28463. var index = this.particleSystems.indexOf(toRemove);
  28464. if (index !== -1) {
  28465. this.particleSystems.splice(index, 1);
  28466. }
  28467. return index;
  28468. };
  28469. /**
  28470. * Remove a animation for the list of scene's animations
  28471. * @param toRemove defines the animation to remove
  28472. * @returns the index where the animation was in the animation list
  28473. */
  28474. Scene.prototype.removeAnimation = function (toRemove) {
  28475. var index = this.animations.indexOf(toRemove);
  28476. if (index !== -1) {
  28477. this.animations.splice(index, 1);
  28478. }
  28479. return index;
  28480. };
  28481. /**
  28482. * Removes the given animation group from this scene.
  28483. * @param toRemove The animation group to remove
  28484. * @returns The index of the removed animation group
  28485. */
  28486. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28487. var index = this.animationGroups.indexOf(toRemove);
  28488. if (index !== -1) {
  28489. this.animationGroups.splice(index, 1);
  28490. }
  28491. return index;
  28492. };
  28493. /**
  28494. * Removes the given multi-material from this scene.
  28495. * @param toRemove The multi-material to remove
  28496. * @returns The index of the removed multi-material
  28497. */
  28498. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28499. var index = this.multiMaterials.indexOf(toRemove);
  28500. if (index !== -1) {
  28501. this.multiMaterials.splice(index, 1);
  28502. }
  28503. return index;
  28504. };
  28505. /**
  28506. * Removes the given material from this scene.
  28507. * @param toRemove The material to remove
  28508. * @returns The index of the removed material
  28509. */
  28510. Scene.prototype.removeMaterial = function (toRemove) {
  28511. var index = toRemove._indexInSceneMaterialArray;
  28512. if (index !== -1) {
  28513. if (index !== this.materials.length - 1) {
  28514. var lastMaterial = this.materials[this.materials.length - 1];
  28515. this.materials[index] = lastMaterial;
  28516. lastMaterial._indexInSceneMaterialArray = index;
  28517. }
  28518. toRemove._indexInSceneMaterialArray = -1;
  28519. this.materials.pop();
  28520. }
  28521. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28522. return index;
  28523. };
  28524. /**
  28525. * Removes the given action manager from this scene.
  28526. * @param toRemove The action manager to remove
  28527. * @returns The index of the removed action manager
  28528. */
  28529. Scene.prototype.removeActionManager = function (toRemove) {
  28530. var index = this.actionManagers.indexOf(toRemove);
  28531. if (index !== -1) {
  28532. this.actionManagers.splice(index, 1);
  28533. }
  28534. return index;
  28535. };
  28536. /**
  28537. * Removes the given texture from this scene.
  28538. * @param toRemove The texture to remove
  28539. * @returns The index of the removed texture
  28540. */
  28541. Scene.prototype.removeTexture = function (toRemove) {
  28542. var index = this.textures.indexOf(toRemove);
  28543. if (index !== -1) {
  28544. this.textures.splice(index, 1);
  28545. }
  28546. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28547. return index;
  28548. };
  28549. /**
  28550. * Adds the given light to this scene
  28551. * @param newLight The light to add
  28552. */
  28553. Scene.prototype.addLight = function (newLight) {
  28554. this.lights.push(newLight);
  28555. this.sortLightsByPriority();
  28556. // Add light to all meshes (To support if the light is removed and then readded)
  28557. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28558. var mesh = _a[_i];
  28559. if (mesh._lightSources.indexOf(newLight) === -1) {
  28560. mesh._lightSources.push(newLight);
  28561. mesh._resyncLightSources();
  28562. }
  28563. }
  28564. this.onNewLightAddedObservable.notifyObservers(newLight);
  28565. };
  28566. /**
  28567. * Sorts the list list based on light priorities
  28568. */
  28569. Scene.prototype.sortLightsByPriority = function () {
  28570. if (this.requireLightSorting) {
  28571. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28572. }
  28573. };
  28574. /**
  28575. * Adds the given camera to this scene
  28576. * @param newCamera The camera to add
  28577. */
  28578. Scene.prototype.addCamera = function (newCamera) {
  28579. this.cameras.push(newCamera);
  28580. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28581. };
  28582. /**
  28583. * Adds the given skeleton to this scene
  28584. * @param newSkeleton The skeleton to add
  28585. */
  28586. Scene.prototype.addSkeleton = function (newSkeleton) {
  28587. this.skeletons.push(newSkeleton);
  28588. };
  28589. /**
  28590. * Adds the given particle system to this scene
  28591. * @param newParticleSystem The particle system to add
  28592. */
  28593. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28594. this.particleSystems.push(newParticleSystem);
  28595. };
  28596. /**
  28597. * Adds the given animation to this scene
  28598. * @param newAnimation The animation to add
  28599. */
  28600. Scene.prototype.addAnimation = function (newAnimation) {
  28601. this.animations.push(newAnimation);
  28602. };
  28603. /**
  28604. * Adds the given animation group to this scene.
  28605. * @param newAnimationGroup The animation group to add
  28606. */
  28607. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28608. this.animationGroups.push(newAnimationGroup);
  28609. };
  28610. /**
  28611. * Adds the given multi-material to this scene
  28612. * @param newMultiMaterial The multi-material to add
  28613. */
  28614. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28615. this.multiMaterials.push(newMultiMaterial);
  28616. };
  28617. /**
  28618. * Adds the given material to this scene
  28619. * @param newMaterial The material to add
  28620. */
  28621. Scene.prototype.addMaterial = function (newMaterial) {
  28622. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28623. this.materials.push(newMaterial);
  28624. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28625. };
  28626. /**
  28627. * Adds the given morph target to this scene
  28628. * @param newMorphTargetManager The morph target to add
  28629. */
  28630. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28631. this.morphTargetManagers.push(newMorphTargetManager);
  28632. };
  28633. /**
  28634. * Adds the given geometry to this scene
  28635. * @param newGeometry The geometry to add
  28636. */
  28637. Scene.prototype.addGeometry = function (newGeometry) {
  28638. if (this.geometriesByUniqueId) {
  28639. this.geometriesByUniqueId[newGeometry.uniqueId] = this.geometries.length;
  28640. }
  28641. this.geometries.push(newGeometry);
  28642. };
  28643. /**
  28644. * Adds the given action manager to this scene
  28645. * @param newActionManager The action manager to add
  28646. */
  28647. Scene.prototype.addActionManager = function (newActionManager) {
  28648. this.actionManagers.push(newActionManager);
  28649. };
  28650. /**
  28651. * Adds the given texture to this scene.
  28652. * @param newTexture The texture to add
  28653. */
  28654. Scene.prototype.addTexture = function (newTexture) {
  28655. this.textures.push(newTexture);
  28656. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28657. };
  28658. /**
  28659. * Switch active camera
  28660. * @param newCamera defines the new active camera
  28661. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28662. */
  28663. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28664. if (attachControl === void 0) { attachControl = true; }
  28665. var canvas = this._engine.getRenderingCanvas();
  28666. if (!canvas) {
  28667. return;
  28668. }
  28669. if (this.activeCamera) {
  28670. this.activeCamera.detachControl(canvas);
  28671. }
  28672. this.activeCamera = newCamera;
  28673. if (attachControl) {
  28674. newCamera.attachControl(canvas);
  28675. }
  28676. };
  28677. /**
  28678. * sets the active camera of the scene using its ID
  28679. * @param id defines the camera's ID
  28680. * @return the new active camera or null if none found.
  28681. */
  28682. Scene.prototype.setActiveCameraByID = function (id) {
  28683. var camera = this.getCameraByID(id);
  28684. if (camera) {
  28685. this.activeCamera = camera;
  28686. return camera;
  28687. }
  28688. return null;
  28689. };
  28690. /**
  28691. * sets the active camera of the scene using its name
  28692. * @param name defines the camera's name
  28693. * @returns the new active camera or null if none found.
  28694. */
  28695. Scene.prototype.setActiveCameraByName = function (name) {
  28696. var camera = this.getCameraByName(name);
  28697. if (camera) {
  28698. this.activeCamera = camera;
  28699. return camera;
  28700. }
  28701. return null;
  28702. };
  28703. /**
  28704. * get an animation group using its name
  28705. * @param name defines the material's name
  28706. * @return the animation group or null if none found.
  28707. */
  28708. Scene.prototype.getAnimationGroupByName = function (name) {
  28709. for (var index = 0; index < this.animationGroups.length; index++) {
  28710. if (this.animationGroups[index].name === name) {
  28711. return this.animationGroups[index];
  28712. }
  28713. }
  28714. return null;
  28715. };
  28716. /**
  28717. * get a material using its id
  28718. * @param id defines the material's ID
  28719. * @return the material or null if none found.
  28720. */
  28721. Scene.prototype.getMaterialByID = function (id) {
  28722. for (var index = 0; index < this.materials.length; index++) {
  28723. if (this.materials[index].id === id) {
  28724. return this.materials[index];
  28725. }
  28726. }
  28727. return null;
  28728. };
  28729. /**
  28730. * Gets a material using its name
  28731. * @param name defines the material's name
  28732. * @return the material or null if none found.
  28733. */
  28734. Scene.prototype.getMaterialByName = function (name) {
  28735. for (var index = 0; index < this.materials.length; index++) {
  28736. if (this.materials[index].name === name) {
  28737. return this.materials[index];
  28738. }
  28739. }
  28740. return null;
  28741. };
  28742. /**
  28743. * Gets a camera using its id
  28744. * @param id defines the id to look for
  28745. * @returns the camera or null if not found
  28746. */
  28747. Scene.prototype.getCameraByID = function (id) {
  28748. for (var index = 0; index < this.cameras.length; index++) {
  28749. if (this.cameras[index].id === id) {
  28750. return this.cameras[index];
  28751. }
  28752. }
  28753. return null;
  28754. };
  28755. /**
  28756. * Gets a camera using its unique id
  28757. * @param uniqueId defines the unique id to look for
  28758. * @returns the camera or null if not found
  28759. */
  28760. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28761. for (var index = 0; index < this.cameras.length; index++) {
  28762. if (this.cameras[index].uniqueId === uniqueId) {
  28763. return this.cameras[index];
  28764. }
  28765. }
  28766. return null;
  28767. };
  28768. /**
  28769. * Gets a camera using its name
  28770. * @param name defines the camera's name
  28771. * @return the camera or null if none found.
  28772. */
  28773. Scene.prototype.getCameraByName = function (name) {
  28774. for (var index = 0; index < this.cameras.length; index++) {
  28775. if (this.cameras[index].name === name) {
  28776. return this.cameras[index];
  28777. }
  28778. }
  28779. return null;
  28780. };
  28781. /**
  28782. * Gets a bone using its id
  28783. * @param id defines the bone's id
  28784. * @return the bone or null if not found
  28785. */
  28786. Scene.prototype.getBoneByID = function (id) {
  28787. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28788. var skeleton = this.skeletons[skeletonIndex];
  28789. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28790. if (skeleton.bones[boneIndex].id === id) {
  28791. return skeleton.bones[boneIndex];
  28792. }
  28793. }
  28794. }
  28795. return null;
  28796. };
  28797. /**
  28798. * Gets a bone using its id
  28799. * @param name defines the bone's name
  28800. * @return the bone or null if not found
  28801. */
  28802. Scene.prototype.getBoneByName = function (name) {
  28803. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28804. var skeleton = this.skeletons[skeletonIndex];
  28805. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28806. if (skeleton.bones[boneIndex].name === name) {
  28807. return skeleton.bones[boneIndex];
  28808. }
  28809. }
  28810. }
  28811. return null;
  28812. };
  28813. /**
  28814. * Gets a light node using its name
  28815. * @param name defines the the light's name
  28816. * @return the light or null if none found.
  28817. */
  28818. Scene.prototype.getLightByName = function (name) {
  28819. for (var index = 0; index < this.lights.length; index++) {
  28820. if (this.lights[index].name === name) {
  28821. return this.lights[index];
  28822. }
  28823. }
  28824. return null;
  28825. };
  28826. /**
  28827. * Gets a light node using its id
  28828. * @param id defines the light's id
  28829. * @return the light or null if none found.
  28830. */
  28831. Scene.prototype.getLightByID = function (id) {
  28832. for (var index = 0; index < this.lights.length; index++) {
  28833. if (this.lights[index].id === id) {
  28834. return this.lights[index];
  28835. }
  28836. }
  28837. return null;
  28838. };
  28839. /**
  28840. * Gets a light node using its scene-generated unique ID
  28841. * @param uniqueId defines the light's unique id
  28842. * @return the light or null if none found.
  28843. */
  28844. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28845. for (var index = 0; index < this.lights.length; index++) {
  28846. if (this.lights[index].uniqueId === uniqueId) {
  28847. return this.lights[index];
  28848. }
  28849. }
  28850. return null;
  28851. };
  28852. /**
  28853. * Gets a particle system by id
  28854. * @param id defines the particle system id
  28855. * @return the corresponding system or null if none found
  28856. */
  28857. Scene.prototype.getParticleSystemByID = function (id) {
  28858. for (var index = 0; index < this.particleSystems.length; index++) {
  28859. if (this.particleSystems[index].id === id) {
  28860. return this.particleSystems[index];
  28861. }
  28862. }
  28863. return null;
  28864. };
  28865. /**
  28866. * Gets a geometry using its ID
  28867. * @param id defines the geometry's id
  28868. * @return the geometry or null if none found.
  28869. */
  28870. Scene.prototype.getGeometryByID = function (id) {
  28871. for (var index = 0; index < this.geometries.length; index++) {
  28872. if (this.geometries[index].id === id) {
  28873. return this.geometries[index];
  28874. }
  28875. }
  28876. return null;
  28877. };
  28878. Scene.prototype._getGeometryByUniqueID = function (uniqueId) {
  28879. if (this.geometriesByUniqueId) {
  28880. var index_1 = this.geometriesByUniqueId[uniqueId];
  28881. if (index_1 !== undefined) {
  28882. return this.geometries[index_1];
  28883. }
  28884. }
  28885. else {
  28886. for (var index = 0; index < this.geometries.length; index++) {
  28887. if (this.geometries[index].uniqueId === uniqueId) {
  28888. return this.geometries[index];
  28889. }
  28890. }
  28891. }
  28892. return null;
  28893. };
  28894. /**
  28895. * Add a new geometry to this scene
  28896. * @param geometry defines the geometry to be added to the scene.
  28897. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28898. * @return a boolean defining if the geometry was added or not
  28899. */
  28900. Scene.prototype.pushGeometry = function (geometry, force) {
  28901. if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {
  28902. return false;
  28903. }
  28904. this.addGeometry(geometry);
  28905. //notify the collision coordinator
  28906. if (this.collisionCoordinator) {
  28907. this.collisionCoordinator.onGeometryAdded(geometry);
  28908. }
  28909. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28910. return true;
  28911. };
  28912. /**
  28913. * Removes an existing geometry
  28914. * @param geometry defines the geometry to be removed from the scene
  28915. * @return a boolean defining if the geometry was removed or not
  28916. */
  28917. Scene.prototype.removeGeometry = function (geometry) {
  28918. var index;
  28919. if (this.geometriesByUniqueId) {
  28920. index = this.geometriesByUniqueId[geometry.uniqueId];
  28921. if (index === undefined) {
  28922. return false;
  28923. }
  28924. }
  28925. else {
  28926. index = this.geometries.indexOf(geometry);
  28927. if (index < 0) {
  28928. return false;
  28929. }
  28930. }
  28931. if (index !== this.geometries.length - 1) {
  28932. var lastGeometry = this.geometries[this.geometries.length - 1];
  28933. this.geometries[index] = lastGeometry;
  28934. if (this.geometriesByUniqueId) {
  28935. this.geometriesByUniqueId[lastGeometry.uniqueId] = index;
  28936. this.geometriesByUniqueId[geometry.uniqueId] = undefined;
  28937. }
  28938. }
  28939. this.geometries.pop();
  28940. //notify the collision coordinator
  28941. if (this.collisionCoordinator) {
  28942. this.collisionCoordinator.onGeometryDeleted(geometry);
  28943. }
  28944. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28945. return true;
  28946. };
  28947. /**
  28948. * Gets the list of geometries attached to the scene
  28949. * @returns an array of Geometry
  28950. */
  28951. Scene.prototype.getGeometries = function () {
  28952. return this.geometries;
  28953. };
  28954. /**
  28955. * Gets the first added mesh found of a given ID
  28956. * @param id defines the id to search for
  28957. * @return the mesh found or null if not found at all
  28958. */
  28959. Scene.prototype.getMeshByID = function (id) {
  28960. for (var index = 0; index < this.meshes.length; index++) {
  28961. if (this.meshes[index].id === id) {
  28962. return this.meshes[index];
  28963. }
  28964. }
  28965. return null;
  28966. };
  28967. /**
  28968. * Gets a list of meshes using their id
  28969. * @param id defines the id to search for
  28970. * @returns a list of meshes
  28971. */
  28972. Scene.prototype.getMeshesByID = function (id) {
  28973. return this.meshes.filter(function (m) {
  28974. return m.id === id;
  28975. });
  28976. };
  28977. /**
  28978. * Gets the first added transform node found of a given ID
  28979. * @param id defines the id to search for
  28980. * @return the found transform node or null if not found at all.
  28981. */
  28982. Scene.prototype.getTransformNodeByID = function (id) {
  28983. for (var index = 0; index < this.transformNodes.length; index++) {
  28984. if (this.transformNodes[index].id === id) {
  28985. return this.transformNodes[index];
  28986. }
  28987. }
  28988. return null;
  28989. };
  28990. /**
  28991. * Gets a list of transform nodes using their id
  28992. * @param id defines the id to search for
  28993. * @returns a list of transform nodes
  28994. */
  28995. Scene.prototype.getTransformNodesByID = function (id) {
  28996. return this.transformNodes.filter(function (m) {
  28997. return m.id === id;
  28998. });
  28999. };
  29000. /**
  29001. * Gets a mesh with its auto-generated unique id
  29002. * @param uniqueId defines the unique id to search for
  29003. * @return the found mesh or null if not found at all.
  29004. */
  29005. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  29006. for (var index = 0; index < this.meshes.length; index++) {
  29007. if (this.meshes[index].uniqueId === uniqueId) {
  29008. return this.meshes[index];
  29009. }
  29010. }
  29011. return null;
  29012. };
  29013. /**
  29014. * Gets a the last added mesh using a given id
  29015. * @param id defines the id to search for
  29016. * @return the found mesh or null if not found at all.
  29017. */
  29018. Scene.prototype.getLastMeshByID = function (id) {
  29019. for (var index = this.meshes.length - 1; index >= 0; index--) {
  29020. if (this.meshes[index].id === id) {
  29021. return this.meshes[index];
  29022. }
  29023. }
  29024. return null;
  29025. };
  29026. /**
  29027. * Gets a the last added node (Mesh, Camera, Light) using a given id
  29028. * @param id defines the id to search for
  29029. * @return the found node or null if not found at all
  29030. */
  29031. Scene.prototype.getLastEntryByID = function (id) {
  29032. var index;
  29033. for (index = this.meshes.length - 1; index >= 0; index--) {
  29034. if (this.meshes[index].id === id) {
  29035. return this.meshes[index];
  29036. }
  29037. }
  29038. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  29039. if (this.transformNodes[index].id === id) {
  29040. return this.transformNodes[index];
  29041. }
  29042. }
  29043. for (index = this.cameras.length - 1; index >= 0; index--) {
  29044. if (this.cameras[index].id === id) {
  29045. return this.cameras[index];
  29046. }
  29047. }
  29048. for (index = this.lights.length - 1; index >= 0; index--) {
  29049. if (this.lights[index].id === id) {
  29050. return this.lights[index];
  29051. }
  29052. }
  29053. return null;
  29054. };
  29055. /**
  29056. * Gets a node (Mesh, Camera, Light) using a given id
  29057. * @param id defines the id to search for
  29058. * @return the found node or null if not found at all
  29059. */
  29060. Scene.prototype.getNodeByID = function (id) {
  29061. var mesh = this.getMeshByID(id);
  29062. if (mesh) {
  29063. return mesh;
  29064. }
  29065. var transformNode = this.getTransformNodeByID(id);
  29066. if (transformNode) {
  29067. return transformNode;
  29068. }
  29069. var light = this.getLightByID(id);
  29070. if (light) {
  29071. return light;
  29072. }
  29073. var camera = this.getCameraByID(id);
  29074. if (camera) {
  29075. return camera;
  29076. }
  29077. var bone = this.getBoneByID(id);
  29078. if (bone) {
  29079. return bone;
  29080. }
  29081. return null;
  29082. };
  29083. /**
  29084. * Gets a node (Mesh, Camera, Light) using a given name
  29085. * @param name defines the name to search for
  29086. * @return the found node or null if not found at all.
  29087. */
  29088. Scene.prototype.getNodeByName = function (name) {
  29089. var mesh = this.getMeshByName(name);
  29090. if (mesh) {
  29091. return mesh;
  29092. }
  29093. var transformNode = this.getTransformNodeByName(name);
  29094. if (transformNode) {
  29095. return transformNode;
  29096. }
  29097. var light = this.getLightByName(name);
  29098. if (light) {
  29099. return light;
  29100. }
  29101. var camera = this.getCameraByName(name);
  29102. if (camera) {
  29103. return camera;
  29104. }
  29105. var bone = this.getBoneByName(name);
  29106. if (bone) {
  29107. return bone;
  29108. }
  29109. return null;
  29110. };
  29111. /**
  29112. * Gets a mesh using a given name
  29113. * @param name defines the name to search for
  29114. * @return the found mesh or null if not found at all.
  29115. */
  29116. Scene.prototype.getMeshByName = function (name) {
  29117. for (var index = 0; index < this.meshes.length; index++) {
  29118. if (this.meshes[index].name === name) {
  29119. return this.meshes[index];
  29120. }
  29121. }
  29122. return null;
  29123. };
  29124. /**
  29125. * Gets a transform node using a given name
  29126. * @param name defines the name to search for
  29127. * @return the found transform node or null if not found at all.
  29128. */
  29129. Scene.prototype.getTransformNodeByName = function (name) {
  29130. for (var index = 0; index < this.transformNodes.length; index++) {
  29131. if (this.transformNodes[index].name === name) {
  29132. return this.transformNodes[index];
  29133. }
  29134. }
  29135. return null;
  29136. };
  29137. /**
  29138. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  29139. * @param id defines the id to search for
  29140. * @return the found skeleton or null if not found at all.
  29141. */
  29142. Scene.prototype.getLastSkeletonByID = function (id) {
  29143. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  29144. if (this.skeletons[index].id === id) {
  29145. return this.skeletons[index];
  29146. }
  29147. }
  29148. return null;
  29149. };
  29150. /**
  29151. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  29152. * @param id defines the id to search for
  29153. * @return the found skeleton or null if not found at all.
  29154. */
  29155. Scene.prototype.getSkeletonById = function (id) {
  29156. for (var index = 0; index < this.skeletons.length; index++) {
  29157. if (this.skeletons[index].id === id) {
  29158. return this.skeletons[index];
  29159. }
  29160. }
  29161. return null;
  29162. };
  29163. /**
  29164. * Gets a skeleton using a given name
  29165. * @param name defines the name to search for
  29166. * @return the found skeleton or null if not found at all.
  29167. */
  29168. Scene.prototype.getSkeletonByName = function (name) {
  29169. for (var index = 0; index < this.skeletons.length; index++) {
  29170. if (this.skeletons[index].name === name) {
  29171. return this.skeletons[index];
  29172. }
  29173. }
  29174. return null;
  29175. };
  29176. /**
  29177. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  29178. * @param id defines the id to search for
  29179. * @return the found morph target manager or null if not found at all.
  29180. */
  29181. Scene.prototype.getMorphTargetManagerById = function (id) {
  29182. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  29183. if (this.morphTargetManagers[index].uniqueId === id) {
  29184. return this.morphTargetManagers[index];
  29185. }
  29186. }
  29187. return null;
  29188. };
  29189. /**
  29190. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  29191. * @param id defines the id to search for
  29192. * @return the found morph target or null if not found at all.
  29193. */
  29194. Scene.prototype.getMorphTargetById = function (id) {
  29195. for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  29196. var morphTargetManager = this.morphTargetManagers[managerIndex];
  29197. for (var index = 0; index < morphTargetManager.numTargets; ++index) {
  29198. var target = morphTargetManager.getTarget(index);
  29199. if (target.id === id) {
  29200. return target;
  29201. }
  29202. }
  29203. }
  29204. return null;
  29205. };
  29206. /**
  29207. * Gets a boolean indicating if the given mesh is active
  29208. * @param mesh defines the mesh to look for
  29209. * @returns true if the mesh is in the active list
  29210. */
  29211. Scene.prototype.isActiveMesh = function (mesh) {
  29212. return (this._activeMeshes.indexOf(mesh) !== -1);
  29213. };
  29214. Object.defineProperty(Scene.prototype, "uid", {
  29215. /**
  29216. * Return a unique id as a string which can serve as an identifier for the scene
  29217. */
  29218. get: function () {
  29219. if (!this._uid) {
  29220. this._uid = BABYLON.Tools.RandomId();
  29221. }
  29222. return this._uid;
  29223. },
  29224. enumerable: true,
  29225. configurable: true
  29226. });
  29227. /**
  29228. * Add an externaly attached data from its key.
  29229. * This method call will fail and return false, if such key already exists.
  29230. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  29231. * @param key the unique key that identifies the data
  29232. * @param data the data object to associate to the key for this Engine instance
  29233. * @return true if no such key were already present and the data was added successfully, false otherwise
  29234. */
  29235. Scene.prototype.addExternalData = function (key, data) {
  29236. if (!this._externalData) {
  29237. this._externalData = new BABYLON.StringDictionary();
  29238. }
  29239. return this._externalData.add(key, data);
  29240. };
  29241. /**
  29242. * Get an externaly attached data from its key
  29243. * @param key the unique key that identifies the data
  29244. * @return the associated data, if present (can be null), or undefined if not present
  29245. */
  29246. Scene.prototype.getExternalData = function (key) {
  29247. if (!this._externalData) {
  29248. return null;
  29249. }
  29250. return this._externalData.get(key);
  29251. };
  29252. /**
  29253. * Get an externaly attached data from its key, create it using a factory if it's not already present
  29254. * @param key the unique key that identifies the data
  29255. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  29256. * @return the associated data, can be null if the factory returned null.
  29257. */
  29258. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  29259. if (!this._externalData) {
  29260. this._externalData = new BABYLON.StringDictionary();
  29261. }
  29262. return this._externalData.getOrAddWithFactory(key, factory);
  29263. };
  29264. /**
  29265. * Remove an externaly attached data from the Engine instance
  29266. * @param key the unique key that identifies the data
  29267. * @return true if the data was successfully removed, false if it doesn't exist
  29268. */
  29269. Scene.prototype.removeExternalData = function (key) {
  29270. return this._externalData.remove(key);
  29271. };
  29272. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  29273. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  29274. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  29275. var step = _a[_i];
  29276. step.action(mesh, subMesh);
  29277. }
  29278. var material = subMesh.getMaterial();
  29279. if (material !== null && material !== undefined) {
  29280. // Render targets
  29281. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  29282. if (this._processedMaterials.indexOf(material) === -1) {
  29283. this._processedMaterials.push(material);
  29284. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  29285. }
  29286. }
  29287. // Dispatch
  29288. this._activeIndices.addCount(subMesh.indexCount, false);
  29289. this._renderingManager.dispatch(subMesh, mesh, material);
  29290. }
  29291. }
  29292. };
  29293. /**
  29294. * Clear the processed materials smart array preventing retention point in material dispose.
  29295. */
  29296. Scene.prototype.freeProcessedMaterials = function () {
  29297. this._processedMaterials.dispose();
  29298. };
  29299. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  29300. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  29301. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  29302. * when disposing several meshes in a row or a hierarchy of meshes.
  29303. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  29304. */
  29305. get: function () {
  29306. return this._preventFreeActiveMeshesAndRenderingGroups;
  29307. },
  29308. set: function (value) {
  29309. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  29310. return;
  29311. }
  29312. if (value) {
  29313. this.freeActiveMeshes();
  29314. this.freeRenderingGroups();
  29315. }
  29316. this._preventFreeActiveMeshesAndRenderingGroups = value;
  29317. },
  29318. enumerable: true,
  29319. configurable: true
  29320. });
  29321. /**
  29322. * Clear the active meshes smart array preventing retention point in mesh dispose.
  29323. */
  29324. Scene.prototype.freeActiveMeshes = function () {
  29325. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29326. return;
  29327. }
  29328. this._activeMeshes.dispose();
  29329. if (this.activeCamera && this.activeCamera._activeMeshes) {
  29330. this.activeCamera._activeMeshes.dispose();
  29331. }
  29332. if (this.activeCameras) {
  29333. for (var i = 0; i < this.activeCameras.length; i++) {
  29334. var activeCamera = this.activeCameras[i];
  29335. if (activeCamera && activeCamera._activeMeshes) {
  29336. activeCamera._activeMeshes.dispose();
  29337. }
  29338. }
  29339. }
  29340. };
  29341. /**
  29342. * Clear the info related to rendering groups preventing retention points during dispose.
  29343. */
  29344. Scene.prototype.freeRenderingGroups = function () {
  29345. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29346. return;
  29347. }
  29348. if (this._renderingManager) {
  29349. this._renderingManager.freeRenderingGroups();
  29350. }
  29351. if (this.textures) {
  29352. for (var i = 0; i < this.textures.length; i++) {
  29353. var texture = this.textures[i];
  29354. if (texture && texture.renderList) {
  29355. texture.freeRenderingGroups();
  29356. }
  29357. }
  29358. }
  29359. };
  29360. /** @hidden */
  29361. Scene.prototype._isInIntermediateRendering = function () {
  29362. return this._intermediateRendering;
  29363. };
  29364. /**
  29365. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29366. * @returns the current scene
  29367. */
  29368. Scene.prototype.freezeActiveMeshes = function () {
  29369. if (!this.activeCamera) {
  29370. return this;
  29371. }
  29372. if (!this._frustumPlanes) {
  29373. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29374. }
  29375. this._evaluateActiveMeshes();
  29376. this._activeMeshesFrozen = true;
  29377. return this;
  29378. };
  29379. /**
  29380. * Use this function to restart evaluating active meshes on every frame
  29381. * @returns the current scene
  29382. */
  29383. Scene.prototype.unfreezeActiveMeshes = function () {
  29384. this._activeMeshesFrozen = false;
  29385. return this;
  29386. };
  29387. Scene.prototype._evaluateActiveMeshes = function () {
  29388. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29389. return;
  29390. }
  29391. if (!this.activeCamera) {
  29392. return;
  29393. }
  29394. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29395. this.activeCamera._activeMeshes.reset();
  29396. this._activeMeshes.reset();
  29397. this._renderingManager.reset();
  29398. this._processedMaterials.reset();
  29399. this._activeParticleSystems.reset();
  29400. this._activeSkeletons.reset();
  29401. this._softwareSkinnedMeshes.reset();
  29402. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29403. var step = _a[_i];
  29404. step.action();
  29405. }
  29406. // Determine mesh candidates
  29407. var meshes = this.getActiveMeshCandidates();
  29408. // Check each mesh
  29409. var len = meshes.length;
  29410. for (var i = 0; i < len; i++) {
  29411. var mesh = meshes.data[i];
  29412. if (mesh.isBlocked) {
  29413. continue;
  29414. }
  29415. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29416. if (!mesh.isReady() || !mesh.isEnabled()) {
  29417. continue;
  29418. }
  29419. mesh.computeWorldMatrix();
  29420. // Intersections
  29421. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29422. this._meshesForIntersections.pushNoDuplicate(mesh);
  29423. }
  29424. // Switch to current LOD
  29425. var meshLOD = mesh.getLOD(this.activeCamera);
  29426. if (meshLOD === undefined || meshLOD === null) {
  29427. continue;
  29428. }
  29429. mesh._preActivate();
  29430. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29431. this._activeMeshes.push(mesh);
  29432. this.activeCamera._activeMeshes.push(mesh);
  29433. mesh._activate(this._renderId);
  29434. if (meshLOD !== mesh) {
  29435. meshLOD._activate(this._renderId);
  29436. }
  29437. this._activeMesh(mesh, meshLOD);
  29438. }
  29439. }
  29440. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29441. // Particle systems
  29442. if (this.particlesEnabled) {
  29443. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29444. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29445. var particleSystem = this.particleSystems[particleIndex];
  29446. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29447. continue;
  29448. }
  29449. var emitter = particleSystem.emitter;
  29450. if (!emitter.position || emitter.isEnabled()) {
  29451. this._activeParticleSystems.push(particleSystem);
  29452. particleSystem.animate();
  29453. this._renderingManager.dispatchParticles(particleSystem);
  29454. }
  29455. }
  29456. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29457. }
  29458. };
  29459. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29460. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29461. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29462. mesh.skeleton.prepare();
  29463. }
  29464. if (!mesh.computeBonesUsingShaders) {
  29465. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29466. }
  29467. }
  29468. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29469. var step = _a[_i];
  29470. step.action(sourceMesh, mesh);
  29471. }
  29472. if (mesh !== undefined && mesh !== null
  29473. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29474. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29475. var len = subMeshes.length;
  29476. for (var i = 0; i < len; i++) {
  29477. var subMesh = subMeshes.data[i];
  29478. this._evaluateSubMesh(subMesh, mesh);
  29479. }
  29480. }
  29481. };
  29482. /**
  29483. * Update the transform matrix to update from the current active camera
  29484. * @param force defines a boolean used to force the update even if cache is up to date
  29485. */
  29486. Scene.prototype.updateTransformMatrix = function (force) {
  29487. if (!this.activeCamera) {
  29488. return;
  29489. }
  29490. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29491. };
  29492. /**
  29493. * 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)
  29494. * @param alternateCamera defines the camera to use
  29495. */
  29496. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29497. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29498. };
  29499. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29500. if (camera && camera._skipRendering) {
  29501. return;
  29502. }
  29503. var engine = this._engine;
  29504. this.activeCamera = camera;
  29505. if (!this.activeCamera) {
  29506. throw new Error("Active camera not set");
  29507. }
  29508. // Viewport
  29509. engine.setViewport(this.activeCamera.viewport);
  29510. // Camera
  29511. this.resetCachedMaterial();
  29512. this._renderId++;
  29513. this.updateTransformMatrix();
  29514. if (camera._alternateCamera) {
  29515. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29516. this._alternateRendering = true;
  29517. }
  29518. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29519. // Meshes
  29520. this._evaluateActiveMeshes();
  29521. // Software skinning
  29522. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29523. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29524. mesh.applySkeleton(mesh.skeleton);
  29525. }
  29526. // Render targets
  29527. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29528. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29529. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29530. }
  29531. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29532. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29533. }
  29534. // Collects render targets from external components.
  29535. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29536. var step = _a[_i];
  29537. step.action(this._renderTargets);
  29538. }
  29539. if (this.renderTargetsEnabled) {
  29540. this._intermediateRendering = true;
  29541. if (this._renderTargets.length > 0) {
  29542. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29543. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29544. var renderTarget = this._renderTargets.data[renderIndex];
  29545. if (renderTarget._shouldRender()) {
  29546. this._renderId++;
  29547. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29548. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29549. }
  29550. }
  29551. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29552. this._renderId++;
  29553. }
  29554. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29555. var step = _c[_b];
  29556. step.action(this.activeCamera);
  29557. }
  29558. this._intermediateRendering = false;
  29559. if (this.activeCamera.outputRenderTarget) {
  29560. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29561. if (internalTexture) {
  29562. engine.bindFramebuffer(internalTexture);
  29563. }
  29564. else {
  29565. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29566. }
  29567. }
  29568. else {
  29569. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29570. }
  29571. }
  29572. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29573. // Prepare Frame
  29574. if (this.postProcessManager) {
  29575. this.postProcessManager._prepareFrame();
  29576. }
  29577. // Before Camera Draw
  29578. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29579. var step = _e[_d];
  29580. step.action(this.activeCamera);
  29581. }
  29582. // Render
  29583. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29584. this._renderingManager.render(null, null, true, true);
  29585. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29586. // After Camera Draw
  29587. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29588. var step = _g[_f];
  29589. step.action(this.activeCamera);
  29590. }
  29591. // Finalize frame
  29592. if (this.postProcessManager) {
  29593. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29594. }
  29595. // Reset some special arrays
  29596. this._renderTargets.reset();
  29597. this._alternateRendering = false;
  29598. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29599. };
  29600. Scene.prototype._processSubCameras = function (camera) {
  29601. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29602. this._renderForCamera(camera);
  29603. return;
  29604. }
  29605. // rig cameras
  29606. for (var index = 0; index < camera._rigCameras.length; index++) {
  29607. this._renderForCamera(camera._rigCameras[index], camera);
  29608. }
  29609. this.activeCamera = camera;
  29610. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29611. };
  29612. Scene.prototype._checkIntersections = function () {
  29613. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29614. var sourceMesh = this._meshesForIntersections.data[index];
  29615. if (!sourceMesh.actionManager) {
  29616. continue;
  29617. }
  29618. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29619. var action = sourceMesh.actionManager.actions[actionIndex];
  29620. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29621. var parameters = action.getTriggerParameter();
  29622. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29623. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29624. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29625. if (areIntersecting && currentIntersectionInProgress === -1) {
  29626. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29627. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29628. sourceMesh._intersectionsInProgress.push(otherMesh);
  29629. }
  29630. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29631. sourceMesh._intersectionsInProgress.push(otherMesh);
  29632. }
  29633. }
  29634. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29635. //They intersected, and now they don't.
  29636. //is this trigger an exit trigger? execute an event.
  29637. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29638. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29639. }
  29640. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29641. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29642. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29643. return otherMesh === parameterMesh;
  29644. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29645. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29646. }
  29647. }
  29648. }
  29649. }
  29650. }
  29651. };
  29652. /** @hidden */
  29653. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29654. // Do nothing. Code will be replaced if physics engine component is referenced
  29655. };
  29656. /**
  29657. * Render the scene
  29658. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29659. */
  29660. Scene.prototype.render = function (updateCameras) {
  29661. if (updateCameras === void 0) { updateCameras = true; }
  29662. if (this.isDisposed) {
  29663. return;
  29664. }
  29665. this._frameId++;
  29666. // Register components that have been associated lately to the scene.
  29667. this._registerTransientComponents();
  29668. this._activeParticles.fetchNewFrame();
  29669. this._totalVertices.fetchNewFrame();
  29670. this._activeIndices.fetchNewFrame();
  29671. this._activeBones.fetchNewFrame();
  29672. this._meshesForIntersections.reset();
  29673. this.resetCachedMaterial();
  29674. this.onBeforeAnimationsObservable.notifyObservers(this);
  29675. // Actions
  29676. if (this.actionManager) {
  29677. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29678. }
  29679. if (this._engine.isDeterministicLockStep()) {
  29680. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29681. var defaultFPS = (60.0 / 1000.0);
  29682. var defaultFrameTime = this.getDeterministicFrameTime();
  29683. var stepsTaken = 0;
  29684. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29685. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29686. internalSteps = Math.min(internalSteps, maxSubSteps);
  29687. do {
  29688. this.onBeforeStepObservable.notifyObservers(this);
  29689. // Animations
  29690. this._animationRatio = defaultFrameTime * defaultFPS;
  29691. this._animate();
  29692. this.onAfterAnimationsObservable.notifyObservers(this);
  29693. // Physics
  29694. this._advancePhysicsEngineStep(defaultFrameTime);
  29695. this.onAfterStepObservable.notifyObservers(this);
  29696. this._currentStepId++;
  29697. stepsTaken++;
  29698. deltaTime -= defaultFrameTime;
  29699. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29700. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29701. }
  29702. else {
  29703. // Animations
  29704. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29705. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29706. this._animate();
  29707. this.onAfterAnimationsObservable.notifyObservers(this);
  29708. // Physics
  29709. this._advancePhysicsEngineStep(deltaTime);
  29710. }
  29711. // Before camera update steps
  29712. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29713. var step = _a[_i];
  29714. step.action();
  29715. }
  29716. // Update Cameras
  29717. if (updateCameras) {
  29718. if (this.activeCameras.length > 0) {
  29719. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29720. var camera = this.activeCameras[cameraIndex];
  29721. camera.update();
  29722. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29723. // rig cameras
  29724. for (var index = 0; index < camera._rigCameras.length; index++) {
  29725. camera._rigCameras[index].update();
  29726. }
  29727. }
  29728. }
  29729. }
  29730. else if (this.activeCamera) {
  29731. this.activeCamera.update();
  29732. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29733. // rig cameras
  29734. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29735. this.activeCamera._rigCameras[index].update();
  29736. }
  29737. }
  29738. }
  29739. }
  29740. // Before render
  29741. this.onBeforeRenderObservable.notifyObservers(this);
  29742. // Customs render targets
  29743. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29744. var engine = this.getEngine();
  29745. var currentActiveCamera = this.activeCamera;
  29746. if (this.renderTargetsEnabled) {
  29747. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29748. this._intermediateRendering = true;
  29749. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29750. var renderTarget = this.customRenderTargets[customIndex];
  29751. if (renderTarget._shouldRender()) {
  29752. this._renderId++;
  29753. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29754. if (!this.activeCamera) {
  29755. throw new Error("Active camera not set");
  29756. }
  29757. // Viewport
  29758. engine.setViewport(this.activeCamera.viewport);
  29759. // Camera
  29760. this.updateTransformMatrix();
  29761. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29762. }
  29763. }
  29764. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29765. this._intermediateRendering = false;
  29766. this._renderId++;
  29767. }
  29768. // Restore back buffer
  29769. if (this.customRenderTargets.length > 0) {
  29770. engine.restoreDefaultFramebuffer();
  29771. }
  29772. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29773. this.activeCamera = currentActiveCamera;
  29774. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29775. var step = _c[_b];
  29776. step.action();
  29777. }
  29778. // Clear
  29779. if (this.autoClearDepthAndStencil || this.autoClear) {
  29780. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29781. }
  29782. // Collects render targets from external components.
  29783. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29784. var step = _e[_d];
  29785. step.action(this._renderTargets);
  29786. }
  29787. // Multi-cameras?
  29788. if (this.activeCameras.length > 0) {
  29789. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29790. if (cameraIndex > 0) {
  29791. this._engine.clear(null, false, true, true);
  29792. }
  29793. this._processSubCameras(this.activeCameras[cameraIndex]);
  29794. }
  29795. }
  29796. else {
  29797. if (!this.activeCamera) {
  29798. throw new Error("No camera defined");
  29799. }
  29800. this._processSubCameras(this.activeCamera);
  29801. }
  29802. // Intersection checks
  29803. this._checkIntersections();
  29804. // Executes the after render stage actions.
  29805. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29806. var step = _g[_f];
  29807. step.action();
  29808. }
  29809. // After render
  29810. if (this.afterRender) {
  29811. this.afterRender();
  29812. }
  29813. this.onAfterRenderObservable.notifyObservers(this);
  29814. // Cleaning
  29815. if (this._toBeDisposed.length) {
  29816. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29817. var data = this._toBeDisposed[index];
  29818. if (data) {
  29819. data.dispose();
  29820. }
  29821. }
  29822. this._toBeDisposed = [];
  29823. }
  29824. if (this.dumpNextRenderTargets) {
  29825. this.dumpNextRenderTargets = false;
  29826. }
  29827. this._activeBones.addCount(0, true);
  29828. this._activeIndices.addCount(0, true);
  29829. this._activeParticles.addCount(0, true);
  29830. };
  29831. /**
  29832. * Freeze all materials
  29833. * A frozen material will not be updatable but should be faster to render
  29834. */
  29835. Scene.prototype.freezeMaterials = function () {
  29836. for (var i = 0; i < this.materials.length; i++) {
  29837. this.materials[i].freeze();
  29838. }
  29839. };
  29840. /**
  29841. * Unfreeze all materials
  29842. * A frozen material will not be updatable but should be faster to render
  29843. */
  29844. Scene.prototype.unfreezeMaterials = function () {
  29845. for (var i = 0; i < this.materials.length; i++) {
  29846. this.materials[i].unfreeze();
  29847. }
  29848. };
  29849. /**
  29850. * Releases all held ressources
  29851. */
  29852. Scene.prototype.dispose = function () {
  29853. this.beforeRender = null;
  29854. this.afterRender = null;
  29855. this.skeletons = [];
  29856. this.morphTargetManagers = [];
  29857. this._transientComponents = [];
  29858. this._isReadyForMeshStage.clear();
  29859. this._beforeEvaluateActiveMeshStage.clear();
  29860. this._evaluateSubMeshStage.clear();
  29861. this._activeMeshStage.clear();
  29862. this._cameraDrawRenderTargetStage.clear();
  29863. this._beforeCameraDrawStage.clear();
  29864. this._beforeRenderTargetDrawStage.clear();
  29865. this._beforeRenderingGroupDrawStage.clear();
  29866. this._beforeRenderingMeshStage.clear();
  29867. this._afterRenderingMeshStage.clear();
  29868. this._afterRenderingGroupDrawStage.clear();
  29869. this._afterCameraDrawStage.clear();
  29870. this._afterRenderTargetDrawStage.clear();
  29871. this._afterRenderStage.clear();
  29872. this._beforeCameraUpdateStage.clear();
  29873. this._beforeClearStage.clear();
  29874. this._gatherRenderTargetsStage.clear();
  29875. this._gatherActiveCameraRenderTargetsStage.clear();
  29876. this._pointerMoveStage.clear();
  29877. this._pointerDownStage.clear();
  29878. this._pointerUpStage.clear();
  29879. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29880. var component = _a[_i];
  29881. component.dispose();
  29882. }
  29883. this.importedMeshesFiles = new Array();
  29884. this.stopAllAnimations();
  29885. this.resetCachedMaterial();
  29886. // Smart arrays
  29887. if (this.activeCamera) {
  29888. this.activeCamera._activeMeshes.dispose();
  29889. this.activeCamera = null;
  29890. }
  29891. this._activeMeshes.dispose();
  29892. this._renderingManager.dispose();
  29893. this._processedMaterials.dispose();
  29894. this._activeParticleSystems.dispose();
  29895. this._activeSkeletons.dispose();
  29896. this._softwareSkinnedMeshes.dispose();
  29897. this._renderTargets.dispose();
  29898. this._registeredForLateAnimationBindings.dispose();
  29899. this._meshesForIntersections.dispose();
  29900. this._toBeDisposed = [];
  29901. // Abort active requests
  29902. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29903. var request = _c[_b];
  29904. request.abort();
  29905. }
  29906. // Events
  29907. this.onDisposeObservable.notifyObservers(this);
  29908. this.onDisposeObservable.clear();
  29909. this.onBeforeRenderObservable.clear();
  29910. this.onAfterRenderObservable.clear();
  29911. this.onBeforeRenderTargetsRenderObservable.clear();
  29912. this.onAfterRenderTargetsRenderObservable.clear();
  29913. this.onAfterStepObservable.clear();
  29914. this.onBeforeStepObservable.clear();
  29915. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29916. this.onAfterActiveMeshesEvaluationObservable.clear();
  29917. this.onBeforeParticlesRenderingObservable.clear();
  29918. this.onAfterParticlesRenderingObservable.clear();
  29919. this.onBeforeDrawPhaseObservable.clear();
  29920. this.onAfterDrawPhaseObservable.clear();
  29921. this.onBeforeAnimationsObservable.clear();
  29922. this.onAfterAnimationsObservable.clear();
  29923. this.onDataLoadedObservable.clear();
  29924. this.onBeforeRenderingGroupObservable.clear();
  29925. this.onAfterRenderingGroupObservable.clear();
  29926. this.onMeshImportedObservable.clear();
  29927. this.onBeforeCameraRenderObservable.clear();
  29928. this.onAfterCameraRenderObservable.clear();
  29929. this.onReadyObservable.clear();
  29930. this.onNewCameraAddedObservable.clear();
  29931. this.onCameraRemovedObservable.clear();
  29932. this.onNewLightAddedObservable.clear();
  29933. this.onLightRemovedObservable.clear();
  29934. this.onNewGeometryAddedObservable.clear();
  29935. this.onGeometryRemovedObservable.clear();
  29936. this.onNewTransformNodeAddedObservable.clear();
  29937. this.onTransformNodeRemovedObservable.clear();
  29938. this.onNewMeshAddedObservable.clear();
  29939. this.onMeshRemovedObservable.clear();
  29940. this.onNewMaterialAddedObservable.clear();
  29941. this.onMaterialRemovedObservable.clear();
  29942. this.onNewTextureAddedObservable.clear();
  29943. this.onTextureRemovedObservable.clear();
  29944. this.onPrePointerObservable.clear();
  29945. this.onPointerObservable.clear();
  29946. this.onPreKeyboardObservable.clear();
  29947. this.onKeyboardObservable.clear();
  29948. this.onActiveCameraChanged.clear();
  29949. this.detachControl();
  29950. // Detach cameras
  29951. var canvas = this._engine.getRenderingCanvas();
  29952. if (canvas) {
  29953. var index;
  29954. for (index = 0; index < this.cameras.length; index++) {
  29955. this.cameras[index].detachControl(canvas);
  29956. }
  29957. }
  29958. // Release animation groups
  29959. while (this.animationGroups.length) {
  29960. this.animationGroups[0].dispose();
  29961. }
  29962. // Release lights
  29963. while (this.lights.length) {
  29964. this.lights[0].dispose();
  29965. }
  29966. // Release meshes
  29967. while (this.meshes.length) {
  29968. this.meshes[0].dispose(true);
  29969. }
  29970. while (this.transformNodes.length) {
  29971. this.removeTransformNode(this.transformNodes[0]);
  29972. }
  29973. // Release cameras
  29974. while (this.cameras.length) {
  29975. this.cameras[0].dispose();
  29976. }
  29977. // Release materials
  29978. if (this.defaultMaterial) {
  29979. this.defaultMaterial.dispose();
  29980. }
  29981. while (this.multiMaterials.length) {
  29982. this.multiMaterials[0].dispose();
  29983. }
  29984. while (this.materials.length) {
  29985. this.materials[0].dispose();
  29986. }
  29987. // Release particles
  29988. while (this.particleSystems.length) {
  29989. this.particleSystems[0].dispose();
  29990. }
  29991. // Release postProcesses
  29992. while (this.postProcesses.length) {
  29993. this.postProcesses[0].dispose();
  29994. }
  29995. // Release textures
  29996. while (this.textures.length) {
  29997. this.textures[0].dispose();
  29998. }
  29999. // Release UBO
  30000. this._sceneUbo.dispose();
  30001. if (this._alternateSceneUbo) {
  30002. this._alternateSceneUbo.dispose();
  30003. }
  30004. // Post-processes
  30005. this.postProcessManager.dispose();
  30006. // Remove from engine
  30007. index = this._engine.scenes.indexOf(this);
  30008. if (index > -1) {
  30009. this._engine.scenes.splice(index, 1);
  30010. }
  30011. this._engine.wipeCaches(true);
  30012. this._isDisposed = true;
  30013. };
  30014. Object.defineProperty(Scene.prototype, "isDisposed", {
  30015. /**
  30016. * Gets if the scene is already disposed
  30017. */
  30018. get: function () {
  30019. return this._isDisposed;
  30020. },
  30021. enumerable: true,
  30022. configurable: true
  30023. });
  30024. /**
  30025. * Call this function to reduce memory footprint of the scene.
  30026. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  30027. */
  30028. Scene.prototype.clearCachedVertexData = function () {
  30029. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30030. var mesh = this.meshes[meshIndex];
  30031. var geometry = mesh.geometry;
  30032. if (geometry) {
  30033. geometry._indices = [];
  30034. for (var vbName in geometry._vertexBuffers) {
  30035. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  30036. continue;
  30037. }
  30038. geometry._vertexBuffers[vbName]._buffer._data = null;
  30039. }
  30040. }
  30041. }
  30042. };
  30043. /**
  30044. * This function will remove the local cached buffer data from texture.
  30045. * It will save memory but will prevent the texture from being rebuilt
  30046. */
  30047. Scene.prototype.cleanCachedTextureBuffer = function () {
  30048. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30049. var baseTexture = _a[_i];
  30050. var buffer = baseTexture._buffer;
  30051. if (buffer) {
  30052. baseTexture._buffer = null;
  30053. }
  30054. }
  30055. };
  30056. /**
  30057. * Get the world extend vectors with an optional filter
  30058. *
  30059. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  30060. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  30061. */
  30062. Scene.prototype.getWorldExtends = function (filterPredicate) {
  30063. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  30064. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  30065. filterPredicate = filterPredicate || (function () { return true; });
  30066. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  30067. mesh.computeWorldMatrix(true);
  30068. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  30069. return;
  30070. }
  30071. var boundingInfo = mesh.getBoundingInfo();
  30072. var minBox = boundingInfo.boundingBox.minimumWorld;
  30073. var maxBox = boundingInfo.boundingBox.maximumWorld;
  30074. BABYLON.Tools.CheckExtends(minBox, min, max);
  30075. BABYLON.Tools.CheckExtends(maxBox, min, max);
  30076. });
  30077. return {
  30078. min: min,
  30079. max: max
  30080. };
  30081. };
  30082. // Picking
  30083. /**
  30084. * Creates a ray that can be used to pick in the scene
  30085. * @param x defines the x coordinate of the origin (on-screen)
  30086. * @param y defines the y coordinate of the origin (on-screen)
  30087. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  30088. * @param camera defines the camera to use for the picking
  30089. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  30090. * @returns a Ray
  30091. */
  30092. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  30093. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  30094. var result = BABYLON.Ray.Zero();
  30095. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  30096. return result;
  30097. };
  30098. /**
  30099. * Creates a ray that can be used to pick in the scene
  30100. * @param x defines the x coordinate of the origin (on-screen)
  30101. * @param y defines the y coordinate of the origin (on-screen)
  30102. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  30103. * @param result defines the ray where to store the picking ray
  30104. * @param camera defines the camera to use for the picking
  30105. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  30106. * @returns the current scene
  30107. */
  30108. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  30109. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  30110. var engine = this._engine;
  30111. if (!camera) {
  30112. if (!this.activeCamera) {
  30113. throw new Error("Active camera not set");
  30114. }
  30115. camera = this.activeCamera;
  30116. }
  30117. var cameraViewport = camera.viewport;
  30118. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30119. // Moving coordinates to local viewport world
  30120. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30121. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30122. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  30123. return this;
  30124. };
  30125. /**
  30126. * Creates a ray that can be used to pick in the scene
  30127. * @param x defines the x coordinate of the origin (on-screen)
  30128. * @param y defines the y coordinate of the origin (on-screen)
  30129. * @param camera defines the camera to use for the picking
  30130. * @returns a Ray
  30131. */
  30132. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  30133. var result = BABYLON.Ray.Zero();
  30134. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  30135. return result;
  30136. };
  30137. /**
  30138. * Creates a ray that can be used to pick in the scene
  30139. * @param x defines the x coordinate of the origin (on-screen)
  30140. * @param y defines the y coordinate of the origin (on-screen)
  30141. * @param result defines the ray where to store the picking ray
  30142. * @param camera defines the camera to use for the picking
  30143. * @returns the current scene
  30144. */
  30145. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  30146. if (!BABYLON.PickingInfo) {
  30147. return this;
  30148. }
  30149. var engine = this._engine;
  30150. if (!camera) {
  30151. if (!this.activeCamera) {
  30152. throw new Error("Active camera not set");
  30153. }
  30154. camera = this.activeCamera;
  30155. }
  30156. var cameraViewport = camera.viewport;
  30157. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30158. var identity = BABYLON.Matrix.Identity();
  30159. // Moving coordinates to local viewport world
  30160. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30161. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30162. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  30163. return this;
  30164. };
  30165. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  30166. if (!BABYLON.PickingInfo) {
  30167. return null;
  30168. }
  30169. var pickingInfo = null;
  30170. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30171. var mesh = this.meshes[meshIndex];
  30172. if (predicate) {
  30173. if (!predicate(mesh)) {
  30174. continue;
  30175. }
  30176. }
  30177. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30178. continue;
  30179. }
  30180. var world = mesh.getWorldMatrix();
  30181. var ray = rayFunction(world);
  30182. var result = mesh.intersects(ray, fastCheck);
  30183. if (!result || !result.hit) {
  30184. continue;
  30185. }
  30186. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  30187. continue;
  30188. }
  30189. pickingInfo = result;
  30190. if (fastCheck) {
  30191. break;
  30192. }
  30193. }
  30194. return pickingInfo || new BABYLON.PickingInfo();
  30195. };
  30196. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  30197. if (!BABYLON.PickingInfo) {
  30198. return null;
  30199. }
  30200. var pickingInfos = new Array();
  30201. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30202. var mesh = this.meshes[meshIndex];
  30203. if (predicate) {
  30204. if (!predicate(mesh)) {
  30205. continue;
  30206. }
  30207. }
  30208. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30209. continue;
  30210. }
  30211. var world = mesh.getWorldMatrix();
  30212. var ray = rayFunction(world);
  30213. var result = mesh.intersects(ray, false);
  30214. if (!result || !result.hit) {
  30215. continue;
  30216. }
  30217. pickingInfos.push(result);
  30218. }
  30219. return pickingInfos;
  30220. };
  30221. /** Launch a ray to try to pick a mesh in the scene
  30222. * @param x position on screen
  30223. * @param y position on screen
  30224. * @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
  30225. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  30226. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30227. * @returns a PickingInfo
  30228. */
  30229. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  30230. var _this = this;
  30231. if (!BABYLON.PickingInfo) {
  30232. return null;
  30233. }
  30234. var result = this._internalPick(function (world) {
  30235. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  30236. return _this._tempPickingRay;
  30237. }, predicate, fastCheck);
  30238. if (result) {
  30239. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  30240. }
  30241. return result;
  30242. };
  30243. /** Use the given ray to pick a mesh in the scene
  30244. * @param ray The ray to use to pick meshes
  30245. * @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
  30246. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  30247. * @returns a PickingInfo
  30248. */
  30249. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  30250. var _this = this;
  30251. var result = this._internalPick(function (world) {
  30252. if (!_this._pickWithRayInverseMatrix) {
  30253. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30254. }
  30255. world.invertToRef(_this._pickWithRayInverseMatrix);
  30256. if (!_this._cachedRayForTransform) {
  30257. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30258. }
  30259. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30260. return _this._cachedRayForTransform;
  30261. }, predicate, fastCheck);
  30262. if (result) {
  30263. result.ray = ray;
  30264. }
  30265. return result;
  30266. };
  30267. /**
  30268. * Launch a ray to try to pick a mesh in the scene
  30269. * @param x X position on screen
  30270. * @param y Y position on screen
  30271. * @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
  30272. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30273. * @returns an array of PickingInfo
  30274. */
  30275. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  30276. var _this = this;
  30277. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  30278. };
  30279. /**
  30280. * Launch a ray to try to pick a mesh in the scene
  30281. * @param ray Ray to use
  30282. * @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
  30283. * @returns an array of PickingInfo
  30284. */
  30285. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  30286. var _this = this;
  30287. return this._internalMultiPick(function (world) {
  30288. if (!_this._pickWithRayInverseMatrix) {
  30289. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30290. }
  30291. world.invertToRef(_this._pickWithRayInverseMatrix);
  30292. if (!_this._cachedRayForTransform) {
  30293. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30294. }
  30295. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30296. return _this._cachedRayForTransform;
  30297. }, predicate);
  30298. };
  30299. /**
  30300. * Force the value of meshUnderPointer
  30301. * @param mesh defines the mesh to use
  30302. */
  30303. Scene.prototype.setPointerOverMesh = function (mesh) {
  30304. if (this._pointerOverMesh === mesh) {
  30305. return;
  30306. }
  30307. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30308. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30309. }
  30310. this._pointerOverMesh = mesh;
  30311. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30312. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30313. }
  30314. };
  30315. /**
  30316. * Gets the mesh under the pointer
  30317. * @returns a Mesh or null if no mesh is under the pointer
  30318. */
  30319. Scene.prototype.getPointerOverMesh = function () {
  30320. return this._pointerOverMesh;
  30321. };
  30322. // Misc.
  30323. /** @hidden */
  30324. Scene.prototype._rebuildGeometries = function () {
  30325. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  30326. var geometry = _a[_i];
  30327. geometry._rebuild();
  30328. }
  30329. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  30330. var mesh = _c[_b];
  30331. mesh._rebuild();
  30332. }
  30333. if (this.postProcessManager) {
  30334. this.postProcessManager._rebuild();
  30335. }
  30336. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30337. var component = _e[_d];
  30338. component.rebuild();
  30339. }
  30340. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30341. var system = _g[_f];
  30342. system.rebuild();
  30343. }
  30344. };
  30345. /** @hidden */
  30346. Scene.prototype._rebuildTextures = function () {
  30347. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30348. var texture = _a[_i];
  30349. texture._rebuild();
  30350. }
  30351. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30352. };
  30353. // Tags
  30354. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30355. if (tagsQuery === undefined) {
  30356. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30357. return list;
  30358. }
  30359. var listByTags = [];
  30360. forEach = forEach || (function (item) { return; });
  30361. for (var i in list) {
  30362. var item = list[i];
  30363. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30364. listByTags.push(item);
  30365. forEach(item);
  30366. }
  30367. }
  30368. return listByTags;
  30369. };
  30370. /**
  30371. * Get a list of meshes by tags
  30372. * @param tagsQuery defines the tags query to use
  30373. * @param forEach defines a predicate used to filter results
  30374. * @returns an array of Mesh
  30375. */
  30376. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30377. return this._getByTags(this.meshes, tagsQuery, forEach);
  30378. };
  30379. /**
  30380. * Get a list of cameras by tags
  30381. * @param tagsQuery defines the tags query to use
  30382. * @param forEach defines a predicate used to filter results
  30383. * @returns an array of Camera
  30384. */
  30385. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30386. return this._getByTags(this.cameras, tagsQuery, forEach);
  30387. };
  30388. /**
  30389. * Get a list of lights by tags
  30390. * @param tagsQuery defines the tags query to use
  30391. * @param forEach defines a predicate used to filter results
  30392. * @returns an array of Light
  30393. */
  30394. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30395. return this._getByTags(this.lights, tagsQuery, forEach);
  30396. };
  30397. /**
  30398. * Get a list of materials by tags
  30399. * @param tagsQuery defines the tags query to use
  30400. * @param forEach defines a predicate used to filter results
  30401. * @returns an array of Material
  30402. */
  30403. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30404. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30405. };
  30406. /**
  30407. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30408. * This allowed control for front to back rendering or reversly depending of the special needs.
  30409. *
  30410. * @param renderingGroupId The rendering group id corresponding to its index
  30411. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30412. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30413. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30414. */
  30415. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30416. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30417. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30418. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30419. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30420. };
  30421. /**
  30422. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30423. *
  30424. * @param renderingGroupId The rendering group id corresponding to its index
  30425. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30426. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30427. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30428. */
  30429. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30430. if (depth === void 0) { depth = true; }
  30431. if (stencil === void 0) { stencil = true; }
  30432. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30433. };
  30434. /**
  30435. * Gets the current auto clear configuration for one rendering group of the rendering
  30436. * manager.
  30437. * @param index the rendering group index to get the information for
  30438. * @returns The auto clear setup for the requested rendering group
  30439. */
  30440. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30441. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30442. };
  30443. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30444. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30445. get: function () {
  30446. return this._blockMaterialDirtyMechanism;
  30447. },
  30448. set: function (value) {
  30449. if (this._blockMaterialDirtyMechanism === value) {
  30450. return;
  30451. }
  30452. this._blockMaterialDirtyMechanism = value;
  30453. if (!value) { // Do a complete update
  30454. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30455. }
  30456. },
  30457. enumerable: true,
  30458. configurable: true
  30459. });
  30460. /**
  30461. * Will flag all materials as dirty to trigger new shader compilation
  30462. * @param flag defines the flag used to specify which material part must be marked as dirty
  30463. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30464. */
  30465. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30466. if (this._blockMaterialDirtyMechanism) {
  30467. return;
  30468. }
  30469. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30470. var material = _a[_i];
  30471. if (predicate && !predicate(material)) {
  30472. continue;
  30473. }
  30474. material.markAsDirty(flag);
  30475. }
  30476. };
  30477. /** @hidden */
  30478. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30479. var _this = this;
  30480. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30481. this._activeRequests.push(request);
  30482. request.onCompleteObservable.add(function (request) {
  30483. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30484. });
  30485. return request;
  30486. };
  30487. /** @hidden */
  30488. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30489. var _this = this;
  30490. return new Promise(function (resolve, reject) {
  30491. _this._loadFile(url, function (data) {
  30492. resolve(data);
  30493. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30494. reject(exception);
  30495. });
  30496. });
  30497. };
  30498. // Statics
  30499. Scene._uniqueIdCounter = 0;
  30500. /** The fog is deactivated */
  30501. Scene.FOGMODE_NONE = 0;
  30502. /** The fog density is following an exponential function */
  30503. Scene.FOGMODE_EXP = 1;
  30504. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30505. Scene.FOGMODE_EXP2 = 2;
  30506. /** The fog density is following a linear function. */
  30507. Scene.FOGMODE_LINEAR = 3;
  30508. /**
  30509. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30510. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30511. */
  30512. Scene.MinDeltaTime = 1.0;
  30513. /**
  30514. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30515. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30516. */
  30517. Scene.MaxDeltaTime = 1000.0;
  30518. /** The distance in pixel that you have to move to prevent some events */
  30519. Scene.DragMovementThreshold = 10; // in pixels
  30520. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30521. Scene.LongPressDelay = 500; // in milliseconds
  30522. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30523. Scene.DoubleClickDelay = 300; // in milliseconds
  30524. /** If you need to check double click without raising a single click at first click, enable this flag */
  30525. Scene.ExclusiveDoubleClickMode = false;
  30526. return Scene;
  30527. }(BABYLON.AbstractScene));
  30528. BABYLON.Scene = Scene;
  30529. })(BABYLON || (BABYLON = {}));
  30530. //# sourceMappingURL=babylon.scene.js.map
  30531. var BABYLON;
  30532. (function (BABYLON) {
  30533. /**
  30534. * Set of assets to keep when moving a scene into an asset container.
  30535. */
  30536. var KeepAssets = /** @class */ (function (_super) {
  30537. __extends(KeepAssets, _super);
  30538. function KeepAssets() {
  30539. return _super !== null && _super.apply(this, arguments) || this;
  30540. }
  30541. return KeepAssets;
  30542. }(BABYLON.AbstractScene));
  30543. BABYLON.KeepAssets = KeepAssets;
  30544. /**
  30545. * Container with a set of assets that can be added or removed from a scene.
  30546. */
  30547. var AssetContainer = /** @class */ (function (_super) {
  30548. __extends(AssetContainer, _super);
  30549. /**
  30550. * Instantiates an AssetContainer.
  30551. * @param scene The scene the AssetContainer belongs to.
  30552. */
  30553. function AssetContainer(scene) {
  30554. var _this = _super.call(this) || this;
  30555. _this.scene = scene;
  30556. _this["sounds"] = [];
  30557. _this["effectLayers"] = [];
  30558. _this["layers"] = [];
  30559. _this["lensFlareSystems"] = [];
  30560. _this["proceduralTextures"] = [];
  30561. _this["reflectionProbes"] = [];
  30562. return _this;
  30563. }
  30564. /**
  30565. * Adds all the assets from the container to the scene.
  30566. */
  30567. AssetContainer.prototype.addAllToScene = function () {
  30568. var _this = this;
  30569. this.cameras.forEach(function (o) {
  30570. _this.scene.addCamera(o);
  30571. });
  30572. this.lights.forEach(function (o) {
  30573. _this.scene.addLight(o);
  30574. });
  30575. this.meshes.forEach(function (o) {
  30576. _this.scene.addMesh(o);
  30577. });
  30578. this.skeletons.forEach(function (o) {
  30579. _this.scene.addSkeleton(o);
  30580. });
  30581. this.animations.forEach(function (o) {
  30582. _this.scene.addAnimation(o);
  30583. });
  30584. this.animationGroups.forEach(function (o) {
  30585. _this.scene.addAnimationGroup(o);
  30586. });
  30587. this.multiMaterials.forEach(function (o) {
  30588. _this.scene.addMultiMaterial(o);
  30589. });
  30590. this.materials.forEach(function (o) {
  30591. _this.scene.addMaterial(o);
  30592. });
  30593. this.morphTargetManagers.forEach(function (o) {
  30594. _this.scene.addMorphTargetManager(o);
  30595. });
  30596. this.geometries.forEach(function (o) {
  30597. _this.scene.addGeometry(o);
  30598. });
  30599. this.transformNodes.forEach(function (o) {
  30600. _this.scene.addTransformNode(o);
  30601. });
  30602. this.actionManagers.forEach(function (o) {
  30603. _this.scene.addActionManager(o);
  30604. });
  30605. this.textures.forEach(function (o) {
  30606. _this.scene.addTexture(o);
  30607. });
  30608. this.reflectionProbes.forEach(function (o) {
  30609. _this.scene.addReflectionProbe(o);
  30610. });
  30611. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30612. var component = _a[_i];
  30613. component.addFromContainer(this);
  30614. }
  30615. };
  30616. /**
  30617. * Removes all the assets in the container from the scene
  30618. */
  30619. AssetContainer.prototype.removeAllFromScene = function () {
  30620. var _this = this;
  30621. this.cameras.forEach(function (o) {
  30622. _this.scene.removeCamera(o);
  30623. });
  30624. this.lights.forEach(function (o) {
  30625. _this.scene.removeLight(o);
  30626. });
  30627. this.meshes.forEach(function (o) {
  30628. _this.scene.removeMesh(o);
  30629. });
  30630. this.skeletons.forEach(function (o) {
  30631. _this.scene.removeSkeleton(o);
  30632. });
  30633. this.animations.forEach(function (o) {
  30634. _this.scene.removeAnimation(o);
  30635. });
  30636. this.animationGroups.forEach(function (o) {
  30637. _this.scene.removeAnimationGroup(o);
  30638. });
  30639. this.multiMaterials.forEach(function (o) {
  30640. _this.scene.removeMultiMaterial(o);
  30641. });
  30642. this.materials.forEach(function (o) {
  30643. _this.scene.removeMaterial(o);
  30644. });
  30645. this.morphTargetManagers.forEach(function (o) {
  30646. _this.scene.removeMorphTargetManager(o);
  30647. });
  30648. this.geometries.forEach(function (o) {
  30649. _this.scene.removeGeometry(o);
  30650. });
  30651. this.transformNodes.forEach(function (o) {
  30652. _this.scene.removeTransformNode(o);
  30653. });
  30654. this.actionManagers.forEach(function (o) {
  30655. _this.scene.removeActionManager(o);
  30656. });
  30657. this.textures.forEach(function (o) {
  30658. _this.scene.removeTexture(o);
  30659. });
  30660. this.reflectionProbes.forEach(function (o) {
  30661. _this.scene.removeReflectionProbe(o);
  30662. });
  30663. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30664. var component = _a[_i];
  30665. component.removeFromContainer(this);
  30666. }
  30667. };
  30668. /**
  30669. * Disposes all the assets in the container
  30670. */
  30671. AssetContainer.prototype.dispose = function () {
  30672. this.cameras.forEach(function (o) {
  30673. o.dispose();
  30674. });
  30675. this.lights.forEach(function (o) {
  30676. o.dispose();
  30677. });
  30678. this.meshes.forEach(function (o) {
  30679. o.dispose();
  30680. });
  30681. this.skeletons.forEach(function (o) {
  30682. o.dispose();
  30683. });
  30684. this.animationGroups.forEach(function (o) {
  30685. o.dispose();
  30686. });
  30687. this.multiMaterials.forEach(function (o) {
  30688. o.dispose();
  30689. });
  30690. this.materials.forEach(function (o) {
  30691. o.dispose();
  30692. });
  30693. this.geometries.forEach(function (o) {
  30694. o.dispose();
  30695. });
  30696. this.transformNodes.forEach(function (o) {
  30697. o.dispose();
  30698. });
  30699. this.actionManagers.forEach(function (o) {
  30700. o.dispose();
  30701. });
  30702. this.textures.forEach(function (o) {
  30703. o.dispose();
  30704. });
  30705. this.reflectionProbes.forEach(function (o) {
  30706. o.dispose();
  30707. });
  30708. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30709. var component = _a[_i];
  30710. component.dispose();
  30711. }
  30712. };
  30713. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30714. if (!sourceAssets) {
  30715. return;
  30716. }
  30717. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30718. var asset = sourceAssets_1[_i];
  30719. var move = true;
  30720. if (keepAssets) {
  30721. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30722. var keepAsset = keepAssets_1[_a];
  30723. if (asset === keepAsset) {
  30724. move = false;
  30725. break;
  30726. }
  30727. }
  30728. }
  30729. if (move) {
  30730. targetAssets.push(asset);
  30731. }
  30732. }
  30733. };
  30734. /**
  30735. * Removes all the assets contained in the scene and adds them to the container.
  30736. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30737. */
  30738. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30739. if (keepAssets === undefined) {
  30740. keepAssets = new KeepAssets();
  30741. }
  30742. for (var key in this) {
  30743. if (this.hasOwnProperty(key)) {
  30744. this[key] = this[key] || [];
  30745. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30746. }
  30747. }
  30748. this.removeAllFromScene();
  30749. };
  30750. /**
  30751. * 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.
  30752. * @returns the root mesh
  30753. */
  30754. AssetContainer.prototype.createRootMesh = function () {
  30755. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30756. this.meshes.forEach(function (m) {
  30757. if (!m.parent) {
  30758. rootMesh.addChild(m);
  30759. }
  30760. });
  30761. this.meshes.unshift(rootMesh);
  30762. return rootMesh;
  30763. };
  30764. return AssetContainer;
  30765. }(BABYLON.AbstractScene));
  30766. BABYLON.AssetContainer = AssetContainer;
  30767. })(BABYLON || (BABYLON = {}));
  30768. //# sourceMappingURL=babylon.assetContainer.js.map
  30769. var BABYLON;
  30770. (function (BABYLON) {
  30771. /**
  30772. * Class used to store data that will be store in GPU memory
  30773. */
  30774. var Buffer = /** @class */ (function () {
  30775. /**
  30776. * Constructor
  30777. * @param engine the engine
  30778. * @param data the data to use for this buffer
  30779. * @param updatable whether the data is updatable
  30780. * @param stride the stride (optional)
  30781. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30782. * @param instanced whether the buffer is instanced (optional)
  30783. * @param useBytes set to true if the stride in in bytes (optional)
  30784. */
  30785. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30786. if (stride === void 0) { stride = 0; }
  30787. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30788. if (instanced === void 0) { instanced = false; }
  30789. if (useBytes === void 0) { useBytes = false; }
  30790. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30791. this._engine = engine.getScene().getEngine();
  30792. }
  30793. else {
  30794. this._engine = engine;
  30795. }
  30796. this._updatable = updatable;
  30797. this._instanced = instanced;
  30798. this._data = data;
  30799. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30800. if (!postponeInternalCreation) { // by default
  30801. this.create();
  30802. }
  30803. }
  30804. /**
  30805. * Create a new VertexBuffer based on the current buffer
  30806. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30807. * @param offset defines offset in the buffer (0 by default)
  30808. * @param size defines the size in floats of attributes (position is 3 for instance)
  30809. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30810. * @param instanced defines if the vertex buffer contains indexed data
  30811. * @param useBytes defines if the offset and stride are in bytes
  30812. * @returns the new vertex buffer
  30813. */
  30814. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30815. if (useBytes === void 0) { useBytes = false; }
  30816. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30817. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30818. // a lot of these parameters are ignored as they are overriden by the buffer
  30819. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30820. };
  30821. // Properties
  30822. /**
  30823. * Gets a boolean indicating if the Buffer is updatable?
  30824. * @returns true if the buffer is updatable
  30825. */
  30826. Buffer.prototype.isUpdatable = function () {
  30827. return this._updatable;
  30828. };
  30829. /**
  30830. * Gets current buffer's data
  30831. * @returns a DataArray or null
  30832. */
  30833. Buffer.prototype.getData = function () {
  30834. return this._data;
  30835. };
  30836. /**
  30837. * Gets underlying native buffer
  30838. * @returns underlying native buffer
  30839. */
  30840. Buffer.prototype.getBuffer = function () {
  30841. return this._buffer;
  30842. };
  30843. /**
  30844. * Gets the stride in float32 units (i.e. byte stride / 4).
  30845. * May not be an integer if the byte stride is not divisible by 4.
  30846. * DEPRECATED. Use byteStride instead.
  30847. * @returns the stride in float32 units
  30848. */
  30849. Buffer.prototype.getStrideSize = function () {
  30850. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30851. };
  30852. // Methods
  30853. /**
  30854. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30855. * @param data defines the data to store
  30856. */
  30857. Buffer.prototype.create = function (data) {
  30858. if (data === void 0) { data = null; }
  30859. if (!data && this._buffer) {
  30860. return; // nothing to do
  30861. }
  30862. data = data || this._data;
  30863. if (!data) {
  30864. return;
  30865. }
  30866. if (!this._buffer) { // create buffer
  30867. if (this._updatable) {
  30868. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30869. this._data = data;
  30870. }
  30871. else {
  30872. this._buffer = this._engine.createVertexBuffer(data);
  30873. }
  30874. }
  30875. else if (this._updatable) { // update buffer
  30876. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30877. this._data = data;
  30878. }
  30879. };
  30880. /** @hidden */
  30881. Buffer.prototype._rebuild = function () {
  30882. this._buffer = null;
  30883. this.create(this._data);
  30884. };
  30885. /**
  30886. * Update current buffer data
  30887. * @param data defines the data to store
  30888. */
  30889. Buffer.prototype.update = function (data) {
  30890. this.create(data);
  30891. };
  30892. /**
  30893. * Updates the data directly.
  30894. * @param data the new data
  30895. * @param offset the new offset
  30896. * @param vertexCount the vertex count (optional)
  30897. * @param useBytes set to true if the offset is in bytes
  30898. */
  30899. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30900. if (useBytes === void 0) { useBytes = false; }
  30901. if (!this._buffer) {
  30902. return;
  30903. }
  30904. if (this._updatable) { // update buffer
  30905. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30906. this._data = null;
  30907. }
  30908. };
  30909. /**
  30910. * Release all resources
  30911. */
  30912. Buffer.prototype.dispose = function () {
  30913. if (!this._buffer) {
  30914. return;
  30915. }
  30916. if (this._engine._releaseBuffer(this._buffer)) {
  30917. this._buffer = null;
  30918. }
  30919. };
  30920. return Buffer;
  30921. }());
  30922. BABYLON.Buffer = Buffer;
  30923. })(BABYLON || (BABYLON = {}));
  30924. //# sourceMappingURL=babylon.buffer.js.map
  30925. var BABYLON;
  30926. (function (BABYLON) {
  30927. /**
  30928. * Specialized buffer used to store vertex data
  30929. */
  30930. var VertexBuffer = /** @class */ (function () {
  30931. /**
  30932. * Constructor
  30933. * @param engine the engine
  30934. * @param data the data to use for this vertex buffer
  30935. * @param kind the vertex buffer kind
  30936. * @param updatable whether the data is updatable
  30937. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30938. * @param stride the stride (optional)
  30939. * @param instanced whether the buffer is instanced (optional)
  30940. * @param offset the offset of the data (optional)
  30941. * @param size the number of components (optional)
  30942. * @param type the type of the component (optional)
  30943. * @param normalized whether the data contains normalized data (optional)
  30944. * @param useBytes set to true if stride and offset are in bytes (optional)
  30945. */
  30946. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30947. if (normalized === void 0) { normalized = false; }
  30948. if (useBytes === void 0) { useBytes = false; }
  30949. if (data instanceof BABYLON.Buffer) {
  30950. this._buffer = data;
  30951. this._ownsBuffer = false;
  30952. }
  30953. else {
  30954. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30955. this._ownsBuffer = true;
  30956. }
  30957. this._kind = kind;
  30958. if (type == undefined) {
  30959. var data_1 = this.getData();
  30960. this.type = VertexBuffer.FLOAT;
  30961. if (data_1 instanceof Int8Array) {
  30962. this.type = VertexBuffer.BYTE;
  30963. }
  30964. else if (data_1 instanceof Uint8Array) {
  30965. this.type = VertexBuffer.UNSIGNED_BYTE;
  30966. }
  30967. else if (data_1 instanceof Int16Array) {
  30968. this.type = VertexBuffer.SHORT;
  30969. }
  30970. else if (data_1 instanceof Uint16Array) {
  30971. this.type = VertexBuffer.UNSIGNED_SHORT;
  30972. }
  30973. else if (data_1 instanceof Int32Array) {
  30974. this.type = VertexBuffer.INT;
  30975. }
  30976. else if (data_1 instanceof Uint32Array) {
  30977. this.type = VertexBuffer.UNSIGNED_INT;
  30978. }
  30979. }
  30980. else {
  30981. this.type = type;
  30982. }
  30983. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30984. if (useBytes) {
  30985. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30986. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30987. this.byteOffset = offset || 0;
  30988. }
  30989. else {
  30990. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30991. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30992. this.byteOffset = (offset || 0) * typeByteLength;
  30993. }
  30994. this.normalized = normalized;
  30995. this._instanced = instanced !== undefined ? instanced : false;
  30996. this._instanceDivisor = instanced ? 1 : 0;
  30997. }
  30998. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30999. /**
  31000. * Gets or sets the instance divisor when in instanced mode
  31001. */
  31002. get: function () {
  31003. return this._instanceDivisor;
  31004. },
  31005. set: function (value) {
  31006. this._instanceDivisor = value;
  31007. if (value == 0) {
  31008. this._instanced = false;
  31009. }
  31010. else {
  31011. this._instanced = true;
  31012. }
  31013. },
  31014. enumerable: true,
  31015. configurable: true
  31016. });
  31017. /** @hidden */
  31018. VertexBuffer.prototype._rebuild = function () {
  31019. if (!this._buffer) {
  31020. return;
  31021. }
  31022. this._buffer._rebuild();
  31023. };
  31024. /**
  31025. * Returns the kind of the VertexBuffer (string)
  31026. * @returns a string
  31027. */
  31028. VertexBuffer.prototype.getKind = function () {
  31029. return this._kind;
  31030. };
  31031. // Properties
  31032. /**
  31033. * Gets a boolean indicating if the VertexBuffer is updatable?
  31034. * @returns true if the buffer is updatable
  31035. */
  31036. VertexBuffer.prototype.isUpdatable = function () {
  31037. return this._buffer.isUpdatable();
  31038. };
  31039. /**
  31040. * Gets current buffer's data
  31041. * @returns a DataArray or null
  31042. */
  31043. VertexBuffer.prototype.getData = function () {
  31044. return this._buffer.getData();
  31045. };
  31046. /**
  31047. * Gets underlying native buffer
  31048. * @returns underlying native buffer
  31049. */
  31050. VertexBuffer.prototype.getBuffer = function () {
  31051. return this._buffer.getBuffer();
  31052. };
  31053. /**
  31054. * Gets the stride in float32 units (i.e. byte stride / 4).
  31055. * May not be an integer if the byte stride is not divisible by 4.
  31056. * DEPRECATED. Use byteStride instead.
  31057. * @returns the stride in float32 units
  31058. */
  31059. VertexBuffer.prototype.getStrideSize = function () {
  31060. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  31061. };
  31062. /**
  31063. * Returns the offset as a multiple of the type byte length.
  31064. * DEPRECATED. Use byteOffset instead.
  31065. * @returns the offset in bytes
  31066. */
  31067. VertexBuffer.prototype.getOffset = function () {
  31068. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  31069. };
  31070. /**
  31071. * Returns the number of components per vertex attribute (integer)
  31072. * @returns the size in float
  31073. */
  31074. VertexBuffer.prototype.getSize = function () {
  31075. return this._size;
  31076. };
  31077. /**
  31078. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  31079. * @returns true if this buffer is instanced
  31080. */
  31081. VertexBuffer.prototype.getIsInstanced = function () {
  31082. return this._instanced;
  31083. };
  31084. /**
  31085. * Returns the instancing divisor, zero for non-instanced (integer).
  31086. * @returns a number
  31087. */
  31088. VertexBuffer.prototype.getInstanceDivisor = function () {
  31089. return this._instanceDivisor;
  31090. };
  31091. // Methods
  31092. /**
  31093. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  31094. * @param data defines the data to store
  31095. */
  31096. VertexBuffer.prototype.create = function (data) {
  31097. this._buffer.create(data);
  31098. };
  31099. /**
  31100. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  31101. * This function will create a new buffer if the current one is not updatable
  31102. * @param data defines the data to store
  31103. */
  31104. VertexBuffer.prototype.update = function (data) {
  31105. this._buffer.update(data);
  31106. };
  31107. /**
  31108. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  31109. * Returns the directly updated WebGLBuffer.
  31110. * @param data the new data
  31111. * @param offset the new offset
  31112. * @param useBytes set to true if the offset is in bytes
  31113. */
  31114. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  31115. if (useBytes === void 0) { useBytes = false; }
  31116. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  31117. };
  31118. /**
  31119. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  31120. */
  31121. VertexBuffer.prototype.dispose = function () {
  31122. if (this._ownsBuffer) {
  31123. this._buffer.dispose();
  31124. }
  31125. };
  31126. /**
  31127. * Enumerates each value of this vertex buffer as numbers.
  31128. * @param count the number of values to enumerate
  31129. * @param callback the callback function called for each value
  31130. */
  31131. VertexBuffer.prototype.forEach = function (count, callback) {
  31132. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  31133. };
  31134. /**
  31135. * Deduces the stride given a kind.
  31136. * @param kind The kind string to deduce
  31137. * @returns The deduced stride
  31138. */
  31139. VertexBuffer.DeduceStride = function (kind) {
  31140. switch (kind) {
  31141. case VertexBuffer.UVKind:
  31142. case VertexBuffer.UV2Kind:
  31143. case VertexBuffer.UV3Kind:
  31144. case VertexBuffer.UV4Kind:
  31145. case VertexBuffer.UV5Kind:
  31146. case VertexBuffer.UV6Kind:
  31147. return 2;
  31148. case VertexBuffer.NormalKind:
  31149. case VertexBuffer.PositionKind:
  31150. return 3;
  31151. case VertexBuffer.ColorKind:
  31152. case VertexBuffer.MatricesIndicesKind:
  31153. case VertexBuffer.MatricesIndicesExtraKind:
  31154. case VertexBuffer.MatricesWeightsKind:
  31155. case VertexBuffer.MatricesWeightsExtraKind:
  31156. case VertexBuffer.TangentKind:
  31157. return 4;
  31158. default:
  31159. throw new Error("Invalid kind '" + kind + "'");
  31160. }
  31161. };
  31162. /**
  31163. * Gets the byte length of the given type.
  31164. * @param type the type
  31165. * @returns the number of bytes
  31166. */
  31167. VertexBuffer.GetTypeByteLength = function (type) {
  31168. switch (type) {
  31169. case VertexBuffer.BYTE:
  31170. case VertexBuffer.UNSIGNED_BYTE:
  31171. return 1;
  31172. case VertexBuffer.SHORT:
  31173. case VertexBuffer.UNSIGNED_SHORT:
  31174. return 2;
  31175. case VertexBuffer.INT:
  31176. case VertexBuffer.FLOAT:
  31177. return 4;
  31178. default:
  31179. throw new Error("Invalid type '" + type + "'");
  31180. }
  31181. };
  31182. /**
  31183. * Enumerates each value of the given parameters as numbers.
  31184. * @param data the data to enumerate
  31185. * @param byteOffset the byte offset of the data
  31186. * @param byteStride the byte stride of the data
  31187. * @param componentCount the number of components per element
  31188. * @param componentType the type of the component
  31189. * @param count the total number of components
  31190. * @param normalized whether the data is normalized
  31191. * @param callback the callback function called for each value
  31192. */
  31193. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  31194. if (data instanceof Array) {
  31195. var offset = byteOffset / 4;
  31196. var stride = byteStride / 4;
  31197. for (var index = 0; index < count; index += componentCount) {
  31198. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31199. callback(data[offset + componentIndex], index + componentIndex);
  31200. }
  31201. offset += stride;
  31202. }
  31203. }
  31204. else {
  31205. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  31206. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  31207. for (var index = 0; index < count; index += componentCount) {
  31208. var componentByteOffset = byteOffset;
  31209. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31210. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  31211. callback(value, index + componentIndex);
  31212. componentByteOffset += componentByteLength;
  31213. }
  31214. byteOffset += byteStride;
  31215. }
  31216. }
  31217. };
  31218. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  31219. switch (type) {
  31220. case VertexBuffer.BYTE: {
  31221. var value = dataView.getInt8(byteOffset);
  31222. if (normalized) {
  31223. value = Math.max(value / 127, -1);
  31224. }
  31225. return value;
  31226. }
  31227. case VertexBuffer.UNSIGNED_BYTE: {
  31228. var value = dataView.getUint8(byteOffset);
  31229. if (normalized) {
  31230. value = value / 255;
  31231. }
  31232. return value;
  31233. }
  31234. case VertexBuffer.SHORT: {
  31235. var value = dataView.getInt16(byteOffset, true);
  31236. if (normalized) {
  31237. value = Math.max(value / 16383, -1);
  31238. }
  31239. return value;
  31240. }
  31241. case VertexBuffer.UNSIGNED_SHORT: {
  31242. var value = dataView.getUint16(byteOffset, true);
  31243. if (normalized) {
  31244. value = value / 65535;
  31245. }
  31246. return value;
  31247. }
  31248. case VertexBuffer.FLOAT: {
  31249. return dataView.getFloat32(byteOffset, true);
  31250. }
  31251. default: {
  31252. throw new Error("Invalid component type " + type);
  31253. }
  31254. }
  31255. };
  31256. /**
  31257. * The byte type.
  31258. */
  31259. VertexBuffer.BYTE = 5120;
  31260. /**
  31261. * The unsigned byte type.
  31262. */
  31263. VertexBuffer.UNSIGNED_BYTE = 5121;
  31264. /**
  31265. * The short type.
  31266. */
  31267. VertexBuffer.SHORT = 5122;
  31268. /**
  31269. * The unsigned short type.
  31270. */
  31271. VertexBuffer.UNSIGNED_SHORT = 5123;
  31272. /**
  31273. * The integer type.
  31274. */
  31275. VertexBuffer.INT = 5124;
  31276. /**
  31277. * The unsigned integer type.
  31278. */
  31279. VertexBuffer.UNSIGNED_INT = 5125;
  31280. /**
  31281. * The float type.
  31282. */
  31283. VertexBuffer.FLOAT = 5126;
  31284. // Enums
  31285. /**
  31286. * Positions
  31287. */
  31288. VertexBuffer.PositionKind = "position";
  31289. /**
  31290. * Normals
  31291. */
  31292. VertexBuffer.NormalKind = "normal";
  31293. /**
  31294. * Tangents
  31295. */
  31296. VertexBuffer.TangentKind = "tangent";
  31297. /**
  31298. * Texture coordinates
  31299. */
  31300. VertexBuffer.UVKind = "uv";
  31301. /**
  31302. * Texture coordinates 2
  31303. */
  31304. VertexBuffer.UV2Kind = "uv2";
  31305. /**
  31306. * Texture coordinates 3
  31307. */
  31308. VertexBuffer.UV3Kind = "uv3";
  31309. /**
  31310. * Texture coordinates 4
  31311. */
  31312. VertexBuffer.UV4Kind = "uv4";
  31313. /**
  31314. * Texture coordinates 5
  31315. */
  31316. VertexBuffer.UV5Kind = "uv5";
  31317. /**
  31318. * Texture coordinates 6
  31319. */
  31320. VertexBuffer.UV6Kind = "uv6";
  31321. /**
  31322. * Colors
  31323. */
  31324. VertexBuffer.ColorKind = "color";
  31325. /**
  31326. * Matrix indices (for bones)
  31327. */
  31328. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  31329. /**
  31330. * Matrix weights (for bones)
  31331. */
  31332. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  31333. /**
  31334. * Additional matrix indices (for bones)
  31335. */
  31336. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  31337. /**
  31338. * Additional matrix weights (for bones)
  31339. */
  31340. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  31341. return VertexBuffer;
  31342. }());
  31343. BABYLON.VertexBuffer = VertexBuffer;
  31344. })(BABYLON || (BABYLON = {}));
  31345. //# sourceMappingURL=babylon.vertexBuffer.js.map
  31346. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  31347. var BABYLON;
  31348. (function (BABYLON) {
  31349. /**
  31350. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  31351. */
  31352. var DummyInternalTextureTracker = /** @class */ (function () {
  31353. function DummyInternalTextureTracker() {
  31354. /**
  31355. * Gets or set the previous tracker in the list
  31356. */
  31357. this.previous = null;
  31358. /**
  31359. * Gets or set the next tracker in the list
  31360. */
  31361. this.next = null;
  31362. }
  31363. return DummyInternalTextureTracker;
  31364. }());
  31365. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  31366. })(BABYLON || (BABYLON = {}));
  31367. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  31368. var BABYLON;
  31369. (function (BABYLON) {
  31370. /**
  31371. * Class used to store data associated with WebGL texture data for the engine
  31372. * This class should not be used directly
  31373. */
  31374. var InternalTexture = /** @class */ (function () {
  31375. /**
  31376. * Creates a new InternalTexture
  31377. * @param engine defines the engine to use
  31378. * @param dataSource defines the type of data that will be used
  31379. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31380. */
  31381. function InternalTexture(engine, dataSource, delayAllocation) {
  31382. if (delayAllocation === void 0) { delayAllocation = false; }
  31383. /**
  31384. * Observable called when the texture is loaded
  31385. */
  31386. this.onLoadedObservable = new BABYLON.Observable();
  31387. /**
  31388. * Gets or set the previous tracker in the list
  31389. */
  31390. this.previous = null;
  31391. /**
  31392. * Gets or set the next tracker in the list
  31393. */
  31394. this.next = null;
  31395. // Private
  31396. /** @hidden */
  31397. this._invertVScale = false;
  31398. /** @hidden */
  31399. this._initialSlot = -1;
  31400. /** @hidden */
  31401. this._designatedSlot = -1;
  31402. /** @hidden */
  31403. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31404. /** @hidden */
  31405. this._comparisonFunction = 0;
  31406. /** @hidden */
  31407. this._sphericalPolynomial = null;
  31408. /** @hidden */
  31409. this._lodGenerationScale = 0;
  31410. /** @hidden */
  31411. this._lodGenerationOffset = 0;
  31412. /** @hidden */
  31413. this._isRGBD = false;
  31414. /** @hidden */
  31415. this._references = 1;
  31416. this._engine = engine;
  31417. this._dataSource = dataSource;
  31418. if (!delayAllocation) {
  31419. this._webGLTexture = engine._createTexture();
  31420. }
  31421. }
  31422. /**
  31423. * Gets the Engine the texture belongs to.
  31424. * @returns The babylon engine
  31425. */
  31426. InternalTexture.prototype.getEngine = function () {
  31427. return this._engine;
  31428. };
  31429. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31430. /**
  31431. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31432. */
  31433. get: function () {
  31434. return this._dataSource;
  31435. },
  31436. enumerable: true,
  31437. configurable: true
  31438. });
  31439. /**
  31440. * Increments the number of references (ie. the number of Texture that point to it)
  31441. */
  31442. InternalTexture.prototype.incrementReferences = function () {
  31443. this._references++;
  31444. };
  31445. /**
  31446. * Change the size of the texture (not the size of the content)
  31447. * @param width defines the new width
  31448. * @param height defines the new height
  31449. * @param depth defines the new depth (1 by default)
  31450. */
  31451. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31452. if (depth === void 0) { depth = 1; }
  31453. this.width = width;
  31454. this.height = height;
  31455. this.depth = depth;
  31456. this.baseWidth = width;
  31457. this.baseHeight = height;
  31458. this.baseDepth = depth;
  31459. this._size = width * height * depth;
  31460. };
  31461. /** @hidden */
  31462. InternalTexture.prototype._rebuild = function () {
  31463. var _this = this;
  31464. var proxy;
  31465. this.isReady = false;
  31466. this._cachedCoordinatesMode = null;
  31467. this._cachedWrapU = null;
  31468. this._cachedWrapV = null;
  31469. this._cachedAnisotropicFilteringLevel = null;
  31470. switch (this._dataSource) {
  31471. case InternalTexture.DATASOURCE_TEMP:
  31472. return;
  31473. case InternalTexture.DATASOURCE_URL:
  31474. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31475. proxy._swapAndDie(_this);
  31476. _this.isReady = true;
  31477. }, null, this._buffer, undefined, this.format);
  31478. return;
  31479. case InternalTexture.DATASOURCE_RAW:
  31480. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31481. proxy._swapAndDie(this);
  31482. this.isReady = true;
  31483. return;
  31484. case InternalTexture.DATASOURCE_RAW3D:
  31485. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31486. proxy._swapAndDie(this);
  31487. this.isReady = true;
  31488. return;
  31489. case InternalTexture.DATASOURCE_DYNAMIC:
  31490. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31491. proxy._swapAndDie(this);
  31492. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31493. // The engine will make sure to update content so no need to flag it as isReady = true
  31494. return;
  31495. case InternalTexture.DATASOURCE_RENDERTARGET:
  31496. var options = new BABYLON.RenderTargetCreationOptions();
  31497. options.generateDepthBuffer = this._generateDepthBuffer;
  31498. options.generateMipMaps = this.generateMipMaps;
  31499. options.generateStencilBuffer = this._generateStencilBuffer;
  31500. options.samplingMode = this.samplingMode;
  31501. options.type = this.type;
  31502. if (this.isCube) {
  31503. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31504. }
  31505. else {
  31506. var size = {
  31507. width: this.width,
  31508. height: this.height
  31509. };
  31510. proxy = this._engine.createRenderTargetTexture(size, options);
  31511. }
  31512. proxy._swapAndDie(this);
  31513. this.isReady = true;
  31514. return;
  31515. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31516. var depthTextureOptions = {
  31517. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31518. comparisonFunction: this._comparisonFunction,
  31519. generateStencil: this._generateStencilBuffer,
  31520. isCube: this.isCube
  31521. };
  31522. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31523. proxy._swapAndDie(this);
  31524. this.isReady = true;
  31525. return;
  31526. case InternalTexture.DATASOURCE_CUBE:
  31527. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31528. proxy._swapAndDie(_this);
  31529. _this.isReady = true;
  31530. }, null, this.format, this._extension);
  31531. return;
  31532. case InternalTexture.DATASOURCE_CUBERAW:
  31533. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31534. proxy._swapAndDie(this);
  31535. this.isReady = true;
  31536. return;
  31537. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31538. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31539. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31540. proxy._swapAndDie(_this);
  31541. _this.isReady = true;
  31542. });
  31543. return;
  31544. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31545. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31546. if (proxy) {
  31547. proxy._swapAndDie(_this);
  31548. }
  31549. _this.isReady = true;
  31550. }, null, this.format, this._extension);
  31551. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31552. return;
  31553. }
  31554. };
  31555. /** @hidden */
  31556. InternalTexture.prototype._swapAndDie = function (target) {
  31557. target._webGLTexture = this._webGLTexture;
  31558. if (this._framebuffer) {
  31559. target._framebuffer = this._framebuffer;
  31560. }
  31561. if (this._depthStencilBuffer) {
  31562. target._depthStencilBuffer = this._depthStencilBuffer;
  31563. }
  31564. if (this._lodTextureHigh) {
  31565. if (target._lodTextureHigh) {
  31566. target._lodTextureHigh.dispose();
  31567. }
  31568. target._lodTextureHigh = this._lodTextureHigh;
  31569. }
  31570. if (this._lodTextureMid) {
  31571. if (target._lodTextureMid) {
  31572. target._lodTextureMid.dispose();
  31573. }
  31574. target._lodTextureMid = this._lodTextureMid;
  31575. }
  31576. if (this._lodTextureLow) {
  31577. if (target._lodTextureLow) {
  31578. target._lodTextureLow.dispose();
  31579. }
  31580. target._lodTextureLow = this._lodTextureLow;
  31581. }
  31582. var cache = this._engine.getLoadedTexturesCache();
  31583. var index = cache.indexOf(this);
  31584. if (index !== -1) {
  31585. cache.splice(index, 1);
  31586. }
  31587. };
  31588. /**
  31589. * Dispose the current allocated resources
  31590. */
  31591. InternalTexture.prototype.dispose = function () {
  31592. if (!this._webGLTexture) {
  31593. return;
  31594. }
  31595. this._references--;
  31596. if (this._references === 0) {
  31597. this._engine._releaseTexture(this);
  31598. this._webGLTexture = null;
  31599. this.previous = null;
  31600. this.next = null;
  31601. }
  31602. };
  31603. /**
  31604. * The source of the texture data is unknown
  31605. */
  31606. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31607. /**
  31608. * Texture data comes from an URL
  31609. */
  31610. InternalTexture.DATASOURCE_URL = 1;
  31611. /**
  31612. * Texture data is only used for temporary storage
  31613. */
  31614. InternalTexture.DATASOURCE_TEMP = 2;
  31615. /**
  31616. * Texture data comes from raw data (ArrayBuffer)
  31617. */
  31618. InternalTexture.DATASOURCE_RAW = 3;
  31619. /**
  31620. * Texture content is dynamic (video or dynamic texture)
  31621. */
  31622. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31623. /**
  31624. * Texture content is generated by rendering to it
  31625. */
  31626. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31627. /**
  31628. * Texture content is part of a multi render target process
  31629. */
  31630. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31631. /**
  31632. * Texture data comes from a cube data file
  31633. */
  31634. InternalTexture.DATASOURCE_CUBE = 7;
  31635. /**
  31636. * Texture data comes from a raw cube data
  31637. */
  31638. InternalTexture.DATASOURCE_CUBERAW = 8;
  31639. /**
  31640. * Texture data come from a prefiltered cube data file
  31641. */
  31642. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31643. /**
  31644. * Texture content is raw 3D data
  31645. */
  31646. InternalTexture.DATASOURCE_RAW3D = 10;
  31647. /**
  31648. * Texture content is a depth texture
  31649. */
  31650. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31651. /**
  31652. * Texture data comes from a raw cube data encoded with RGBD
  31653. */
  31654. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31655. return InternalTexture;
  31656. }());
  31657. BABYLON.InternalTexture = InternalTexture;
  31658. })(BABYLON || (BABYLON = {}));
  31659. //# sourceMappingURL=babylon.internalTexture.js.map
  31660. var BABYLON;
  31661. (function (BABYLON) {
  31662. /**
  31663. * Base class of all the textures in babylon.
  31664. * It groups all the common properties the materials, post process, lights... might need
  31665. * in order to make a correct use of the texture.
  31666. */
  31667. var BaseTexture = /** @class */ (function () {
  31668. /**
  31669. * Instantiates a new BaseTexture.
  31670. * Base class of all the textures in babylon.
  31671. * It groups all the common properties the materials, post process, lights... might need
  31672. * in order to make a correct use of the texture.
  31673. * @param scene Define the scene the texture blongs to
  31674. */
  31675. function BaseTexture(scene) {
  31676. /**
  31677. * Gets or sets an object used to store user defined information.
  31678. */
  31679. this.metadata = null;
  31680. /**
  31681. * For internal use only. Please do not use.
  31682. */
  31683. this.reservedDataStore = null;
  31684. this._hasAlpha = false;
  31685. /**
  31686. * Defines if the alpha value should be determined via the rgb values.
  31687. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31688. */
  31689. this.getAlphaFromRGB = false;
  31690. /**
  31691. * Intensity or strength of the texture.
  31692. * It is commonly used by materials to fine tune the intensity of the texture
  31693. */
  31694. this.level = 1;
  31695. /**
  31696. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31697. * This is part of the texture as textures usually maps to one uv set.
  31698. */
  31699. this.coordinatesIndex = 0;
  31700. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31701. /**
  31702. * | Value | Type | Description |
  31703. * | ----- | ------------------ | ----------- |
  31704. * | 0 | CLAMP_ADDRESSMODE | |
  31705. * | 1 | WRAP_ADDRESSMODE | |
  31706. * | 2 | MIRROR_ADDRESSMODE | |
  31707. */
  31708. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31709. /**
  31710. * | Value | Type | Description |
  31711. * | ----- | ------------------ | ----------- |
  31712. * | 0 | CLAMP_ADDRESSMODE | |
  31713. * | 1 | WRAP_ADDRESSMODE | |
  31714. * | 2 | MIRROR_ADDRESSMODE | |
  31715. */
  31716. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31717. /**
  31718. * | Value | Type | Description |
  31719. * | ----- | ------------------ | ----------- |
  31720. * | 0 | CLAMP_ADDRESSMODE | |
  31721. * | 1 | WRAP_ADDRESSMODE | |
  31722. * | 2 | MIRROR_ADDRESSMODE | |
  31723. */
  31724. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31725. /**
  31726. * With compliant hardware and browser (supporting anisotropic filtering)
  31727. * this defines the level of anisotropic filtering in the texture.
  31728. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31729. */
  31730. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31731. /**
  31732. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31733. * HDR texture are usually stored in linear space.
  31734. * This only impacts the PBR and Background materials
  31735. */
  31736. this.gammaSpace = true;
  31737. /**
  31738. * Is Z inverted in the texture (useful in a cube texture).
  31739. */
  31740. this.invertZ = false;
  31741. /**
  31742. * @hidden
  31743. */
  31744. this.lodLevelInAlpha = false;
  31745. /**
  31746. * Define if the texture is a render target.
  31747. */
  31748. this.isRenderTarget = false;
  31749. /**
  31750. * Define the list of animation attached to the texture.
  31751. */
  31752. this.animations = new Array();
  31753. /**
  31754. * An event triggered when the texture is disposed.
  31755. */
  31756. this.onDisposeObservable = new BABYLON.Observable();
  31757. /**
  31758. * Define the current state of the loading sequence when in delayed load mode.
  31759. */
  31760. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31761. this._cachedSize = BABYLON.Size.Zero();
  31762. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31763. if (this._scene) {
  31764. this.uniqueId = this._scene.getUniqueId();
  31765. this._scene.addTexture(this);
  31766. }
  31767. this._uid = null;
  31768. }
  31769. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31770. get: function () {
  31771. return this._hasAlpha;
  31772. },
  31773. /**
  31774. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31775. */
  31776. set: function (value) {
  31777. if (this._hasAlpha === value) {
  31778. return;
  31779. }
  31780. this._hasAlpha = value;
  31781. if (this._scene) {
  31782. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31783. }
  31784. },
  31785. enumerable: true,
  31786. configurable: true
  31787. });
  31788. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31789. get: function () {
  31790. return this._coordinatesMode;
  31791. },
  31792. /**
  31793. * How a texture is mapped.
  31794. *
  31795. * | Value | Type | Description |
  31796. * | ----- | ----------------------------------- | ----------- |
  31797. * | 0 | EXPLICIT_MODE | |
  31798. * | 1 | SPHERICAL_MODE | |
  31799. * | 2 | PLANAR_MODE | |
  31800. * | 3 | CUBIC_MODE | |
  31801. * | 4 | PROJECTION_MODE | |
  31802. * | 5 | SKYBOX_MODE | |
  31803. * | 6 | INVCUBIC_MODE | |
  31804. * | 7 | EQUIRECTANGULAR_MODE | |
  31805. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31806. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31807. */
  31808. set: function (value) {
  31809. if (this._coordinatesMode === value) {
  31810. return;
  31811. }
  31812. this._coordinatesMode = value;
  31813. if (this._scene) {
  31814. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31815. }
  31816. },
  31817. enumerable: true,
  31818. configurable: true
  31819. });
  31820. Object.defineProperty(BaseTexture.prototype, "isCube", {
  31821. /**
  31822. * Define if the texture is a cube texture or if false a 2d texture.
  31823. */
  31824. get: function () {
  31825. if (!this._texture) {
  31826. return false;
  31827. }
  31828. return this._texture.isCube;
  31829. },
  31830. set: function (value) {
  31831. if (!this._texture) {
  31832. return;
  31833. }
  31834. this._texture.isCube = value;
  31835. },
  31836. enumerable: true,
  31837. configurable: true
  31838. });
  31839. Object.defineProperty(BaseTexture.prototype, "is3D", {
  31840. /**
  31841. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31842. */
  31843. get: function () {
  31844. if (!this._texture) {
  31845. return false;
  31846. }
  31847. return this._texture.is3D;
  31848. },
  31849. set: function (value) {
  31850. if (!this._texture) {
  31851. return;
  31852. }
  31853. this._texture.is3D = value;
  31854. },
  31855. enumerable: true,
  31856. configurable: true
  31857. });
  31858. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31859. /**
  31860. * Gets whether or not the texture contains RGBD data.
  31861. */
  31862. get: function () {
  31863. return this._texture != null && this._texture._isRGBD;
  31864. },
  31865. enumerable: true,
  31866. configurable: true
  31867. });
  31868. Object.defineProperty(BaseTexture.prototype, "noMipmap", {
  31869. /**
  31870. * Are mip maps generated for this texture or not.
  31871. */
  31872. get: function () {
  31873. return false;
  31874. },
  31875. enumerable: true,
  31876. configurable: true
  31877. });
  31878. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31879. /**
  31880. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31881. */
  31882. get: function () {
  31883. if (this._texture) {
  31884. return this._texture._lodGenerationOffset;
  31885. }
  31886. return 0.0;
  31887. },
  31888. set: function (value) {
  31889. if (this._texture) {
  31890. this._texture._lodGenerationOffset = value;
  31891. }
  31892. },
  31893. enumerable: true,
  31894. configurable: true
  31895. });
  31896. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31897. /**
  31898. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31899. */
  31900. get: function () {
  31901. if (this._texture) {
  31902. return this._texture._lodGenerationScale;
  31903. }
  31904. return 0.0;
  31905. },
  31906. set: function (value) {
  31907. if (this._texture) {
  31908. this._texture._lodGenerationScale = value;
  31909. }
  31910. },
  31911. enumerable: true,
  31912. configurable: true
  31913. });
  31914. Object.defineProperty(BaseTexture.prototype, "uid", {
  31915. /**
  31916. * Define the unique id of the texture in the scene.
  31917. */
  31918. get: function () {
  31919. if (!this._uid) {
  31920. this._uid = BABYLON.Tools.RandomId();
  31921. }
  31922. return this._uid;
  31923. },
  31924. enumerable: true,
  31925. configurable: true
  31926. });
  31927. /**
  31928. * Return a string representation of the texture.
  31929. * @returns the texture as a string
  31930. */
  31931. BaseTexture.prototype.toString = function () {
  31932. return this.name;
  31933. };
  31934. /**
  31935. * Get the class name of the texture.
  31936. * @returns "BaseTexture"
  31937. */
  31938. BaseTexture.prototype.getClassName = function () {
  31939. return "BaseTexture";
  31940. };
  31941. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31942. /**
  31943. * Callback triggered when the texture has been disposed.
  31944. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31945. */
  31946. set: function (callback) {
  31947. if (this._onDisposeObserver) {
  31948. this.onDisposeObservable.remove(this._onDisposeObserver);
  31949. }
  31950. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31951. },
  31952. enumerable: true,
  31953. configurable: true
  31954. });
  31955. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31956. /**
  31957. * Define if the texture is preventinga material to render or not.
  31958. * If not and the texture is not ready, the engine will use a default black texture instead.
  31959. */
  31960. get: function () {
  31961. return true;
  31962. },
  31963. enumerable: true,
  31964. configurable: true
  31965. });
  31966. /**
  31967. * Get the scene the texture belongs to.
  31968. * @returns the scene or null if undefined
  31969. */
  31970. BaseTexture.prototype.getScene = function () {
  31971. return this._scene;
  31972. };
  31973. /**
  31974. * Get the texture transform matrix used to offset tile the texture for istance.
  31975. * @returns the transformation matrix
  31976. */
  31977. BaseTexture.prototype.getTextureMatrix = function () {
  31978. return BABYLON.Matrix.IdentityReadOnly;
  31979. };
  31980. /**
  31981. * Get the texture reflection matrix used to rotate/transform the reflection.
  31982. * @returns the reflection matrix
  31983. */
  31984. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31985. return BABYLON.Matrix.IdentityReadOnly;
  31986. };
  31987. /**
  31988. * Get the underlying lower level texture from Babylon.
  31989. * @returns the insternal texture
  31990. */
  31991. BaseTexture.prototype.getInternalTexture = function () {
  31992. return this._texture;
  31993. };
  31994. /**
  31995. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31996. * @returns true if ready or not blocking
  31997. */
  31998. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31999. return !this.isBlocking || this.isReady();
  32000. };
  32001. /**
  32002. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  32003. * @returns true if fully ready
  32004. */
  32005. BaseTexture.prototype.isReady = function () {
  32006. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32007. this.delayLoad();
  32008. return false;
  32009. }
  32010. if (this._texture) {
  32011. return this._texture.isReady;
  32012. }
  32013. return false;
  32014. };
  32015. /**
  32016. * Get the size of the texture.
  32017. * @returns the texture size.
  32018. */
  32019. BaseTexture.prototype.getSize = function () {
  32020. if (this._texture) {
  32021. if (this._texture.width) {
  32022. this._cachedSize.width = this._texture.width;
  32023. this._cachedSize.height = this._texture.height;
  32024. return this._cachedSize;
  32025. }
  32026. if (this._texture._size) {
  32027. this._cachedSize.width = this._texture._size;
  32028. this._cachedSize.height = this._texture._size;
  32029. return this._cachedSize;
  32030. }
  32031. }
  32032. return this._cachedSize;
  32033. };
  32034. /**
  32035. * Get the base size of the texture.
  32036. * It can be different from the size if the texture has been resized for POT for instance
  32037. * @returns the base size
  32038. */
  32039. BaseTexture.prototype.getBaseSize = function () {
  32040. if (!this.isReady() || !this._texture) {
  32041. return BABYLON.Size.Zero();
  32042. }
  32043. if (this._texture._size) {
  32044. return new BABYLON.Size(this._texture._size, this._texture._size);
  32045. }
  32046. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  32047. };
  32048. /**
  32049. * Update the sampling mode of the texture.
  32050. * Default is Trilinear mode.
  32051. *
  32052. * | Value | Type | Description |
  32053. * | ----- | ------------------ | ----------- |
  32054. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  32055. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  32056. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  32057. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  32058. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  32059. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  32060. * | 7 | NEAREST_LINEAR | |
  32061. * | 8 | NEAREST_NEAREST | |
  32062. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  32063. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  32064. * | 11 | LINEAR_LINEAR | |
  32065. * | 12 | LINEAR_NEAREST | |
  32066. *
  32067. * > _mag_: magnification filter (close to the viewer)
  32068. * > _min_: minification filter (far from the viewer)
  32069. * > _mip_: filter used between mip map levels
  32070. *@param samplingMode Define the new sampling mode of the texture
  32071. */
  32072. BaseTexture.prototype.updateSamplingMode = function (samplingMode) {
  32073. if (!this._texture) {
  32074. return;
  32075. }
  32076. var scene = this.getScene();
  32077. if (!scene) {
  32078. return;
  32079. }
  32080. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  32081. };
  32082. /**
  32083. * Scales the texture if is `canRescale()`
  32084. * @param ratio the resize factor we want to use to rescale
  32085. */
  32086. BaseTexture.prototype.scale = function (ratio) {
  32087. };
  32088. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  32089. /**
  32090. * Get if the texture can rescale.
  32091. */
  32092. get: function () {
  32093. return false;
  32094. },
  32095. enumerable: true,
  32096. configurable: true
  32097. });
  32098. /** @hidden */
  32099. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  32100. if (!this._scene) {
  32101. return null;
  32102. }
  32103. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  32104. for (var index = 0; index < texturesCache.length; index++) {
  32105. var texturesCacheEntry = texturesCache[index];
  32106. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  32107. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  32108. texturesCacheEntry.incrementReferences();
  32109. return texturesCacheEntry;
  32110. }
  32111. }
  32112. }
  32113. return null;
  32114. };
  32115. /** @hidden */
  32116. BaseTexture.prototype._rebuild = function () {
  32117. };
  32118. /**
  32119. * Triggers the load sequence in delayed load mode.
  32120. */
  32121. BaseTexture.prototype.delayLoad = function () {
  32122. };
  32123. /**
  32124. * Clones the texture.
  32125. * @returns the cloned texture
  32126. */
  32127. BaseTexture.prototype.clone = function () {
  32128. return null;
  32129. };
  32130. Object.defineProperty(BaseTexture.prototype, "textureType", {
  32131. /**
  32132. * Get the texture underlying type (INT, FLOAT...)
  32133. */
  32134. get: function () {
  32135. if (!this._texture) {
  32136. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  32137. }
  32138. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  32139. },
  32140. enumerable: true,
  32141. configurable: true
  32142. });
  32143. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  32144. /**
  32145. * Get the texture underlying format (RGB, RGBA...)
  32146. */
  32147. get: function () {
  32148. if (!this._texture) {
  32149. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  32150. }
  32151. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  32152. },
  32153. enumerable: true,
  32154. configurable: true
  32155. });
  32156. /**
  32157. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  32158. * This will returns an RGBA array buffer containing either in values (0-255) or
  32159. * float values (0-1) depending of the underlying buffer type.
  32160. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  32161. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  32162. * @param buffer defines a user defined buffer to fill with data (can be null)
  32163. * @returns The Array buffer containing the pixels data.
  32164. */
  32165. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  32166. if (faceIndex === void 0) { faceIndex = 0; }
  32167. if (level === void 0) { level = 0; }
  32168. if (buffer === void 0) { buffer = null; }
  32169. if (!this._texture) {
  32170. return null;
  32171. }
  32172. var size = this.getSize();
  32173. var width = size.width;
  32174. var height = size.height;
  32175. var scene = this.getScene();
  32176. if (!scene) {
  32177. return null;
  32178. }
  32179. var engine = scene.getEngine();
  32180. if (level != 0) {
  32181. width = width / Math.pow(2, level);
  32182. height = height / Math.pow(2, level);
  32183. width = Math.round(width);
  32184. height = Math.round(height);
  32185. }
  32186. if (this._texture.isCube) {
  32187. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  32188. }
  32189. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  32190. };
  32191. /**
  32192. * Release and destroy the underlying lower level texture aka internalTexture.
  32193. */
  32194. BaseTexture.prototype.releaseInternalTexture = function () {
  32195. if (this._texture) {
  32196. this._texture.dispose();
  32197. this._texture = null;
  32198. }
  32199. };
  32200. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  32201. /**
  32202. * Get the polynomial representation of the texture data.
  32203. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  32204. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  32205. */
  32206. get: function () {
  32207. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  32208. return null;
  32209. }
  32210. if (!this._texture._sphericalPolynomial) {
  32211. this._texture._sphericalPolynomial =
  32212. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  32213. }
  32214. return this._texture._sphericalPolynomial;
  32215. },
  32216. set: function (value) {
  32217. if (this._texture) {
  32218. this._texture._sphericalPolynomial = value;
  32219. }
  32220. },
  32221. enumerable: true,
  32222. configurable: true
  32223. });
  32224. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  32225. /** @hidden */
  32226. get: function () {
  32227. if (this._texture) {
  32228. return this._texture._lodTextureHigh;
  32229. }
  32230. return null;
  32231. },
  32232. enumerable: true,
  32233. configurable: true
  32234. });
  32235. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  32236. /** @hidden */
  32237. get: function () {
  32238. if (this._texture) {
  32239. return this._texture._lodTextureMid;
  32240. }
  32241. return null;
  32242. },
  32243. enumerable: true,
  32244. configurable: true
  32245. });
  32246. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  32247. /** @hidden */
  32248. get: function () {
  32249. if (this._texture) {
  32250. return this._texture._lodTextureLow;
  32251. }
  32252. return null;
  32253. },
  32254. enumerable: true,
  32255. configurable: true
  32256. });
  32257. /**
  32258. * Dispose the texture and release its associated resources.
  32259. */
  32260. BaseTexture.prototype.dispose = function () {
  32261. if (!this._scene) {
  32262. return;
  32263. }
  32264. // Animations
  32265. this._scene.stopAnimation(this);
  32266. // Remove from scene
  32267. this._scene._removePendingData(this);
  32268. var index = this._scene.textures.indexOf(this);
  32269. if (index >= 0) {
  32270. this._scene.textures.splice(index, 1);
  32271. }
  32272. this._scene.onTextureRemovedObservable.notifyObservers(this);
  32273. if (this._texture === undefined) {
  32274. return;
  32275. }
  32276. // Release
  32277. this.releaseInternalTexture();
  32278. // Callback
  32279. this.onDisposeObservable.notifyObservers(this);
  32280. this.onDisposeObservable.clear();
  32281. };
  32282. /**
  32283. * Serialize the texture into a JSON representation that can be parsed later on.
  32284. * @returns the JSON representation of the texture
  32285. */
  32286. BaseTexture.prototype.serialize = function () {
  32287. if (!this.name) {
  32288. return null;
  32289. }
  32290. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  32291. // Animations
  32292. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  32293. return serializationObject;
  32294. };
  32295. /**
  32296. * Helper function to be called back once a list of texture contains only ready textures.
  32297. * @param textures Define the list of textures to wait for
  32298. * @param callback Define the callback triggered once the entire list will be ready
  32299. */
  32300. BaseTexture.WhenAllReady = function (textures, callback) {
  32301. var numRemaining = textures.length;
  32302. if (numRemaining === 0) {
  32303. callback();
  32304. return;
  32305. }
  32306. var _loop_1 = function () {
  32307. texture = textures[i];
  32308. if (texture.isReady()) {
  32309. if (--numRemaining === 0) {
  32310. callback();
  32311. }
  32312. }
  32313. else {
  32314. onLoadObservable = texture.onLoadObservable;
  32315. var onLoadCallback_1 = function () {
  32316. onLoadObservable.removeCallback(onLoadCallback_1);
  32317. if (--numRemaining === 0) {
  32318. callback();
  32319. }
  32320. };
  32321. onLoadObservable.add(onLoadCallback_1);
  32322. }
  32323. };
  32324. var texture, onLoadObservable;
  32325. for (var i = 0; i < textures.length; i++) {
  32326. _loop_1();
  32327. }
  32328. };
  32329. /**
  32330. * Default anisotropic filtering level for the application.
  32331. * It is set to 4 as a good tradeoff between perf and quality.
  32332. */
  32333. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  32334. __decorate([
  32335. BABYLON.serialize()
  32336. ], BaseTexture.prototype, "uniqueId", void 0);
  32337. __decorate([
  32338. BABYLON.serialize()
  32339. ], BaseTexture.prototype, "name", void 0);
  32340. __decorate([
  32341. BABYLON.serialize()
  32342. ], BaseTexture.prototype, "metadata", void 0);
  32343. __decorate([
  32344. BABYLON.serialize("hasAlpha")
  32345. ], BaseTexture.prototype, "_hasAlpha", void 0);
  32346. __decorate([
  32347. BABYLON.serialize()
  32348. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  32349. __decorate([
  32350. BABYLON.serialize()
  32351. ], BaseTexture.prototype, "level", void 0);
  32352. __decorate([
  32353. BABYLON.serialize()
  32354. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  32355. __decorate([
  32356. BABYLON.serialize("coordinatesMode")
  32357. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  32358. __decorate([
  32359. BABYLON.serialize()
  32360. ], BaseTexture.prototype, "wrapU", void 0);
  32361. __decorate([
  32362. BABYLON.serialize()
  32363. ], BaseTexture.prototype, "wrapV", void 0);
  32364. __decorate([
  32365. BABYLON.serialize()
  32366. ], BaseTexture.prototype, "wrapR", void 0);
  32367. __decorate([
  32368. BABYLON.serialize()
  32369. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  32370. __decorate([
  32371. BABYLON.serialize()
  32372. ], BaseTexture.prototype, "isCube", null);
  32373. __decorate([
  32374. BABYLON.serialize()
  32375. ], BaseTexture.prototype, "is3D", null);
  32376. __decorate([
  32377. BABYLON.serialize()
  32378. ], BaseTexture.prototype, "gammaSpace", void 0);
  32379. __decorate([
  32380. BABYLON.serialize()
  32381. ], BaseTexture.prototype, "invertZ", void 0);
  32382. __decorate([
  32383. BABYLON.serialize()
  32384. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  32385. __decorate([
  32386. BABYLON.serialize()
  32387. ], BaseTexture.prototype, "lodGenerationOffset", null);
  32388. __decorate([
  32389. BABYLON.serialize()
  32390. ], BaseTexture.prototype, "lodGenerationScale", null);
  32391. __decorate([
  32392. BABYLON.serialize()
  32393. ], BaseTexture.prototype, "isRenderTarget", void 0);
  32394. return BaseTexture;
  32395. }());
  32396. BABYLON.BaseTexture = BaseTexture;
  32397. })(BABYLON || (BABYLON = {}));
  32398. //# sourceMappingURL=babylon.baseTexture.js.map
  32399. var BABYLON;
  32400. (function (BABYLON) {
  32401. /**
  32402. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32403. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32404. */
  32405. var Texture = /** @class */ (function (_super) {
  32406. __extends(Texture, _super);
  32407. /**
  32408. * Instantiates a new texture.
  32409. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32410. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32411. * @param url define the url of the picture to load as a texture
  32412. * @param scene define the scene the texture will belong to
  32413. * @param noMipmap define if the texture will require mip maps or not
  32414. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32415. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32416. * @param onLoad define a callback triggered when the texture has been loaded
  32417. * @param onError define a callback triggered when an error occurred during the loading session
  32418. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32419. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32420. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32421. */
  32422. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  32423. if (noMipmap === void 0) { noMipmap = false; }
  32424. if (invertY === void 0) { invertY = true; }
  32425. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32426. if (onLoad === void 0) { onLoad = null; }
  32427. if (onError === void 0) { onError = null; }
  32428. if (buffer === void 0) { buffer = null; }
  32429. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32430. var _this = _super.call(this, scene) || this;
  32431. /**
  32432. * Define an offset on the texture to offset the u coordinates of the UVs
  32433. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32434. */
  32435. _this.uOffset = 0;
  32436. /**
  32437. * Define an offset on the texture to offset the v coordinates of the UVs
  32438. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32439. */
  32440. _this.vOffset = 0;
  32441. /**
  32442. * Define an offset on the texture to scale the u coordinates of the UVs
  32443. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32444. */
  32445. _this.uScale = 1.0;
  32446. /**
  32447. * Define an offset on the texture to scale the v coordinates of the UVs
  32448. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32449. */
  32450. _this.vScale = 1.0;
  32451. /**
  32452. * Define an offset on the texture to rotate around the u coordinates of the UVs
  32453. * @see http://doc.babylonjs.com/how_to/more_materials
  32454. */
  32455. _this.uAng = 0;
  32456. /**
  32457. * Define an offset on the texture to rotate around the v coordinates of the UVs
  32458. * @see http://doc.babylonjs.com/how_to/more_materials
  32459. */
  32460. _this.vAng = 0;
  32461. /**
  32462. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  32463. * @see http://doc.babylonjs.com/how_to/more_materials
  32464. */
  32465. _this.wAng = 0;
  32466. /**
  32467. * Defines the center of rotation (U)
  32468. */
  32469. _this.uRotationCenter = 0.5;
  32470. /**
  32471. * Defines the center of rotation (V)
  32472. */
  32473. _this.vRotationCenter = 0.5;
  32474. /**
  32475. * Defines the center of rotation (W)
  32476. */
  32477. _this.wRotationCenter = 0.5;
  32478. /** @hidden */
  32479. _this._initialSamplingMode = Texture.BILINEAR_SAMPLINGMODE;
  32480. /**
  32481. * Observable triggered once the texture has been loaded.
  32482. */
  32483. _this.onLoadObservable = new BABYLON.Observable();
  32484. _this._isBlocking = true;
  32485. _this.name = url || "";
  32486. _this.url = url;
  32487. _this._noMipmap = noMipmap;
  32488. _this._invertY = invertY;
  32489. _this._initialSamplingMode = samplingMode;
  32490. _this._buffer = buffer;
  32491. _this._deleteBuffer = deleteBuffer;
  32492. if (format) {
  32493. _this._format = format;
  32494. }
  32495. scene = _this.getScene();
  32496. if (!scene) {
  32497. return _this;
  32498. }
  32499. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32500. var load = function () {
  32501. if (_this._texture && _this._texture._invertVScale) {
  32502. _this.vScale = -1;
  32503. }
  32504. if (_this.onLoadObservable.hasObservers()) {
  32505. _this.onLoadObservable.notifyObservers(_this);
  32506. }
  32507. if (onLoad) {
  32508. onLoad();
  32509. }
  32510. if (!_this.isBlocking && scene) {
  32511. scene.resetCachedMaterial();
  32512. }
  32513. };
  32514. if (!_this.url) {
  32515. _this._delayedOnLoad = load;
  32516. _this._delayedOnError = onError;
  32517. return _this;
  32518. }
  32519. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32520. if (!_this._texture) {
  32521. if (!scene.useDelayedTextureLoading) {
  32522. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32523. if (deleteBuffer) {
  32524. delete _this._buffer;
  32525. }
  32526. }
  32527. else {
  32528. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32529. _this._delayedOnLoad = load;
  32530. _this._delayedOnError = onError;
  32531. }
  32532. }
  32533. else {
  32534. if (_this._texture.isReady) {
  32535. BABYLON.Tools.SetImmediate(function () { return load(); });
  32536. }
  32537. else {
  32538. _this._texture.onLoadedObservable.add(load);
  32539. }
  32540. }
  32541. return _this;
  32542. }
  32543. Object.defineProperty(Texture.prototype, "noMipmap", {
  32544. /**
  32545. * Are mip maps generated for this texture or not.
  32546. */
  32547. get: function () {
  32548. return this._noMipmap;
  32549. },
  32550. enumerable: true,
  32551. configurable: true
  32552. });
  32553. Object.defineProperty(Texture.prototype, "isBlocking", {
  32554. get: function () {
  32555. return this._isBlocking;
  32556. },
  32557. /**
  32558. * Is the texture preventing material to render while loading.
  32559. * If false, a default texture will be used instead of the loading one during the preparation step.
  32560. */
  32561. set: function (value) {
  32562. this._isBlocking = value;
  32563. },
  32564. enumerable: true,
  32565. configurable: true
  32566. });
  32567. Object.defineProperty(Texture.prototype, "samplingMode", {
  32568. /**
  32569. * Get the current sampling mode associated with the texture.
  32570. */
  32571. get: function () {
  32572. if (!this._texture) {
  32573. return this._initialSamplingMode;
  32574. }
  32575. return this._texture.samplingMode;
  32576. },
  32577. enumerable: true,
  32578. configurable: true
  32579. });
  32580. Object.defineProperty(Texture.prototype, "invertY", {
  32581. /**
  32582. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32583. */
  32584. get: function () {
  32585. return this._invertY;
  32586. },
  32587. enumerable: true,
  32588. configurable: true
  32589. });
  32590. /**
  32591. * Update the url (and optional buffer) of this texture if url was null during construction.
  32592. * @param url the url of the texture
  32593. * @param buffer the buffer of the texture (defaults to null)
  32594. * @param onLoad callback called when the texture is loaded (defaults to null)
  32595. */
  32596. Texture.prototype.updateURL = function (url, buffer, onLoad) {
  32597. if (buffer === void 0) { buffer = null; }
  32598. if (this.url) {
  32599. this.releaseInternalTexture();
  32600. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  32601. }
  32602. this.url = url;
  32603. this._buffer = buffer;
  32604. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32605. if (onLoad) {
  32606. this._delayedOnLoad = onLoad;
  32607. }
  32608. this.delayLoad();
  32609. };
  32610. /**
  32611. * Finish the loading sequence of a texture flagged as delayed load.
  32612. * @hidden
  32613. */
  32614. Texture.prototype.delayLoad = function () {
  32615. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32616. return;
  32617. }
  32618. var scene = this.getScene();
  32619. if (!scene) {
  32620. return;
  32621. }
  32622. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32623. this._texture = this._getFromCache(this.url, this._noMipmap, this.samplingMode);
  32624. if (!this._texture) {
  32625. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this.samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32626. if (this._deleteBuffer) {
  32627. delete this._buffer;
  32628. }
  32629. }
  32630. else {
  32631. if (this._delayedOnLoad) {
  32632. if (this._texture.isReady) {
  32633. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32634. }
  32635. else {
  32636. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32637. }
  32638. }
  32639. }
  32640. this._delayedOnLoad = null;
  32641. this._delayedOnError = null;
  32642. };
  32643. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32644. x *= this.uScale;
  32645. y *= this.vScale;
  32646. x -= this.uRotationCenter * this.uScale;
  32647. y -= this.vRotationCenter * this.vScale;
  32648. z -= this.wRotationCenter;
  32649. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32650. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32651. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32652. t.z += this.wRotationCenter;
  32653. };
  32654. /**
  32655. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32656. * @returns the transform matrix of the texture.
  32657. */
  32658. Texture.prototype.getTextureMatrix = function () {
  32659. var _this = this;
  32660. if (this.uOffset === this._cachedUOffset &&
  32661. this.vOffset === this._cachedVOffset &&
  32662. this.uScale === this._cachedUScale &&
  32663. this.vScale === this._cachedVScale &&
  32664. this.uAng === this._cachedUAng &&
  32665. this.vAng === this._cachedVAng &&
  32666. this.wAng === this._cachedWAng) {
  32667. return this._cachedTextureMatrix;
  32668. }
  32669. this._cachedUOffset = this.uOffset;
  32670. this._cachedVOffset = this.vOffset;
  32671. this._cachedUScale = this.uScale;
  32672. this._cachedVScale = this.vScale;
  32673. this._cachedUAng = this.uAng;
  32674. this._cachedVAng = this.vAng;
  32675. this._cachedWAng = this.wAng;
  32676. if (!this._cachedTextureMatrix) {
  32677. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32678. this._rowGenerationMatrix = new BABYLON.Matrix();
  32679. this._t0 = BABYLON.Vector3.Zero();
  32680. this._t1 = BABYLON.Vector3.Zero();
  32681. this._t2 = BABYLON.Vector3.Zero();
  32682. }
  32683. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32684. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32685. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32686. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32687. this._t1.subtractInPlace(this._t0);
  32688. this._t2.subtractInPlace(this._t0);
  32689. 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);
  32690. var scene = this.getScene();
  32691. if (!scene) {
  32692. return this._cachedTextureMatrix;
  32693. }
  32694. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32695. return mat.hasTexture(_this);
  32696. });
  32697. return this._cachedTextureMatrix;
  32698. };
  32699. /**
  32700. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32701. * @returns The reflection texture transform
  32702. */
  32703. Texture.prototype.getReflectionTextureMatrix = function () {
  32704. var _this = this;
  32705. var scene = this.getScene();
  32706. if (!scene) {
  32707. return this._cachedTextureMatrix;
  32708. }
  32709. if (this.uOffset === this._cachedUOffset &&
  32710. this.vOffset === this._cachedVOffset &&
  32711. this.uScale === this._cachedUScale &&
  32712. this.vScale === this._cachedVScale &&
  32713. this.coordinatesMode === this._cachedCoordinatesMode) {
  32714. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32715. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32716. return this._cachedTextureMatrix;
  32717. }
  32718. }
  32719. else {
  32720. return this._cachedTextureMatrix;
  32721. }
  32722. }
  32723. if (!this._cachedTextureMatrix) {
  32724. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32725. }
  32726. if (!this._projectionModeMatrix) {
  32727. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32728. }
  32729. this._cachedUOffset = this.uOffset;
  32730. this._cachedVOffset = this.vOffset;
  32731. this._cachedUScale = this.uScale;
  32732. this._cachedVScale = this.vScale;
  32733. this._cachedCoordinatesMode = this.coordinatesMode;
  32734. switch (this.coordinatesMode) {
  32735. case Texture.PLANAR_MODE:
  32736. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32737. this._cachedTextureMatrix[0] = this.uScale;
  32738. this._cachedTextureMatrix[5] = this.vScale;
  32739. this._cachedTextureMatrix[12] = this.uOffset;
  32740. this._cachedTextureMatrix[13] = this.vOffset;
  32741. break;
  32742. case Texture.PROJECTION_MODE:
  32743. 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);
  32744. var projectionMatrix = scene.getProjectionMatrix();
  32745. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32746. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32747. break;
  32748. default:
  32749. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32750. break;
  32751. }
  32752. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32753. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32754. });
  32755. return this._cachedTextureMatrix;
  32756. };
  32757. /**
  32758. * Clones the texture.
  32759. * @returns the cloned texture
  32760. */
  32761. Texture.prototype.clone = function () {
  32762. var _this = this;
  32763. return BABYLON.SerializationHelper.Clone(function () {
  32764. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this.samplingMode);
  32765. }, this);
  32766. };
  32767. /**
  32768. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32769. * @returns The JSON representation of the texture
  32770. */
  32771. Texture.prototype.serialize = function () {
  32772. var serializationObject = _super.prototype.serialize.call(this);
  32773. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32774. serializationObject.base64String = this._buffer;
  32775. serializationObject.name = serializationObject.name.replace("data:", "");
  32776. }
  32777. serializationObject.invertY = this._invertY;
  32778. serializationObject.samplingMode = this.samplingMode;
  32779. return serializationObject;
  32780. };
  32781. /**
  32782. * Get the current class name of the texture useful for serialization or dynamic coding.
  32783. * @returns "Texture"
  32784. */
  32785. Texture.prototype.getClassName = function () {
  32786. return "Texture";
  32787. };
  32788. /**
  32789. * Dispose the texture and release its associated resources.
  32790. */
  32791. Texture.prototype.dispose = function () {
  32792. _super.prototype.dispose.call(this);
  32793. this.onLoadObservable.clear();
  32794. this._delayedOnLoad = null;
  32795. this._delayedOnError = null;
  32796. };
  32797. /**
  32798. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32799. * @param parsedTexture Define the JSON representation of the texture
  32800. * @param scene Define the scene the parsed texture should be instantiated in
  32801. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32802. * @returns The parsed texture if successful
  32803. */
  32804. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32805. if (parsedTexture.customType) {
  32806. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32807. // Update Sampling Mode
  32808. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32809. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32810. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32811. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32812. }
  32813. }
  32814. return parsedCustomTexture;
  32815. }
  32816. if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {
  32817. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32818. }
  32819. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32820. return null;
  32821. }
  32822. var texture = BABYLON.SerializationHelper.Parse(function () {
  32823. var generateMipMaps = true;
  32824. if (parsedTexture.noMipmap) {
  32825. generateMipMaps = false;
  32826. }
  32827. if (parsedTexture.mirrorPlane) {
  32828. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32829. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32830. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32831. return mirrorTexture;
  32832. }
  32833. else if (parsedTexture.isRenderTarget) {
  32834. var renderTargetTexture = null;
  32835. if (parsedTexture.isCube) {
  32836. // Search for an existing reflection probe (which contains a cube render target texture)
  32837. if (scene.reflectionProbes) {
  32838. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  32839. var probe = scene.reflectionProbes[index];
  32840. if (probe.name === parsedTexture.name) {
  32841. return probe.cubeTexture;
  32842. }
  32843. }
  32844. }
  32845. }
  32846. else {
  32847. renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32848. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32849. }
  32850. return renderTargetTexture;
  32851. }
  32852. else {
  32853. var texture;
  32854. if (parsedTexture.base64String) {
  32855. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32856. }
  32857. else {
  32858. var url = rootUrl + parsedTexture.name;
  32859. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32860. url = parsedTexture.url;
  32861. }
  32862. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32863. }
  32864. return texture;
  32865. }
  32866. }, parsedTexture, scene);
  32867. // Update Sampling Mode
  32868. if (parsedTexture.samplingMode) {
  32869. var sampling = parsedTexture.samplingMode;
  32870. if (texture && texture.samplingMode !== sampling) {
  32871. texture.updateSamplingMode(sampling);
  32872. }
  32873. }
  32874. // Animations
  32875. if (texture && parsedTexture.animations) {
  32876. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32877. var parsedAnimation = parsedTexture.animations[animationIndex];
  32878. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32879. }
  32880. }
  32881. return texture;
  32882. };
  32883. /**
  32884. * Creates a texture from its base 64 representation.
  32885. * @param data Define the base64 payload without the data: prefix
  32886. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32887. * @param scene Define the scene the texture should belong to
  32888. * @param noMipmap Forces the texture to not create mip map information if true
  32889. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32890. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32891. * @param onLoad define a callback triggered when the texture has been loaded
  32892. * @param onError define a callback triggered when an error occurred during the loading session
  32893. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32894. * @returns the created texture
  32895. */
  32896. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32897. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32898. if (onLoad === void 0) { onLoad = null; }
  32899. if (onError === void 0) { onError = null; }
  32900. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32901. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32902. };
  32903. /**
  32904. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32905. * @param data Define the base64 payload without the data: prefix
  32906. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32907. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32908. * @param scene Define the scene the texture should belong to
  32909. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32910. * @param noMipmap Forces the texture to not create mip map information if true
  32911. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32912. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32913. * @param onLoad define a callback triggered when the texture has been loaded
  32914. * @param onError define a callback triggered when an error occurred during the loading session
  32915. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32916. * @returns the created texture
  32917. */
  32918. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32919. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32920. if (noMipmap === void 0) { noMipmap = false; }
  32921. if (invertY === void 0) { invertY = true; }
  32922. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32923. if (onLoad === void 0) { onLoad = null; }
  32924. if (onError === void 0) { onError = null; }
  32925. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32926. if (name.substr(0, 5) !== "data:") {
  32927. name = "data:" + name;
  32928. }
  32929. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32930. };
  32931. /** nearest is mag = nearest and min = nearest and mip = linear */
  32932. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32933. /** nearest is mag = nearest and min = nearest and mip = linear */
  32934. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32935. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32936. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32937. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32938. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32939. /** Trilinear is mag = linear and min = linear and mip = linear */
  32940. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32941. /** Trilinear is mag = linear and min = linear and mip = linear */
  32942. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32943. /** mag = nearest and min = nearest and mip = nearest */
  32944. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32945. /** mag = nearest and min = linear and mip = nearest */
  32946. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32947. /** mag = nearest and min = linear and mip = linear */
  32948. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32949. /** mag = nearest and min = linear and mip = none */
  32950. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32951. /** mag = nearest and min = nearest and mip = none */
  32952. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32953. /** mag = linear and min = nearest and mip = nearest */
  32954. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32955. /** mag = linear and min = nearest and mip = linear */
  32956. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32957. /** mag = linear and min = linear and mip = none */
  32958. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32959. /** mag = linear and min = nearest and mip = none */
  32960. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32961. /** Explicit coordinates mode */
  32962. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32963. /** Spherical coordinates mode */
  32964. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32965. /** Planar coordinates mode */
  32966. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32967. /** Cubic coordinates mode */
  32968. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32969. /** Projection coordinates mode */
  32970. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32971. /** Inverse Cubic coordinates mode */
  32972. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32973. /** Inverse Cubic coordinates mode */
  32974. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32975. /** Equirectangular coordinates mode */
  32976. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32977. /** Equirectangular Fixed coordinates mode */
  32978. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32979. /** Equirectangular Fixed Mirrored coordinates mode */
  32980. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32981. /** Texture is not repeating outside of 0..1 UVs */
  32982. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32983. /** Texture is repeating outside of 0..1 UVs */
  32984. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32985. /** Texture is repeating and mirrored */
  32986. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32987. /**
  32988. * 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
  32989. */
  32990. Texture.UseSerializedUrlIfAny = false;
  32991. __decorate([
  32992. BABYLON.serialize()
  32993. ], Texture.prototype, "url", void 0);
  32994. __decorate([
  32995. BABYLON.serialize()
  32996. ], Texture.prototype, "uOffset", void 0);
  32997. __decorate([
  32998. BABYLON.serialize()
  32999. ], Texture.prototype, "vOffset", void 0);
  33000. __decorate([
  33001. BABYLON.serialize()
  33002. ], Texture.prototype, "uScale", void 0);
  33003. __decorate([
  33004. BABYLON.serialize()
  33005. ], Texture.prototype, "vScale", void 0);
  33006. __decorate([
  33007. BABYLON.serialize()
  33008. ], Texture.prototype, "uAng", void 0);
  33009. __decorate([
  33010. BABYLON.serialize()
  33011. ], Texture.prototype, "vAng", void 0);
  33012. __decorate([
  33013. BABYLON.serialize()
  33014. ], Texture.prototype, "wAng", void 0);
  33015. __decorate([
  33016. BABYLON.serialize()
  33017. ], Texture.prototype, "uRotationCenter", void 0);
  33018. __decorate([
  33019. BABYLON.serialize()
  33020. ], Texture.prototype, "vRotationCenter", void 0);
  33021. __decorate([
  33022. BABYLON.serialize()
  33023. ], Texture.prototype, "wRotationCenter", void 0);
  33024. __decorate([
  33025. BABYLON.serialize()
  33026. ], Texture.prototype, "isBlocking", null);
  33027. return Texture;
  33028. }(BABYLON.BaseTexture));
  33029. BABYLON.Texture = Texture;
  33030. })(BABYLON || (BABYLON = {}));
  33031. //# sourceMappingURL=babylon.texture.js.map
  33032. var BABYLON;
  33033. (function (BABYLON) {
  33034. /**
  33035. * @hidden
  33036. **/
  33037. var _CreationDataStorage = /** @class */ (function () {
  33038. function _CreationDataStorage() {
  33039. }
  33040. return _CreationDataStorage;
  33041. }());
  33042. BABYLON._CreationDataStorage = _CreationDataStorage;
  33043. /**
  33044. * @hidden
  33045. **/
  33046. var _InstanceDataStorage = /** @class */ (function () {
  33047. function _InstanceDataStorage() {
  33048. this.visibleInstances = {};
  33049. this.renderIdForInstances = new Array();
  33050. this.batchCache = new _InstancesBatch();
  33051. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  33052. }
  33053. return _InstanceDataStorage;
  33054. }());
  33055. /**
  33056. * @hidden
  33057. **/
  33058. var _InstancesBatch = /** @class */ (function () {
  33059. function _InstancesBatch() {
  33060. this.mustReturn = false;
  33061. this.visibleInstances = new Array();
  33062. this.renderSelf = new Array();
  33063. }
  33064. return _InstancesBatch;
  33065. }());
  33066. BABYLON._InstancesBatch = _InstancesBatch;
  33067. /**
  33068. * Class used to represent renderable models
  33069. */
  33070. var Mesh = /** @class */ (function (_super) {
  33071. __extends(Mesh, _super);
  33072. /**
  33073. * @constructor
  33074. * @param name The value used by scene.getMeshByName() to do a lookup.
  33075. * @param scene The scene to add this mesh to.
  33076. * @param parent The parent of this mesh, if it has one
  33077. * @param source An optional Mesh from which geometry is shared, cloned.
  33078. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  33079. * When false, achieved by calling a clone(), also passing False.
  33080. * This will make creation of children, recursive.
  33081. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  33082. */
  33083. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  33084. if (scene === void 0) { scene = null; }
  33085. if (parent === void 0) { parent = null; }
  33086. if (source === void 0) { source = null; }
  33087. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  33088. var _this = _super.call(this, name, scene) || this;
  33089. // Members
  33090. /**
  33091. * Gets the delay loading state of the mesh (when delay loading is turned on)
  33092. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  33093. */
  33094. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  33095. /**
  33096. * Gets the list of instances created from this mesh
  33097. * it is not supposed to be modified manually.
  33098. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  33099. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  33100. */
  33101. _this.instances = new Array();
  33102. _this._LODLevels = new Array();
  33103. /** @hidden */
  33104. _this._instanceDataStorage = new _InstanceDataStorage();
  33105. // Use by builder only to know what orientation were the mesh build in.
  33106. /** @hidden */
  33107. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  33108. /**
  33109. * Use this property to change the original side orientation defined at construction time
  33110. */
  33111. _this.overrideMaterialSideOrientation = null;
  33112. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  33113. // Will be used to save a source mesh reference, If any
  33114. _this._source = null;
  33115. scene = _this.getScene();
  33116. if (source) {
  33117. // Geometry
  33118. if (source._geometry) {
  33119. source._geometry.applyToMesh(_this);
  33120. }
  33121. // Deep copy
  33122. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  33123. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  33124. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw",
  33125. "onAfterWorldMatrixUpdateObservable", "onCollideObservable", "onCollisionPositionChangeObservable", "onRebuildObservable",
  33126. "onDisposeObservable"
  33127. ], ["_poseMatrix"]);
  33128. // Source mesh
  33129. _this._source = source;
  33130. if (scene.useClonedMeshhMap) {
  33131. if (!source.meshMap) {
  33132. source.meshMap = {};
  33133. }
  33134. source.meshMap[_this.uniqueId] = _this;
  33135. }
  33136. // Construction Params
  33137. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  33138. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  33139. _this._creationDataStorage = source._creationDataStorage;
  33140. // Animation ranges
  33141. if (_this._source._ranges) {
  33142. var ranges = _this._source._ranges;
  33143. for (var name in ranges) {
  33144. if (!ranges.hasOwnProperty(name)) {
  33145. continue;
  33146. }
  33147. if (!ranges[name]) {
  33148. continue;
  33149. }
  33150. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  33151. }
  33152. }
  33153. // Metadata
  33154. if (source.metadata && source.metadata.clone) {
  33155. _this.metadata = source.metadata.clone();
  33156. }
  33157. else {
  33158. _this.metadata = source.metadata;
  33159. }
  33160. // Tags
  33161. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  33162. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  33163. }
  33164. // Parent
  33165. _this.parent = source.parent;
  33166. // Pivot
  33167. _this.setPivotMatrix(source.getPivotMatrix());
  33168. _this.id = name + "." + source.id;
  33169. // Material
  33170. _this.material = source.material;
  33171. var index;
  33172. if (!doNotCloneChildren) {
  33173. // Children
  33174. var directDescendants = source.getDescendants(true);
  33175. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  33176. var child = directDescendants[index_1];
  33177. if (child.clone) {
  33178. child.clone(name + "." + child.name, _this);
  33179. }
  33180. }
  33181. }
  33182. // Physics clone
  33183. var physicsEngine = _this.getScene().getPhysicsEngine();
  33184. if (clonePhysicsImpostor && physicsEngine) {
  33185. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  33186. if (impostor) {
  33187. _this.physicsImpostor = impostor.clone(_this);
  33188. }
  33189. }
  33190. // Particles
  33191. for (index = 0; index < scene.particleSystems.length; index++) {
  33192. var system = scene.particleSystems[index];
  33193. if (system.emitter === source) {
  33194. system.clone(system.name, _this);
  33195. }
  33196. }
  33197. _this.refreshBoundingInfo();
  33198. _this.computeWorldMatrix(true);
  33199. }
  33200. // Parent
  33201. if (parent !== null) {
  33202. _this.parent = parent;
  33203. }
  33204. return _this;
  33205. }
  33206. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  33207. /**
  33208. * An event triggered before rendering the mesh
  33209. */
  33210. get: function () {
  33211. if (!this._onBeforeRenderObservable) {
  33212. this._onBeforeRenderObservable = new BABYLON.Observable();
  33213. }
  33214. return this._onBeforeRenderObservable;
  33215. },
  33216. enumerable: true,
  33217. configurable: true
  33218. });
  33219. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  33220. /**
  33221. * An event triggered after rendering the mesh
  33222. */
  33223. get: function () {
  33224. if (!this._onAfterRenderObservable) {
  33225. this._onAfterRenderObservable = new BABYLON.Observable();
  33226. }
  33227. return this._onAfterRenderObservable;
  33228. },
  33229. enumerable: true,
  33230. configurable: true
  33231. });
  33232. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  33233. /**
  33234. * An event triggered before drawing the mesh
  33235. */
  33236. get: function () {
  33237. if (!this._onBeforeDrawObservable) {
  33238. this._onBeforeDrawObservable = new BABYLON.Observable();
  33239. }
  33240. return this._onBeforeDrawObservable;
  33241. },
  33242. enumerable: true,
  33243. configurable: true
  33244. });
  33245. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  33246. /**
  33247. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  33248. */
  33249. set: function (callback) {
  33250. if (this._onBeforeDrawObserver) {
  33251. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  33252. }
  33253. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  33254. },
  33255. enumerable: true,
  33256. configurable: true
  33257. });
  33258. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  33259. /**
  33260. * Gets or sets the morph target manager
  33261. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  33262. */
  33263. get: function () {
  33264. return this._morphTargetManager;
  33265. },
  33266. set: function (value) {
  33267. if (this._morphTargetManager === value) {
  33268. return;
  33269. }
  33270. this._morphTargetManager = value;
  33271. this._syncGeometryWithMorphTargetManager();
  33272. },
  33273. enumerable: true,
  33274. configurable: true
  33275. });
  33276. Object.defineProperty(Mesh.prototype, "source", {
  33277. /**
  33278. * Gets the source mesh (the one used to clone this one from)
  33279. */
  33280. get: function () {
  33281. return this._source;
  33282. },
  33283. enumerable: true,
  33284. configurable: true
  33285. });
  33286. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  33287. /**
  33288. * Gets or sets a boolean indicating that this mesh does not use index buffer
  33289. */
  33290. get: function () {
  33291. return this._unIndexed;
  33292. },
  33293. set: function (value) {
  33294. if (this._unIndexed !== value) {
  33295. this._unIndexed = value;
  33296. this._markSubMeshesAsAttributesDirty();
  33297. }
  33298. },
  33299. enumerable: true,
  33300. configurable: true
  33301. });
  33302. // Methods
  33303. /**
  33304. * Gets the class name
  33305. * @returns the string "Mesh".
  33306. */
  33307. Mesh.prototype.getClassName = function () {
  33308. return "Mesh";
  33309. };
  33310. /**
  33311. * Returns a description of this mesh
  33312. * @param fullDetails define if full details about this mesh must be used
  33313. * @returns a descriptive string representing this mesh
  33314. */
  33315. Mesh.prototype.toString = function (fullDetails) {
  33316. var ret = _super.prototype.toString.call(this, fullDetails);
  33317. ret += ", n vertices: " + this.getTotalVertices();
  33318. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  33319. if (this.animations) {
  33320. for (var i = 0; i < this.animations.length; i++) {
  33321. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  33322. }
  33323. }
  33324. if (fullDetails) {
  33325. if (this._geometry) {
  33326. var ib = this.getIndices();
  33327. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33328. if (vb && ib) {
  33329. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  33330. }
  33331. }
  33332. else {
  33333. ret += ", flat shading: UNKNOWN";
  33334. }
  33335. }
  33336. return ret;
  33337. };
  33338. /** @hidden */
  33339. Mesh.prototype._unBindEffect = function () {
  33340. _super.prototype._unBindEffect.call(this);
  33341. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  33342. var instance = _a[_i];
  33343. instance._unBindEffect();
  33344. }
  33345. };
  33346. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  33347. /**
  33348. * Gets a boolean indicating if this mesh has LOD
  33349. */
  33350. get: function () {
  33351. return this._LODLevels.length > 0;
  33352. },
  33353. enumerable: true,
  33354. configurable: true
  33355. });
  33356. /**
  33357. * Gets the list of MeshLODLevel associated with the current mesh
  33358. * @returns an array of MeshLODLevel
  33359. */
  33360. Mesh.prototype.getLODLevels = function () {
  33361. return this._LODLevels;
  33362. };
  33363. Mesh.prototype._sortLODLevels = function () {
  33364. this._LODLevels.sort(function (a, b) {
  33365. if (a.distance < b.distance) {
  33366. return 1;
  33367. }
  33368. if (a.distance > b.distance) {
  33369. return -1;
  33370. }
  33371. return 0;
  33372. });
  33373. };
  33374. /**
  33375. * Add a mesh as LOD level triggered at the given distance.
  33376. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33377. * @param distance The distance from the center of the object to show this level
  33378. * @param mesh The mesh to be added as LOD level (can be null)
  33379. * @return This mesh (for chaining)
  33380. */
  33381. Mesh.prototype.addLODLevel = function (distance, mesh) {
  33382. if (mesh && mesh._masterMesh) {
  33383. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  33384. return this;
  33385. }
  33386. var level = new BABYLON.MeshLODLevel(distance, mesh);
  33387. this._LODLevels.push(level);
  33388. if (mesh) {
  33389. mesh._masterMesh = this;
  33390. }
  33391. this._sortLODLevels();
  33392. return this;
  33393. };
  33394. /**
  33395. * Returns the LOD level mesh at the passed distance or null if not found.
  33396. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33397. * @param distance The distance from the center of the object to show this level
  33398. * @returns a Mesh or `null`
  33399. */
  33400. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  33401. for (var index = 0; index < this._LODLevels.length; index++) {
  33402. var level = this._LODLevels[index];
  33403. if (level.distance === distance) {
  33404. return level.mesh;
  33405. }
  33406. }
  33407. return null;
  33408. };
  33409. /**
  33410. * Remove a mesh from the LOD array
  33411. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33412. * @param mesh defines the mesh to be removed
  33413. * @return This mesh (for chaining)
  33414. */
  33415. Mesh.prototype.removeLODLevel = function (mesh) {
  33416. for (var index = 0; index < this._LODLevels.length; index++) {
  33417. if (this._LODLevels[index].mesh === mesh) {
  33418. this._LODLevels.splice(index, 1);
  33419. if (mesh) {
  33420. mesh._masterMesh = null;
  33421. }
  33422. }
  33423. }
  33424. this._sortLODLevels();
  33425. return this;
  33426. };
  33427. /**
  33428. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  33429. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33430. * @param camera defines the camera to use to compute distance
  33431. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  33432. * @return This mesh (for chaining)
  33433. */
  33434. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  33435. if (!this._LODLevels || this._LODLevels.length === 0) {
  33436. return this;
  33437. }
  33438. var bSphere;
  33439. if (boundingSphere) {
  33440. bSphere = boundingSphere;
  33441. }
  33442. else {
  33443. var boundingInfo = this.getBoundingInfo();
  33444. bSphere = boundingInfo.boundingSphere;
  33445. }
  33446. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  33447. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  33448. if (this.onLODLevelSelection) {
  33449. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  33450. }
  33451. return this;
  33452. }
  33453. for (var index = 0; index < this._LODLevels.length; index++) {
  33454. var level = this._LODLevels[index];
  33455. if (level.distance < distanceToCamera) {
  33456. if (level.mesh) {
  33457. level.mesh._preActivate();
  33458. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  33459. }
  33460. if (this.onLODLevelSelection) {
  33461. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  33462. }
  33463. return level.mesh;
  33464. }
  33465. }
  33466. if (this.onLODLevelSelection) {
  33467. this.onLODLevelSelection(distanceToCamera, this, this);
  33468. }
  33469. return this;
  33470. };
  33471. Object.defineProperty(Mesh.prototype, "geometry", {
  33472. /**
  33473. * Gets the mesh internal Geometry object
  33474. */
  33475. get: function () {
  33476. return this._geometry;
  33477. },
  33478. enumerable: true,
  33479. configurable: true
  33480. });
  33481. /**
  33482. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33483. * @returns the total number of vertices
  33484. */
  33485. Mesh.prototype.getTotalVertices = function () {
  33486. if (this._geometry === null || this._geometry === undefined) {
  33487. return 0;
  33488. }
  33489. return this._geometry.getTotalVertices();
  33490. };
  33491. /**
  33492. * Returns the content of an associated vertex buffer
  33493. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33494. * - BABYLON.VertexBuffer.PositionKind
  33495. * - BABYLON.VertexBuffer.UVKind
  33496. * - BABYLON.VertexBuffer.UV2Kind
  33497. * - BABYLON.VertexBuffer.UV3Kind
  33498. * - BABYLON.VertexBuffer.UV4Kind
  33499. * - BABYLON.VertexBuffer.UV5Kind
  33500. * - BABYLON.VertexBuffer.UV6Kind
  33501. * - BABYLON.VertexBuffer.ColorKind
  33502. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33503. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33504. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33505. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33506. * @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
  33507. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33508. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33509. */
  33510. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33511. if (!this._geometry) {
  33512. return null;
  33513. }
  33514. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33515. };
  33516. /**
  33517. * Returns the mesh VertexBuffer object from the requested `kind`
  33518. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33519. * - BABYLON.VertexBuffer.PositionKind
  33520. * - BABYLON.VertexBuffer.UVKind
  33521. * - BABYLON.VertexBuffer.UV2Kind
  33522. * - BABYLON.VertexBuffer.UV3Kind
  33523. * - BABYLON.VertexBuffer.UV4Kind
  33524. * - BABYLON.VertexBuffer.UV5Kind
  33525. * - BABYLON.VertexBuffer.UV6Kind
  33526. * - BABYLON.VertexBuffer.ColorKind
  33527. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33528. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33529. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33530. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33531. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33532. */
  33533. Mesh.prototype.getVertexBuffer = function (kind) {
  33534. if (!this._geometry) {
  33535. return null;
  33536. }
  33537. return this._geometry.getVertexBuffer(kind);
  33538. };
  33539. /**
  33540. * Tests if a specific vertex buffer is associated with this mesh
  33541. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33542. * - BABYLON.VertexBuffer.PositionKind
  33543. * - BABYLON.VertexBuffer.UVKind
  33544. * - BABYLON.VertexBuffer.UV2Kind
  33545. * - BABYLON.VertexBuffer.UV3Kind
  33546. * - BABYLON.VertexBuffer.UV4Kind
  33547. * - BABYLON.VertexBuffer.UV5Kind
  33548. * - BABYLON.VertexBuffer.UV6Kind
  33549. * - BABYLON.VertexBuffer.ColorKind
  33550. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33551. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33552. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33553. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33554. * @returns a boolean
  33555. */
  33556. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33557. if (!this._geometry) {
  33558. if (this._delayInfo) {
  33559. return this._delayInfo.indexOf(kind) !== -1;
  33560. }
  33561. return false;
  33562. }
  33563. return this._geometry.isVerticesDataPresent(kind);
  33564. };
  33565. /**
  33566. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33567. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33568. * - BABYLON.VertexBuffer.PositionKind
  33569. * - BABYLON.VertexBuffer.UVKind
  33570. * - BABYLON.VertexBuffer.UV2Kind
  33571. * - BABYLON.VertexBuffer.UV3Kind
  33572. * - BABYLON.VertexBuffer.UV4Kind
  33573. * - BABYLON.VertexBuffer.UV5Kind
  33574. * - BABYLON.VertexBuffer.UV6Kind
  33575. * - BABYLON.VertexBuffer.ColorKind
  33576. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33577. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33578. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33579. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33580. * @returns a boolean
  33581. */
  33582. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33583. if (!this._geometry) {
  33584. if (this._delayInfo) {
  33585. return this._delayInfo.indexOf(kind) !== -1;
  33586. }
  33587. return false;
  33588. }
  33589. return this._geometry.isVertexBufferUpdatable(kind);
  33590. };
  33591. /**
  33592. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33593. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33594. * - BABYLON.VertexBuffer.PositionKind
  33595. * - BABYLON.VertexBuffer.UVKind
  33596. * - BABYLON.VertexBuffer.UV2Kind
  33597. * - BABYLON.VertexBuffer.UV3Kind
  33598. * - BABYLON.VertexBuffer.UV4Kind
  33599. * - BABYLON.VertexBuffer.UV5Kind
  33600. * - BABYLON.VertexBuffer.UV6Kind
  33601. * - BABYLON.VertexBuffer.ColorKind
  33602. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33603. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33604. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33605. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33606. * @returns an array of strings
  33607. */
  33608. Mesh.prototype.getVerticesDataKinds = function () {
  33609. if (!this._geometry) {
  33610. var result = new Array();
  33611. if (this._delayInfo) {
  33612. this._delayInfo.forEach(function (kind, index, array) {
  33613. result.push(kind);
  33614. });
  33615. }
  33616. return result;
  33617. }
  33618. return this._geometry.getVerticesDataKinds();
  33619. };
  33620. /**
  33621. * Returns a positive integer : the total number of indices in this mesh geometry.
  33622. * @returns the numner of indices or zero if the mesh has no geometry.
  33623. */
  33624. Mesh.prototype.getTotalIndices = function () {
  33625. if (!this._geometry) {
  33626. return 0;
  33627. }
  33628. return this._geometry.getTotalIndices();
  33629. };
  33630. /**
  33631. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33632. * @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.
  33633. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33634. * @returns the indices array or an empty array if the mesh has no geometry
  33635. */
  33636. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33637. if (!this._geometry) {
  33638. return [];
  33639. }
  33640. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33641. };
  33642. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33643. get: function () {
  33644. return this._masterMesh !== null && this._masterMesh !== undefined;
  33645. },
  33646. enumerable: true,
  33647. configurable: true
  33648. });
  33649. /**
  33650. * Determine if the current mesh is ready to be rendered
  33651. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33652. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33653. * @returns true if all associated assets are ready (material, textures, shaders)
  33654. */
  33655. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33656. if (completeCheck === void 0) { completeCheck = false; }
  33657. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33658. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33659. return false;
  33660. }
  33661. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33662. return false;
  33663. }
  33664. if (!this.subMeshes || this.subMeshes.length === 0) {
  33665. return true;
  33666. }
  33667. if (!completeCheck) {
  33668. return true;
  33669. }
  33670. var engine = this.getEngine();
  33671. var scene = this.getScene();
  33672. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33673. this.computeWorldMatrix();
  33674. var mat = this.material || scene.defaultMaterial;
  33675. if (mat) {
  33676. if (mat._storeEffectOnSubMeshes) {
  33677. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33678. var subMesh = _a[_i];
  33679. var effectiveMaterial = subMesh.getMaterial();
  33680. if (effectiveMaterial) {
  33681. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33682. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33683. return false;
  33684. }
  33685. }
  33686. else {
  33687. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33688. return false;
  33689. }
  33690. }
  33691. }
  33692. }
  33693. }
  33694. else {
  33695. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33696. return false;
  33697. }
  33698. }
  33699. }
  33700. // Shadows
  33701. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33702. var light = _c[_b];
  33703. var generator = light.getShadowGenerator();
  33704. if (generator) {
  33705. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33706. var subMesh = _e[_d];
  33707. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33708. return false;
  33709. }
  33710. }
  33711. }
  33712. }
  33713. // LOD
  33714. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33715. var lod = _g[_f];
  33716. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33717. return false;
  33718. }
  33719. }
  33720. return true;
  33721. };
  33722. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33723. /**
  33724. * 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.
  33725. */
  33726. get: function () {
  33727. return this._areNormalsFrozen;
  33728. },
  33729. enumerable: true,
  33730. configurable: true
  33731. });
  33732. /**
  33733. * 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.
  33734. * @returns the current mesh
  33735. */
  33736. Mesh.prototype.freezeNormals = function () {
  33737. this._areNormalsFrozen = true;
  33738. return this;
  33739. };
  33740. /**
  33741. * 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
  33742. * @returns the current mesh
  33743. */
  33744. Mesh.prototype.unfreezeNormals = function () {
  33745. this._areNormalsFrozen = false;
  33746. return this;
  33747. };
  33748. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33749. /**
  33750. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33751. */
  33752. set: function (count) {
  33753. this._instanceDataStorage.overridenInstanceCount = count;
  33754. },
  33755. enumerable: true,
  33756. configurable: true
  33757. });
  33758. // Methods
  33759. /** @hidden */
  33760. Mesh.prototype._preActivate = function () {
  33761. var sceneRenderId = this.getScene().getRenderId();
  33762. if (this._preActivateId === sceneRenderId) {
  33763. return this;
  33764. }
  33765. this._preActivateId = sceneRenderId;
  33766. this._instanceDataStorage.visibleInstances = null;
  33767. return this;
  33768. };
  33769. /** @hidden */
  33770. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33771. if (this._instanceDataStorage.visibleInstances) {
  33772. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33773. }
  33774. return this;
  33775. };
  33776. /** @hidden */
  33777. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33778. if (!this._instanceDataStorage.visibleInstances) {
  33779. this._instanceDataStorage.visibleInstances = {
  33780. defaultRenderId: renderId,
  33781. selfDefaultRenderId: this._renderId
  33782. };
  33783. }
  33784. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33785. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33786. }
  33787. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33788. return this;
  33789. };
  33790. /**
  33791. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33792. * This means the mesh underlying bounding box and sphere are recomputed.
  33793. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33794. * @returns the current mesh
  33795. */
  33796. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33797. if (applySkeleton === void 0) { applySkeleton = false; }
  33798. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33799. return this;
  33800. }
  33801. var bias = this.geometry ? this.geometry.boundingBias : null;
  33802. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33803. return this;
  33804. };
  33805. /** @hidden */
  33806. Mesh.prototype._createGlobalSubMesh = function (force) {
  33807. var totalVertices = this.getTotalVertices();
  33808. if (!totalVertices || !this.getIndices()) {
  33809. return null;
  33810. }
  33811. // Check if we need to recreate the submeshes
  33812. if (this.subMeshes && this.subMeshes.length > 0) {
  33813. var ib = this.getIndices();
  33814. if (!ib) {
  33815. return null;
  33816. }
  33817. var totalIndices = ib.length;
  33818. var needToRecreate = false;
  33819. if (force) {
  33820. needToRecreate = true;
  33821. }
  33822. else {
  33823. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33824. var submesh = _a[_i];
  33825. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33826. needToRecreate = true;
  33827. break;
  33828. }
  33829. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33830. needToRecreate = true;
  33831. break;
  33832. }
  33833. }
  33834. }
  33835. if (!needToRecreate) {
  33836. return this.subMeshes[0];
  33837. }
  33838. }
  33839. this.releaseSubMeshes();
  33840. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33841. };
  33842. /**
  33843. * This function will subdivide the mesh into multiple submeshes
  33844. * @param count defines the expected number of submeshes
  33845. */
  33846. Mesh.prototype.subdivide = function (count) {
  33847. if (count < 1) {
  33848. return;
  33849. }
  33850. var totalIndices = this.getTotalIndices();
  33851. var subdivisionSize = (totalIndices / count) | 0;
  33852. var offset = 0;
  33853. // Ensure that subdivisionSize is a multiple of 3
  33854. while (subdivisionSize % 3 !== 0) {
  33855. subdivisionSize++;
  33856. }
  33857. this.releaseSubMeshes();
  33858. for (var index = 0; index < count; index++) {
  33859. if (offset >= totalIndices) {
  33860. break;
  33861. }
  33862. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33863. offset += subdivisionSize;
  33864. }
  33865. this.synchronizeInstances();
  33866. };
  33867. /**
  33868. * Copy a FloatArray into a specific associated vertex buffer
  33869. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33870. * - BABYLON.VertexBuffer.PositionKind
  33871. * - BABYLON.VertexBuffer.UVKind
  33872. * - BABYLON.VertexBuffer.UV2Kind
  33873. * - BABYLON.VertexBuffer.UV3Kind
  33874. * - BABYLON.VertexBuffer.UV4Kind
  33875. * - BABYLON.VertexBuffer.UV5Kind
  33876. * - BABYLON.VertexBuffer.UV6Kind
  33877. * - BABYLON.VertexBuffer.ColorKind
  33878. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33879. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33880. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33881. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33882. * @param data defines the data source
  33883. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33884. * @param stride defines the data stride size (can be null)
  33885. * @returns the current mesh
  33886. */
  33887. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33888. if (updatable === void 0) { updatable = false; }
  33889. if (!this._geometry) {
  33890. var vertexData = new BABYLON.VertexData();
  33891. vertexData.set(data, kind);
  33892. var scene = this.getScene();
  33893. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33894. }
  33895. else {
  33896. this._geometry.setVerticesData(kind, data, updatable, stride);
  33897. }
  33898. return this;
  33899. };
  33900. /**
  33901. * Flags an associated vertex buffer as updatable
  33902. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33903. * - BABYLON.VertexBuffer.PositionKind
  33904. * - BABYLON.VertexBuffer.UVKind
  33905. * - BABYLON.VertexBuffer.UV2Kind
  33906. * - BABYLON.VertexBuffer.UV3Kind
  33907. * - BABYLON.VertexBuffer.UV4Kind
  33908. * - BABYLON.VertexBuffer.UV5Kind
  33909. * - BABYLON.VertexBuffer.UV6Kind
  33910. * - BABYLON.VertexBuffer.ColorKind
  33911. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33912. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33913. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33914. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33915. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33916. */
  33917. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33918. if (updatable === void 0) { updatable = true; }
  33919. var vb = this.getVertexBuffer(kind);
  33920. if (!vb || vb.isUpdatable() === updatable) {
  33921. return;
  33922. }
  33923. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33924. };
  33925. /**
  33926. * Sets the mesh global Vertex Buffer
  33927. * @param buffer defines the buffer to use
  33928. * @returns the current mesh
  33929. */
  33930. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33931. if (!this._geometry) {
  33932. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33933. }
  33934. this._geometry.setVerticesBuffer(buffer);
  33935. return this;
  33936. };
  33937. /**
  33938. * Update a specific associated vertex buffer
  33939. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33940. * - BABYLON.VertexBuffer.PositionKind
  33941. * - BABYLON.VertexBuffer.UVKind
  33942. * - BABYLON.VertexBuffer.UV2Kind
  33943. * - BABYLON.VertexBuffer.UV3Kind
  33944. * - BABYLON.VertexBuffer.UV4Kind
  33945. * - BABYLON.VertexBuffer.UV5Kind
  33946. * - BABYLON.VertexBuffer.UV6Kind
  33947. * - BABYLON.VertexBuffer.ColorKind
  33948. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33949. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33950. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33951. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33952. * @param data defines the data source
  33953. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33954. * @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)
  33955. * @returns the current mesh
  33956. */
  33957. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33958. if (!this._geometry) {
  33959. return this;
  33960. }
  33961. if (!makeItUnique) {
  33962. this._geometry.updateVerticesData(kind, data, updateExtends);
  33963. }
  33964. else {
  33965. this.makeGeometryUnique();
  33966. this.updateVerticesData(kind, data, updateExtends, false);
  33967. }
  33968. return this;
  33969. };
  33970. /**
  33971. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33972. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33973. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33974. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33975. * @returns the current mesh
  33976. */
  33977. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33978. if (computeNormals === void 0) { computeNormals = true; }
  33979. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33980. if (!positions) {
  33981. return this;
  33982. }
  33983. positionFunction(positions);
  33984. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33985. if (computeNormals) {
  33986. var indices = this.getIndices();
  33987. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33988. if (!normals) {
  33989. return this;
  33990. }
  33991. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33992. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33993. }
  33994. return this;
  33995. };
  33996. /**
  33997. * Creates a un-shared specific occurence of the geometry for the mesh.
  33998. * @returns the current mesh
  33999. */
  34000. Mesh.prototype.makeGeometryUnique = function () {
  34001. if (!this._geometry) {
  34002. return this;
  34003. }
  34004. var oldGeometry = this._geometry;
  34005. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  34006. oldGeometry.releaseForMesh(this, true);
  34007. geometry.applyToMesh(this);
  34008. return this;
  34009. };
  34010. /**
  34011. * Set the index buffer of this mesh
  34012. * @param indices defines the source data
  34013. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  34014. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  34015. * @returns the current mesh
  34016. */
  34017. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  34018. if (totalVertices === void 0) { totalVertices = null; }
  34019. if (updatable === void 0) { updatable = false; }
  34020. if (!this._geometry) {
  34021. var vertexData = new BABYLON.VertexData();
  34022. vertexData.indices = indices;
  34023. var scene = this.getScene();
  34024. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  34025. }
  34026. else {
  34027. this._geometry.setIndices(indices, totalVertices, updatable);
  34028. }
  34029. return this;
  34030. };
  34031. /**
  34032. * Update the current index buffer
  34033. * @param indices defines the source data
  34034. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  34035. * @returns the current mesh
  34036. */
  34037. Mesh.prototype.updateIndices = function (indices, offset) {
  34038. if (!this._geometry) {
  34039. return this;
  34040. }
  34041. this._geometry.updateIndices(indices, offset);
  34042. return this;
  34043. };
  34044. /**
  34045. * Invert the geometry to move from a right handed system to a left handed one.
  34046. * @returns the current mesh
  34047. */
  34048. Mesh.prototype.toLeftHanded = function () {
  34049. if (!this._geometry) {
  34050. return this;
  34051. }
  34052. this._geometry.toLeftHanded();
  34053. return this;
  34054. };
  34055. /** @hidden */
  34056. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  34057. if (!this._geometry) {
  34058. return this;
  34059. }
  34060. var engine = this.getScene().getEngine();
  34061. // Wireframe
  34062. var indexToBind;
  34063. if (this._unIndexed) {
  34064. indexToBind = null;
  34065. }
  34066. else {
  34067. switch (fillMode) {
  34068. case BABYLON.Material.PointFillMode:
  34069. indexToBind = null;
  34070. break;
  34071. case BABYLON.Material.WireFrameFillMode:
  34072. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  34073. break;
  34074. default:
  34075. case BABYLON.Material.TriangleFillMode:
  34076. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  34077. break;
  34078. }
  34079. }
  34080. // VBOs
  34081. this._geometry._bind(effect, indexToBind);
  34082. return this;
  34083. };
  34084. /** @hidden */
  34085. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  34086. if (alternate === void 0) { alternate = false; }
  34087. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  34088. return this;
  34089. }
  34090. if (this._onBeforeDrawObservable) {
  34091. this._onBeforeDrawObservable.notifyObservers(this);
  34092. }
  34093. var scene = this.getScene();
  34094. var engine = scene.getEngine();
  34095. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  34096. // or triangles as points
  34097. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  34098. }
  34099. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  34100. // Triangles as wireframe
  34101. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  34102. }
  34103. else {
  34104. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  34105. }
  34106. if (scene._isAlternateRenderingEnabled && !alternate) {
  34107. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  34108. if (!effect || !scene.activeCamera) {
  34109. return this;
  34110. }
  34111. scene._switchToAlternateCameraConfiguration(true);
  34112. this._effectiveMaterial.bindView(effect);
  34113. this._effectiveMaterial.bindViewProjection(effect);
  34114. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  34115. this._draw(subMesh, fillMode, instancesCount, true);
  34116. engine.setViewport(scene.activeCamera.viewport);
  34117. scene._switchToAlternateCameraConfiguration(false);
  34118. this._effectiveMaterial.bindView(effect);
  34119. this._effectiveMaterial.bindViewProjection(effect);
  34120. }
  34121. return this;
  34122. };
  34123. /**
  34124. * Registers for this mesh a javascript function called just before the rendering process
  34125. * @param func defines the function to call before rendering this mesh
  34126. * @returns the current mesh
  34127. */
  34128. Mesh.prototype.registerBeforeRender = function (func) {
  34129. this.onBeforeRenderObservable.add(func);
  34130. return this;
  34131. };
  34132. /**
  34133. * Disposes a previously registered javascript function called before the rendering
  34134. * @param func defines the function to remove
  34135. * @returns the current mesh
  34136. */
  34137. Mesh.prototype.unregisterBeforeRender = function (func) {
  34138. this.onBeforeRenderObservable.removeCallback(func);
  34139. return this;
  34140. };
  34141. /**
  34142. * Registers for this mesh a javascript function called just after the rendering is complete
  34143. * @param func defines the function to call after rendering this mesh
  34144. * @returns the current mesh
  34145. */
  34146. Mesh.prototype.registerAfterRender = function (func) {
  34147. this.onAfterRenderObservable.add(func);
  34148. return this;
  34149. };
  34150. /**
  34151. * Disposes a previously registered javascript function called after the rendering.
  34152. * @param func defines the function to remove
  34153. * @returns the current mesh
  34154. */
  34155. Mesh.prototype.unregisterAfterRender = function (func) {
  34156. this.onAfterRenderObservable.removeCallback(func);
  34157. return this;
  34158. };
  34159. /** @hidden */
  34160. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  34161. var scene = this.getScene();
  34162. var batchCache = this._instanceDataStorage.batchCache;
  34163. batchCache.mustReturn = false;
  34164. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  34165. batchCache.visibleInstances[subMeshId] = null;
  34166. if (this._instanceDataStorage.visibleInstances) {
  34167. var visibleInstances = this._instanceDataStorage.visibleInstances;
  34168. var currentRenderId = scene.getRenderId();
  34169. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  34170. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  34171. var selfRenderId = this._renderId;
  34172. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  34173. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  34174. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  34175. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  34176. }
  34177. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  34178. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  34179. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  34180. batchCache.mustReturn = true;
  34181. return batchCache;
  34182. }
  34183. if (currentRenderId !== selfRenderId) {
  34184. batchCache.renderSelf[subMeshId] = false;
  34185. }
  34186. }
  34187. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  34188. }
  34189. return batchCache;
  34190. };
  34191. /** @hidden */
  34192. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  34193. var visibleInstances = batch.visibleInstances[subMesh._id];
  34194. if (!visibleInstances) {
  34195. return this;
  34196. }
  34197. var matricesCount = visibleInstances.length + 1;
  34198. var bufferSize = matricesCount * 16 * 4;
  34199. var instanceStorage = this._instanceDataStorage;
  34200. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  34201. var instancesBuffer = instanceStorage.instancesBuffer;
  34202. while (instanceStorage.instancesBufferSize < bufferSize) {
  34203. instanceStorage.instancesBufferSize *= 2;
  34204. }
  34205. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34206. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  34207. }
  34208. var offset = 0;
  34209. var instancesCount = 0;
  34210. var world = this.getWorldMatrix();
  34211. if (batch.renderSelf[subMesh._id]) {
  34212. world.copyToArray(instanceStorage.instancesData, offset);
  34213. offset += 16;
  34214. instancesCount++;
  34215. }
  34216. if (visibleInstances) {
  34217. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  34218. var instance = visibleInstances[instanceIndex];
  34219. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  34220. offset += 16;
  34221. instancesCount++;
  34222. }
  34223. }
  34224. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34225. if (instancesBuffer) {
  34226. instancesBuffer.dispose();
  34227. }
  34228. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  34229. instanceStorage.instancesBuffer = instancesBuffer;
  34230. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  34231. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  34232. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  34233. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  34234. }
  34235. else {
  34236. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  34237. }
  34238. this._bind(subMesh, effect, fillMode);
  34239. this._draw(subMesh, fillMode, instancesCount);
  34240. engine.unbindInstanceAttributes();
  34241. return this;
  34242. };
  34243. /** @hidden */
  34244. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  34245. var scene = this.getScene();
  34246. var engine = scene.getEngine();
  34247. if (hardwareInstancedRendering) {
  34248. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  34249. }
  34250. else {
  34251. if (batch.renderSelf[subMesh._id]) {
  34252. // Draw
  34253. if (onBeforeDraw) {
  34254. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  34255. }
  34256. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  34257. }
  34258. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  34259. if (visibleInstancesForSubMesh) {
  34260. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  34261. var instance = visibleInstancesForSubMesh[instanceIndex];
  34262. // World
  34263. var world = instance.getWorldMatrix();
  34264. if (onBeforeDraw) {
  34265. onBeforeDraw(true, world, effectiveMaterial);
  34266. }
  34267. // Draw
  34268. this._draw(subMesh, fillMode);
  34269. }
  34270. }
  34271. }
  34272. return this;
  34273. };
  34274. /**
  34275. * 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
  34276. * @param subMesh defines the subMesh to render
  34277. * @param enableAlphaMode defines if alpha mode can be changed
  34278. * @returns the current mesh
  34279. */
  34280. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  34281. if (this._checkOcclusionQuery()) {
  34282. return this;
  34283. }
  34284. var scene = this.getScene();
  34285. // Managing instances
  34286. var batch = this._getInstancesRenderList(subMesh._id);
  34287. if (batch.mustReturn) {
  34288. return this;
  34289. }
  34290. // Checking geometry state
  34291. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  34292. return this;
  34293. }
  34294. if (this._onBeforeRenderObservable) {
  34295. this._onBeforeRenderObservable.notifyObservers(this);
  34296. }
  34297. var engine = scene.getEngine();
  34298. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  34299. // Material
  34300. var material = subMesh.getMaterial();
  34301. if (!material) {
  34302. return this;
  34303. }
  34304. this._effectiveMaterial = material;
  34305. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34306. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  34307. return this;
  34308. }
  34309. }
  34310. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  34311. return this;
  34312. }
  34313. // Alpha mode
  34314. if (enableAlphaMode) {
  34315. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  34316. }
  34317. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  34318. var step = _a[_i];
  34319. step.action(this, subMesh, batch);
  34320. }
  34321. var effect;
  34322. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34323. effect = subMesh.effect;
  34324. }
  34325. else {
  34326. effect = this._effectiveMaterial.getEffect();
  34327. }
  34328. if (!effect) {
  34329. return this;
  34330. }
  34331. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  34332. var sideOrientation = this.overrideMaterialSideOrientation;
  34333. if (sideOrientation == null) {
  34334. sideOrientation = this._effectiveMaterial.sideOrientation;
  34335. if (effectiveMesh._getWorldMatrixDeterminant() < 0) {
  34336. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  34337. }
  34338. }
  34339. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  34340. if (this._effectiveMaterial.forceDepthWrite) {
  34341. engine.setDepthWrite(true);
  34342. }
  34343. // Bind
  34344. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  34345. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  34346. this._bind(subMesh, effect, fillMode);
  34347. }
  34348. var world = effectiveMesh.getWorldMatrix();
  34349. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34350. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  34351. }
  34352. else {
  34353. this._effectiveMaterial.bind(world, this);
  34354. }
  34355. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  34356. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  34357. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34358. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  34359. }
  34360. // Draw
  34361. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34362. // Unbind
  34363. this._effectiveMaterial.unbind();
  34364. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  34365. var step = _c[_b];
  34366. step.action(this, subMesh, batch);
  34367. }
  34368. if (this._onAfterRenderObservable) {
  34369. this._onAfterRenderObservable.notifyObservers(this);
  34370. }
  34371. return this;
  34372. };
  34373. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  34374. if (isInstance && effectiveMaterial) {
  34375. effectiveMaterial.bindOnlyWorldMatrix(world);
  34376. }
  34377. };
  34378. /**
  34379. * Renormalize the mesh and patch it up if there are no weights
  34380. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  34381. * However in the case of zero weights then we set just a single influence to 1.
  34382. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  34383. */
  34384. Mesh.prototype.cleanMatrixWeights = function () {
  34385. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  34386. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  34387. this.normalizeSkinWeightsAndExtra();
  34388. }
  34389. else {
  34390. this.normalizeSkinFourWeights();
  34391. }
  34392. }
  34393. };
  34394. // faster 4 weight version.
  34395. Mesh.prototype.normalizeSkinFourWeights = function () {
  34396. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34397. var numWeights = matricesWeights.length;
  34398. for (var a = 0; a < numWeights; a += 4) {
  34399. // accumulate weights
  34400. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34401. // check for invalid weight and just set it to 1.
  34402. if (t === 0) {
  34403. matricesWeights[a] = 1;
  34404. }
  34405. else {
  34406. // renormalize so everything adds to 1 use reciprical
  34407. var recip = 1 / t;
  34408. matricesWeights[a] *= recip;
  34409. matricesWeights[a + 1] *= recip;
  34410. matricesWeights[a + 2] *= recip;
  34411. matricesWeights[a + 3] *= recip;
  34412. }
  34413. }
  34414. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34415. };
  34416. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  34417. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  34418. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34419. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34420. var numWeights = matricesWeights.length;
  34421. for (var a = 0; a < numWeights; a += 4) {
  34422. // accumulate weights
  34423. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34424. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  34425. // check for invalid weight and just set it to 1.
  34426. if (t === 0) {
  34427. matricesWeights[a] = 1;
  34428. }
  34429. else {
  34430. // renormalize so everything adds to 1 use reciprical
  34431. var recip = 1 / t;
  34432. matricesWeights[a] *= recip;
  34433. matricesWeights[a + 1] *= recip;
  34434. matricesWeights[a + 2] *= recip;
  34435. matricesWeights[a + 3] *= recip;
  34436. // same goes for extras
  34437. matricesWeightsExtra[a] *= recip;
  34438. matricesWeightsExtra[a + 1] *= recip;
  34439. matricesWeightsExtra[a + 2] *= recip;
  34440. matricesWeightsExtra[a + 3] *= recip;
  34441. }
  34442. }
  34443. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34444. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  34445. };
  34446. /**
  34447. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  34448. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  34449. * the user know there was an issue with importing the mesh
  34450. * @returns a validation object with skinned, valid and report string
  34451. */
  34452. Mesh.prototype.validateSkinning = function () {
  34453. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34454. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34455. if (matricesWeights === null || this.skeleton == null) {
  34456. return { skinned: false, valid: true, report: "not skinned" };
  34457. }
  34458. var numWeights = matricesWeights.length;
  34459. var numberNotSorted = 0;
  34460. var missingWeights = 0;
  34461. var maxUsedWeights = 0;
  34462. var numberNotNormalized = 0;
  34463. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  34464. var usedWeightCounts = new Array();
  34465. for (var a = 0; a <= numInfluences; a++) {
  34466. usedWeightCounts[a] = 0;
  34467. }
  34468. var toleranceEpsilon = 0.001;
  34469. for (var a = 0; a < numWeights; a += 4) {
  34470. var lastWeight = matricesWeights[a];
  34471. var t = lastWeight;
  34472. var usedWeights = t === 0 ? 0 : 1;
  34473. for (var b = 1; b < numInfluences; b++) {
  34474. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  34475. if (d > lastWeight) {
  34476. numberNotSorted++;
  34477. }
  34478. if (d !== 0) {
  34479. usedWeights++;
  34480. }
  34481. t += d;
  34482. lastWeight = d;
  34483. }
  34484. // count the buffer weights usage
  34485. usedWeightCounts[usedWeights]++;
  34486. // max influences
  34487. if (usedWeights > maxUsedWeights) {
  34488. maxUsedWeights = usedWeights;
  34489. }
  34490. // check for invalid weight and just set it to 1.
  34491. if (t === 0) {
  34492. missingWeights++;
  34493. }
  34494. else {
  34495. // renormalize so everything adds to 1 use reciprical
  34496. var recip = 1 / t;
  34497. var tolerance = 0;
  34498. for (b = 0; b < numInfluences; b++) {
  34499. if (b < 4) {
  34500. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34501. }
  34502. else {
  34503. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34504. }
  34505. }
  34506. // arbitary epsilon value for dicdating not normalized
  34507. if (tolerance > toleranceEpsilon) {
  34508. numberNotNormalized++;
  34509. }
  34510. }
  34511. }
  34512. // validate bone indices are in range of the skeleton
  34513. var numBones = this.skeleton.bones.length;
  34514. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34515. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34516. var numBadBoneIndices = 0;
  34517. for (var a = 0; a < numWeights; a++) {
  34518. for (var b = 0; b < numInfluences; b++) {
  34519. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34520. if (index >= numBones || index < 0) {
  34521. numBadBoneIndices++;
  34522. }
  34523. }
  34524. }
  34525. // log mesh stats
  34526. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34527. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34528. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34529. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34530. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34531. };
  34532. /** @hidden */
  34533. Mesh.prototype._checkDelayState = function () {
  34534. var scene = this.getScene();
  34535. if (this._geometry) {
  34536. this._geometry.load(scene);
  34537. }
  34538. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34539. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34540. this._queueLoad(scene);
  34541. }
  34542. return this;
  34543. };
  34544. Mesh.prototype._queueLoad = function (scene) {
  34545. var _this = this;
  34546. scene._addPendingData(this);
  34547. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34548. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34549. if (data instanceof ArrayBuffer) {
  34550. _this._delayLoadingFunction(data, _this);
  34551. }
  34552. else {
  34553. _this._delayLoadingFunction(JSON.parse(data), _this);
  34554. }
  34555. _this.instances.forEach(function (instance) {
  34556. instance._syncSubMeshes();
  34557. });
  34558. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34559. scene._removePendingData(_this);
  34560. }, function () { }, scene.offlineProvider, getBinaryData);
  34561. return this;
  34562. };
  34563. /**
  34564. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34565. * A mesh is in the frustum if its bounding box intersects the frustum
  34566. * @param frustumPlanes defines the frustum to test
  34567. * @returns true if the mesh is in the frustum planes
  34568. */
  34569. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34570. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34571. return false;
  34572. }
  34573. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34574. return false;
  34575. }
  34576. this._checkDelayState();
  34577. return true;
  34578. };
  34579. /**
  34580. * Sets the mesh material by the material or multiMaterial `id` property
  34581. * @param id is a string identifying the material or the multiMaterial
  34582. * @returns the current mesh
  34583. */
  34584. Mesh.prototype.setMaterialByID = function (id) {
  34585. var materials = this.getScene().materials;
  34586. var index;
  34587. for (index = materials.length - 1; index > -1; index--) {
  34588. if (materials[index].id === id) {
  34589. this.material = materials[index];
  34590. return this;
  34591. }
  34592. }
  34593. // Multi
  34594. var multiMaterials = this.getScene().multiMaterials;
  34595. for (index = multiMaterials.length - 1; index > -1; index--) {
  34596. if (multiMaterials[index].id === id) {
  34597. this.material = multiMaterials[index];
  34598. return this;
  34599. }
  34600. }
  34601. return this;
  34602. };
  34603. /**
  34604. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34605. * @returns an array of IAnimatable
  34606. */
  34607. Mesh.prototype.getAnimatables = function () {
  34608. var results = new Array();
  34609. if (this.material) {
  34610. results.push(this.material);
  34611. }
  34612. if (this.skeleton) {
  34613. results.push(this.skeleton);
  34614. }
  34615. return results;
  34616. };
  34617. /**
  34618. * Modifies the mesh geometry according to the passed transformation matrix.
  34619. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34620. * The mesh normals are modified using the same transformation.
  34621. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34622. * @param transform defines the transform matrix to use
  34623. * @see http://doc.babylonjs.com/resources/baking_transformations
  34624. * @returns the current mesh
  34625. */
  34626. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34627. // Position
  34628. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34629. return this;
  34630. }
  34631. var submeshes = this.subMeshes.splice(0);
  34632. this._resetPointsArrayCache();
  34633. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34634. var temp = new Array();
  34635. var index;
  34636. for (index = 0; index < data.length; index += 3) {
  34637. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34638. }
  34639. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34640. // Normals
  34641. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34642. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34643. temp = [];
  34644. for (index = 0; index < data.length; index += 3) {
  34645. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34646. }
  34647. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34648. }
  34649. // flip faces?
  34650. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34651. this.flipFaces();
  34652. }
  34653. // Restore submeshes
  34654. this.releaseSubMeshes();
  34655. this.subMeshes = submeshes;
  34656. return this;
  34657. };
  34658. /**
  34659. * Modifies the mesh geometry according to its own current World Matrix.
  34660. * The mesh World Matrix is then reset.
  34661. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34662. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34663. * @see http://doc.babylonjs.com/resources/baking_transformations
  34664. * @returns the current mesh
  34665. */
  34666. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34667. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34668. this.scaling.copyFromFloats(1, 1, 1);
  34669. this.position.copyFromFloats(0, 0, 0);
  34670. this.rotation.copyFromFloats(0, 0, 0);
  34671. //only if quaternion is already set
  34672. if (this.rotationQuaternion) {
  34673. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34674. }
  34675. this._worldMatrix = BABYLON.Matrix.Identity();
  34676. return this;
  34677. };
  34678. Object.defineProperty(Mesh.prototype, "_positions", {
  34679. // Cache
  34680. /** @hidden */
  34681. get: function () {
  34682. if (this._geometry) {
  34683. return this._geometry._positions;
  34684. }
  34685. return null;
  34686. },
  34687. enumerable: true,
  34688. configurable: true
  34689. });
  34690. /** @hidden */
  34691. Mesh.prototype._resetPointsArrayCache = function () {
  34692. if (this._geometry) {
  34693. this._geometry._resetPointsArrayCache();
  34694. }
  34695. return this;
  34696. };
  34697. /** @hidden */
  34698. Mesh.prototype._generatePointsArray = function () {
  34699. if (this._geometry) {
  34700. return this._geometry._generatePointsArray();
  34701. }
  34702. return false;
  34703. };
  34704. /**
  34705. * Returns a new Mesh object generated from the current mesh properties.
  34706. * This method must not get confused with createInstance()
  34707. * @param name is a string, the name given to the new mesh
  34708. * @param newParent can be any Node object (default `null`)
  34709. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34710. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34711. * @returns a new mesh
  34712. */
  34713. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34714. if (name === void 0) { name = ""; }
  34715. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34716. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34717. };
  34718. /**
  34719. * Releases resources associated with this mesh.
  34720. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34721. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34722. */
  34723. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34724. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34725. this.morphTargetManager = null;
  34726. if (this._geometry) {
  34727. this._geometry.releaseForMesh(this, true);
  34728. }
  34729. if (this._onBeforeDrawObservable) {
  34730. this._onBeforeDrawObservable.clear();
  34731. }
  34732. if (this._onBeforeRenderObservable) {
  34733. this._onBeforeRenderObservable.clear();
  34734. }
  34735. if (this._onAfterRenderObservable) {
  34736. this._onAfterRenderObservable.clear();
  34737. }
  34738. // Sources
  34739. if (this._scene.useClonedMeshhMap) {
  34740. if (this.meshMap) {
  34741. for (var uniqueId in this.meshMap) {
  34742. var mesh = this.meshMap[uniqueId];
  34743. if (mesh) {
  34744. mesh._source = null;
  34745. this.meshMap[uniqueId] = undefined;
  34746. }
  34747. }
  34748. }
  34749. if (this._source && this._source.meshMap) {
  34750. this._source.meshMap[this.uniqueId] = undefined;
  34751. }
  34752. }
  34753. else {
  34754. var meshes = this.getScene().meshes;
  34755. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34756. var abstractMesh = meshes_1[_i];
  34757. var mesh = abstractMesh;
  34758. if (mesh._source && mesh._source === this) {
  34759. mesh._source = null;
  34760. }
  34761. }
  34762. }
  34763. this._source = null;
  34764. // Instances
  34765. if (this._instanceDataStorage.instancesBuffer) {
  34766. this._instanceDataStorage.instancesBuffer.dispose();
  34767. this._instanceDataStorage.instancesBuffer = null;
  34768. }
  34769. while (this.instances.length) {
  34770. this.instances[0].dispose();
  34771. }
  34772. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34773. };
  34774. /**
  34775. * Modifies the mesh geometry according to a displacement map.
  34776. * 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.
  34777. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34778. * @param url is a string, the URL from the image file is to be downloaded.
  34779. * @param minHeight is the lower limit of the displacement.
  34780. * @param maxHeight is the upper limit of the displacement.
  34781. * @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.
  34782. * @param uvOffset is an optional vector2 used to offset UV.
  34783. * @param uvScale is an optional vector2 used to scale UV.
  34784. * @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.
  34785. * @returns the Mesh.
  34786. */
  34787. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34788. var _this = this;
  34789. if (forceUpdate === void 0) { forceUpdate = false; }
  34790. var scene = this.getScene();
  34791. var onload = function (img) {
  34792. // Getting height map data
  34793. var canvas = document.createElement("canvas");
  34794. var context = canvas.getContext("2d");
  34795. var heightMapWidth = img.width;
  34796. var heightMapHeight = img.height;
  34797. canvas.width = heightMapWidth;
  34798. canvas.height = heightMapHeight;
  34799. context.drawImage(img, 0, 0);
  34800. // Create VertexData from map data
  34801. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34802. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34803. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34804. //execute success callback, if set
  34805. if (onSuccess) {
  34806. onSuccess(_this);
  34807. }
  34808. };
  34809. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34810. return this;
  34811. };
  34812. /**
  34813. * Modifies the mesh geometry according to a displacementMap buffer.
  34814. * 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.
  34815. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34816. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34817. * @param heightMapWidth is the width of the buffer image.
  34818. * @param heightMapHeight is the height of the buffer image.
  34819. * @param minHeight is the lower limit of the displacement.
  34820. * @param maxHeight is the upper limit of the displacement.
  34821. * @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.
  34822. * @param uvOffset is an optional vector2 used to offset UV.
  34823. * @param uvScale is an optional vector2 used to scale UV.
  34824. * @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.
  34825. * @returns the Mesh.
  34826. */
  34827. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34828. if (forceUpdate === void 0) { forceUpdate = false; }
  34829. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34830. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34831. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34832. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34833. return this;
  34834. }
  34835. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34836. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34837. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34838. var position = BABYLON.Vector3.Zero();
  34839. var normal = BABYLON.Vector3.Zero();
  34840. var uv = BABYLON.Vector2.Zero();
  34841. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34842. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34843. for (var index = 0; index < positions.length; index += 3) {
  34844. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34845. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34846. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34847. // Compute height
  34848. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34849. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34850. var pos = (u + v * heightMapWidth) * 4;
  34851. var r = buffer[pos] / 255.0;
  34852. var g = buffer[pos + 1] / 255.0;
  34853. var b = buffer[pos + 2] / 255.0;
  34854. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34855. normal.normalize();
  34856. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34857. position = position.add(normal);
  34858. position.toArray(positions, index);
  34859. }
  34860. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34861. if (forceUpdate) {
  34862. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34863. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34864. }
  34865. else {
  34866. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34867. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34868. }
  34869. return this;
  34870. };
  34871. /**
  34872. * Modify the mesh to get a flat shading rendering.
  34873. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34874. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34875. * @returns current mesh
  34876. */
  34877. Mesh.prototype.convertToFlatShadedMesh = function () {
  34878. var kinds = this.getVerticesDataKinds();
  34879. var vbs = {};
  34880. var data = {};
  34881. var newdata = {};
  34882. var updatableNormals = false;
  34883. var kindIndex;
  34884. var kind;
  34885. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34886. kind = kinds[kindIndex];
  34887. var vertexBuffer = this.getVertexBuffer(kind);
  34888. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34889. updatableNormals = vertexBuffer.isUpdatable();
  34890. kinds.splice(kindIndex, 1);
  34891. kindIndex--;
  34892. continue;
  34893. }
  34894. vbs[kind] = vertexBuffer;
  34895. data[kind] = vbs[kind].getData();
  34896. newdata[kind] = [];
  34897. }
  34898. // Save previous submeshes
  34899. var previousSubmeshes = this.subMeshes.slice(0);
  34900. var indices = this.getIndices();
  34901. var totalIndices = this.getTotalIndices();
  34902. // Generating unique vertices per face
  34903. var index;
  34904. for (index = 0; index < totalIndices; index++) {
  34905. var vertexIndex = indices[index];
  34906. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34907. kind = kinds[kindIndex];
  34908. var stride = vbs[kind].getStrideSize();
  34909. for (var offset = 0; offset < stride; offset++) {
  34910. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34911. }
  34912. }
  34913. }
  34914. // Updating faces & normal
  34915. var normals = [];
  34916. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34917. for (index = 0; index < totalIndices; index += 3) {
  34918. indices[index] = index;
  34919. indices[index + 1] = index + 1;
  34920. indices[index + 2] = index + 2;
  34921. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34922. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34923. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34924. var p1p2 = p1.subtract(p2);
  34925. var p3p2 = p3.subtract(p2);
  34926. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34927. // Store same normals for every vertex
  34928. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34929. normals.push(normal.x);
  34930. normals.push(normal.y);
  34931. normals.push(normal.z);
  34932. }
  34933. }
  34934. this.setIndices(indices);
  34935. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34936. // Updating vertex buffers
  34937. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34938. kind = kinds[kindIndex];
  34939. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34940. }
  34941. // Updating submeshes
  34942. this.releaseSubMeshes();
  34943. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34944. var previousOne = previousSubmeshes[submeshIndex];
  34945. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34946. }
  34947. this.synchronizeInstances();
  34948. return this;
  34949. };
  34950. /**
  34951. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34952. * In other words, more vertices, no more indices and a single bigger VBO.
  34953. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34954. * @returns current mesh
  34955. */
  34956. Mesh.prototype.convertToUnIndexedMesh = function () {
  34957. var kinds = this.getVerticesDataKinds();
  34958. var vbs = {};
  34959. var data = {};
  34960. var newdata = {};
  34961. var kindIndex;
  34962. var kind;
  34963. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34964. kind = kinds[kindIndex];
  34965. var vertexBuffer = this.getVertexBuffer(kind);
  34966. vbs[kind] = vertexBuffer;
  34967. data[kind] = vbs[kind].getData();
  34968. newdata[kind] = [];
  34969. }
  34970. // Save previous submeshes
  34971. var previousSubmeshes = this.subMeshes.slice(0);
  34972. var indices = this.getIndices();
  34973. var totalIndices = this.getTotalIndices();
  34974. // Generating unique vertices per face
  34975. var index;
  34976. for (index = 0; index < totalIndices; index++) {
  34977. var vertexIndex = indices[index];
  34978. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34979. kind = kinds[kindIndex];
  34980. var stride = vbs[kind].getStrideSize();
  34981. for (var offset = 0; offset < stride; offset++) {
  34982. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34983. }
  34984. }
  34985. }
  34986. // Updating indices
  34987. for (index = 0; index < totalIndices; index += 3) {
  34988. indices[index] = index;
  34989. indices[index + 1] = index + 1;
  34990. indices[index + 2] = index + 2;
  34991. }
  34992. this.setIndices(indices);
  34993. // Updating vertex buffers
  34994. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34995. kind = kinds[kindIndex];
  34996. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34997. }
  34998. // Updating submeshes
  34999. this.releaseSubMeshes();
  35000. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  35001. var previousOne = previousSubmeshes[submeshIndex];
  35002. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  35003. }
  35004. this._unIndexed = true;
  35005. this.synchronizeInstances();
  35006. return this;
  35007. };
  35008. /**
  35009. * Inverses facet orientations.
  35010. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  35011. * @param flipNormals will also inverts the normals
  35012. * @returns current mesh
  35013. */
  35014. Mesh.prototype.flipFaces = function (flipNormals) {
  35015. if (flipNormals === void 0) { flipNormals = false; }
  35016. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  35017. var i;
  35018. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  35019. for (i = 0; i < vertex_data.normals.length; i++) {
  35020. vertex_data.normals[i] *= -1;
  35021. }
  35022. }
  35023. if (vertex_data.indices) {
  35024. var temp;
  35025. for (i = 0; i < vertex_data.indices.length; i += 3) {
  35026. // reassign indices
  35027. temp = vertex_data.indices[i + 1];
  35028. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  35029. vertex_data.indices[i + 2] = temp;
  35030. }
  35031. }
  35032. vertex_data.applyToMesh(this);
  35033. return this;
  35034. };
  35035. // Instances
  35036. /**
  35037. * Creates a new InstancedMesh object from the mesh model.
  35038. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  35039. * @param name defines the name of the new instance
  35040. * @returns a new InstancedMesh
  35041. */
  35042. Mesh.prototype.createInstance = function (name) {
  35043. return new BABYLON.InstancedMesh(name, this);
  35044. };
  35045. /**
  35046. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  35047. * After this call, all the mesh instances have the same submeshes than the current mesh.
  35048. * @returns the current mesh
  35049. */
  35050. Mesh.prototype.synchronizeInstances = function () {
  35051. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  35052. var instance = this.instances[instanceIndex];
  35053. instance._syncSubMeshes();
  35054. }
  35055. return this;
  35056. };
  35057. /**
  35058. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  35059. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  35060. * This should be used together with the simplification to avoid disappearing triangles.
  35061. * @param successCallback an optional success callback to be called after the optimization finished.
  35062. * @returns the current mesh
  35063. */
  35064. Mesh.prototype.optimizeIndices = function (successCallback) {
  35065. var _this = this;
  35066. var indices = this.getIndices();
  35067. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35068. if (!positions || !indices) {
  35069. return this;
  35070. }
  35071. var vectorPositions = new Array();
  35072. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  35073. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  35074. }
  35075. var dupes = new Array();
  35076. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  35077. var realPos = vectorPositions.length - 1 - iteration;
  35078. var testedPosition = vectorPositions[realPos];
  35079. for (var j = 0; j < realPos; ++j) {
  35080. var againstPosition = vectorPositions[j];
  35081. if (testedPosition.equals(againstPosition)) {
  35082. dupes[realPos] = j;
  35083. break;
  35084. }
  35085. }
  35086. }, function () {
  35087. for (var i = 0; i < indices.length; ++i) {
  35088. indices[i] = dupes[indices[i]] || indices[i];
  35089. }
  35090. //indices are now reordered
  35091. var originalSubMeshes = _this.subMeshes.slice(0);
  35092. _this.setIndices(indices);
  35093. _this.subMeshes = originalSubMeshes;
  35094. if (successCallback) {
  35095. successCallback(_this);
  35096. }
  35097. });
  35098. return this;
  35099. };
  35100. /**
  35101. * Serialize current mesh
  35102. * @param serializationObject defines the object which will receive the serialization data
  35103. */
  35104. Mesh.prototype.serialize = function (serializationObject) {
  35105. serializationObject.name = this.name;
  35106. serializationObject.id = this.id;
  35107. serializationObject.type = this.getClassName();
  35108. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  35109. serializationObject.tags = BABYLON.Tags.GetTags(this);
  35110. }
  35111. serializationObject.position = this.position.asArray();
  35112. if (this.rotationQuaternion) {
  35113. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  35114. }
  35115. else if (this.rotation) {
  35116. serializationObject.rotation = this.rotation.asArray();
  35117. }
  35118. serializationObject.scaling = this.scaling.asArray();
  35119. if (this._postMultiplyPivotMatrix) {
  35120. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  35121. }
  35122. else {
  35123. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  35124. }
  35125. serializationObject.isEnabled = this.isEnabled(false);
  35126. serializationObject.isVisible = this.isVisible;
  35127. serializationObject.infiniteDistance = this.infiniteDistance;
  35128. serializationObject.pickable = this.isPickable;
  35129. serializationObject.receiveShadows = this.receiveShadows;
  35130. serializationObject.billboardMode = this.billboardMode;
  35131. serializationObject.visibility = this.visibility;
  35132. serializationObject.checkCollisions = this.checkCollisions;
  35133. serializationObject.isBlocker = this.isBlocker;
  35134. // Parent
  35135. if (this.parent) {
  35136. serializationObject.parentId = this.parent.id;
  35137. }
  35138. // Geometry
  35139. serializationObject.isUnIndexed = this.isUnIndexed;
  35140. var geometry = this._geometry;
  35141. if (geometry) {
  35142. var geometryId = geometry.id;
  35143. serializationObject.geometryId = geometryId;
  35144. // SubMeshes
  35145. serializationObject.subMeshes = [];
  35146. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  35147. var subMesh = this.subMeshes[subIndex];
  35148. serializationObject.subMeshes.push({
  35149. materialIndex: subMesh.materialIndex,
  35150. verticesStart: subMesh.verticesStart,
  35151. verticesCount: subMesh.verticesCount,
  35152. indexStart: subMesh.indexStart,
  35153. indexCount: subMesh.indexCount
  35154. });
  35155. }
  35156. }
  35157. // Material
  35158. if (this.material) {
  35159. serializationObject.materialId = this.material.id;
  35160. }
  35161. else {
  35162. this.material = null;
  35163. }
  35164. // Morph targets
  35165. if (this.morphTargetManager) {
  35166. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  35167. }
  35168. // Skeleton
  35169. if (this.skeleton) {
  35170. serializationObject.skeletonId = this.skeleton.id;
  35171. }
  35172. // Physics
  35173. //TODO implement correct serialization for physics impostors.
  35174. var impostor = this.getPhysicsImpostor();
  35175. if (impostor) {
  35176. serializationObject.physicsMass = impostor.getParam("mass");
  35177. serializationObject.physicsFriction = impostor.getParam("friction");
  35178. serializationObject.physicsRestitution = impostor.getParam("mass");
  35179. serializationObject.physicsImpostor = impostor.type;
  35180. }
  35181. // Metadata
  35182. if (this.metadata) {
  35183. serializationObject.metadata = this.metadata;
  35184. }
  35185. // Instances
  35186. serializationObject.instances = [];
  35187. for (var index = 0; index < this.instances.length; index++) {
  35188. var instance = this.instances[index];
  35189. if (instance.doNotSerialize) {
  35190. continue;
  35191. }
  35192. var serializationInstance = {
  35193. name: instance.name,
  35194. id: instance.id,
  35195. position: instance.position.asArray(),
  35196. scaling: instance.scaling.asArray()
  35197. };
  35198. if (instance.parent) {
  35199. serializationInstance.parentId = instance.parent.id;
  35200. }
  35201. if (instance.rotationQuaternion) {
  35202. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  35203. }
  35204. else if (instance.rotation) {
  35205. serializationInstance.rotation = instance.rotation.asArray();
  35206. }
  35207. serializationObject.instances.push(serializationInstance);
  35208. // Animations
  35209. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  35210. serializationInstance.ranges = instance.serializeAnimationRanges();
  35211. }
  35212. //
  35213. // Animations
  35214. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  35215. serializationObject.ranges = this.serializeAnimationRanges();
  35216. // Layer mask
  35217. serializationObject.layerMask = this.layerMask;
  35218. // Alpha
  35219. serializationObject.alphaIndex = this.alphaIndex;
  35220. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  35221. // Overlay
  35222. serializationObject.overlayAlpha = this.overlayAlpha;
  35223. serializationObject.overlayColor = this.overlayColor.asArray();
  35224. serializationObject.renderOverlay = this.renderOverlay;
  35225. // Fog
  35226. serializationObject.applyFog = this.applyFog;
  35227. // Action Manager
  35228. if (this.actionManager) {
  35229. serializationObject.actions = this.actionManager.serialize(this.name);
  35230. }
  35231. };
  35232. /** @hidden */
  35233. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  35234. if (!this.geometry) {
  35235. return;
  35236. }
  35237. this._markSubMeshesAsAttributesDirty();
  35238. var morphTargetManager = this._morphTargetManager;
  35239. if (morphTargetManager && morphTargetManager.vertexCount) {
  35240. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  35241. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  35242. this.morphTargetManager = null;
  35243. return;
  35244. }
  35245. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  35246. var morphTarget = morphTargetManager.getActiveTarget(index);
  35247. var positions = morphTarget.getPositions();
  35248. if (!positions) {
  35249. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  35250. return;
  35251. }
  35252. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  35253. var normals = morphTarget.getNormals();
  35254. if (normals) {
  35255. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  35256. }
  35257. var tangents = morphTarget.getTangents();
  35258. if (tangents) {
  35259. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  35260. }
  35261. }
  35262. }
  35263. else {
  35264. var index = 0;
  35265. // Positions
  35266. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  35267. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  35268. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  35269. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  35270. }
  35271. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  35272. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  35273. }
  35274. index++;
  35275. }
  35276. }
  35277. };
  35278. // Statics
  35279. /**
  35280. * Returns a new Mesh object parsed from the source provided.
  35281. * @param parsedMesh is the source
  35282. * @param scene defines the hosting scene
  35283. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  35284. * @returns a new Mesh
  35285. */
  35286. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  35287. var mesh;
  35288. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  35289. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  35290. }
  35291. else {
  35292. mesh = new Mesh(parsedMesh.name, scene);
  35293. }
  35294. mesh.id = parsedMesh.id;
  35295. if (BABYLON.Tags) {
  35296. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  35297. }
  35298. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  35299. if (parsedMesh.metadata !== undefined) {
  35300. mesh.metadata = parsedMesh.metadata;
  35301. }
  35302. if (parsedMesh.rotationQuaternion) {
  35303. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  35304. }
  35305. else if (parsedMesh.rotation) {
  35306. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  35307. }
  35308. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  35309. if (parsedMesh.localMatrix) {
  35310. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  35311. }
  35312. else if (parsedMesh.pivotMatrix) {
  35313. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  35314. }
  35315. mesh.setEnabled(parsedMesh.isEnabled);
  35316. mesh.isVisible = parsedMesh.isVisible;
  35317. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  35318. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  35319. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  35320. if (parsedMesh.applyFog !== undefined) {
  35321. mesh.applyFog = parsedMesh.applyFog;
  35322. }
  35323. if (parsedMesh.pickable !== undefined) {
  35324. mesh.isPickable = parsedMesh.pickable;
  35325. }
  35326. if (parsedMesh.alphaIndex !== undefined) {
  35327. mesh.alphaIndex = parsedMesh.alphaIndex;
  35328. }
  35329. mesh.receiveShadows = parsedMesh.receiveShadows;
  35330. mesh.billboardMode = parsedMesh.billboardMode;
  35331. if (parsedMesh.visibility !== undefined) {
  35332. mesh.visibility = parsedMesh.visibility;
  35333. }
  35334. mesh.checkCollisions = parsedMesh.checkCollisions;
  35335. if (parsedMesh.isBlocker !== undefined) {
  35336. mesh.isBlocker = parsedMesh.isBlocker;
  35337. }
  35338. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  35339. // freezeWorldMatrix
  35340. if (parsedMesh.freezeWorldMatrix) {
  35341. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  35342. }
  35343. // Parent
  35344. if (parsedMesh.parentId) {
  35345. mesh._waitingParentId = parsedMesh.parentId;
  35346. }
  35347. // Actions
  35348. if (parsedMesh.actions !== undefined) {
  35349. mesh._waitingActions = parsedMesh.actions;
  35350. }
  35351. // Overlay
  35352. if (parsedMesh.overlayAlpha !== undefined) {
  35353. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  35354. }
  35355. if (parsedMesh.overlayColor !== undefined) {
  35356. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  35357. }
  35358. if (parsedMesh.renderOverlay !== undefined) {
  35359. mesh.renderOverlay = parsedMesh.renderOverlay;
  35360. }
  35361. // Geometry
  35362. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  35363. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  35364. if (parsedMesh.delayLoadingFile) {
  35365. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  35366. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  35367. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  35368. if (parsedMesh._binaryInfo) {
  35369. mesh._binaryInfo = parsedMesh._binaryInfo;
  35370. }
  35371. mesh._delayInfo = [];
  35372. if (parsedMesh.hasUVs) {
  35373. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  35374. }
  35375. if (parsedMesh.hasUVs2) {
  35376. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  35377. }
  35378. if (parsedMesh.hasUVs3) {
  35379. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  35380. }
  35381. if (parsedMesh.hasUVs4) {
  35382. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  35383. }
  35384. if (parsedMesh.hasUVs5) {
  35385. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  35386. }
  35387. if (parsedMesh.hasUVs6) {
  35388. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  35389. }
  35390. if (parsedMesh.hasColors) {
  35391. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  35392. }
  35393. if (parsedMesh.hasMatricesIndices) {
  35394. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  35395. }
  35396. if (parsedMesh.hasMatricesWeights) {
  35397. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  35398. }
  35399. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  35400. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  35401. mesh._checkDelayState();
  35402. }
  35403. }
  35404. else {
  35405. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  35406. }
  35407. // Material
  35408. if (parsedMesh.materialId) {
  35409. mesh.setMaterialByID(parsedMesh.materialId);
  35410. }
  35411. else {
  35412. mesh.material = null;
  35413. }
  35414. // Morph targets
  35415. if (parsedMesh.morphTargetManagerId > -1) {
  35416. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  35417. }
  35418. // Skeleton
  35419. if (parsedMesh.skeletonId > -1) {
  35420. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  35421. if (parsedMesh.numBoneInfluencers) {
  35422. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  35423. }
  35424. }
  35425. // Animations
  35426. if (parsedMesh.animations) {
  35427. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  35428. var parsedAnimation = parsedMesh.animations[animationIndex];
  35429. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35430. }
  35431. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  35432. }
  35433. if (parsedMesh.autoAnimate) {
  35434. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  35435. }
  35436. // Layer Mask
  35437. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  35438. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  35439. }
  35440. else {
  35441. mesh.layerMask = 0x0FFFFFFF;
  35442. }
  35443. // Physics
  35444. if (parsedMesh.physicsImpostor) {
  35445. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  35446. mass: parsedMesh.physicsMass,
  35447. friction: parsedMesh.physicsFriction,
  35448. restitution: parsedMesh.physicsRestitution
  35449. }, scene);
  35450. }
  35451. // Instances
  35452. if (parsedMesh.instances) {
  35453. for (var index = 0; index < parsedMesh.instances.length; index++) {
  35454. var parsedInstance = parsedMesh.instances[index];
  35455. var instance = mesh.createInstance(parsedInstance.name);
  35456. if (parsedInstance.id) {
  35457. instance.id = parsedInstance.id;
  35458. }
  35459. if (BABYLON.Tags) {
  35460. if (parsedInstance.tags) {
  35461. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  35462. }
  35463. else {
  35464. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  35465. }
  35466. }
  35467. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  35468. if (parsedInstance.parentId) {
  35469. instance._waitingParentId = parsedInstance.parentId;
  35470. }
  35471. if (parsedInstance.rotationQuaternion) {
  35472. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  35473. }
  35474. else if (parsedInstance.rotation) {
  35475. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  35476. }
  35477. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  35478. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  35479. instance.checkCollisions = parsedInstance.checkCollisions;
  35480. }
  35481. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35482. instance.isPickable = parsedInstance.pickable;
  35483. }
  35484. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35485. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35486. }
  35487. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35488. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35489. }
  35490. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35491. instance.alphaIndex = parsedInstance.alphaIndex;
  35492. }
  35493. // Physics
  35494. if (parsedInstance.physicsImpostor) {
  35495. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35496. mass: parsedInstance.physicsMass,
  35497. friction: parsedInstance.physicsFriction,
  35498. restitution: parsedInstance.physicsRestitution
  35499. }, scene);
  35500. }
  35501. // Animation
  35502. if (parsedInstance.animations) {
  35503. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35504. parsedAnimation = parsedInstance.animations[animationIndex];
  35505. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35506. }
  35507. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35508. if (parsedInstance.autoAnimate) {
  35509. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35510. }
  35511. }
  35512. }
  35513. }
  35514. return mesh;
  35515. };
  35516. /**
  35517. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35518. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35519. * @param name defines the name of the mesh to create
  35520. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35521. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35522. * @param closePath creates a seam between the first and the last points of each path of the path array
  35523. * @param offset is taken in account only if the `pathArray` is containing a single path
  35524. * @param scene defines the hosting scene
  35525. * @param updatable defines if the mesh must be flagged as updatable
  35526. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35527. * @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)
  35528. * @returns a new Mesh
  35529. */
  35530. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35531. if (closeArray === void 0) { closeArray = false; }
  35532. if (updatable === void 0) { updatable = false; }
  35533. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35534. pathArray: pathArray,
  35535. closeArray: closeArray,
  35536. closePath: closePath,
  35537. offset: offset,
  35538. updatable: updatable,
  35539. sideOrientation: sideOrientation,
  35540. instance: instance
  35541. }, scene);
  35542. };
  35543. /**
  35544. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35545. * @param name defines the name of the mesh to create
  35546. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35547. * @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
  35548. * @param scene defines the hosting scene
  35549. * @param updatable defines if the mesh must be flagged as updatable
  35550. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35551. * @returns a new Mesh
  35552. */
  35553. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35554. if (scene === void 0) { scene = null; }
  35555. var options = {
  35556. radius: radius,
  35557. tessellation: tessellation,
  35558. sideOrientation: sideOrientation,
  35559. updatable: updatable
  35560. };
  35561. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35562. };
  35563. /**
  35564. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35565. * @param name defines the name of the mesh to create
  35566. * @param size sets the size (float) of each box side (default 1)
  35567. * @param scene defines the hosting scene
  35568. * @param updatable defines if the mesh must be flagged as updatable
  35569. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35570. * @returns a new Mesh
  35571. */
  35572. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35573. if (scene === void 0) { scene = null; }
  35574. var options = {
  35575. size: size,
  35576. sideOrientation: sideOrientation,
  35577. updatable: updatable
  35578. };
  35579. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35580. };
  35581. /**
  35582. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35583. * @param name defines the name of the mesh to create
  35584. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35585. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35586. * @param scene defines the hosting scene
  35587. * @param updatable defines if the mesh must be flagged as updatable
  35588. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35589. * @returns a new Mesh
  35590. */
  35591. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35592. var options = {
  35593. segments: segments,
  35594. diameterX: diameter,
  35595. diameterY: diameter,
  35596. diameterZ: diameter,
  35597. sideOrientation: sideOrientation,
  35598. updatable: updatable
  35599. };
  35600. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35601. };
  35602. /**
  35603. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35604. * @param name defines the name of the mesh to create
  35605. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35606. * @param diameterTop set the top cap diameter (floats, default 1)
  35607. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35608. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35609. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35610. * @param scene defines the hosting scene
  35611. * @param updatable defines if the mesh must be flagged as updatable
  35612. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35613. * @returns a new Mesh
  35614. */
  35615. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35616. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35617. if (scene !== undefined) {
  35618. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35619. updatable = scene;
  35620. }
  35621. scene = subdivisions;
  35622. subdivisions = 1;
  35623. }
  35624. var options = {
  35625. height: height,
  35626. diameterTop: diameterTop,
  35627. diameterBottom: diameterBottom,
  35628. tessellation: tessellation,
  35629. subdivisions: subdivisions,
  35630. sideOrientation: sideOrientation,
  35631. updatable: updatable
  35632. };
  35633. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35634. };
  35635. // Torus (Code from SharpDX.org)
  35636. /**
  35637. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35638. * @param name defines the name of the mesh to create
  35639. * @param diameter sets the diameter size (float) of the torus (default 1)
  35640. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35641. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35642. * @param scene defines the hosting scene
  35643. * @param updatable defines if the mesh must be flagged as updatable
  35644. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35645. * @returns a new Mesh
  35646. */
  35647. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35648. var options = {
  35649. diameter: diameter,
  35650. thickness: thickness,
  35651. tessellation: tessellation,
  35652. sideOrientation: sideOrientation,
  35653. updatable: updatable
  35654. };
  35655. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35656. };
  35657. /**
  35658. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35659. * @param name defines the name of the mesh to create
  35660. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35661. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35662. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35663. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35664. * @param p the number of windings on X axis (positive integers, default 2)
  35665. * @param q the number of windings on Y axis (positive integers, default 3)
  35666. * @param scene defines the hosting scene
  35667. * @param updatable defines if the mesh must be flagged as updatable
  35668. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35669. * @returns a new Mesh
  35670. */
  35671. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35672. var options = {
  35673. radius: radius,
  35674. tube: tube,
  35675. radialSegments: radialSegments,
  35676. tubularSegments: tubularSegments,
  35677. p: p,
  35678. q: q,
  35679. sideOrientation: sideOrientation,
  35680. updatable: updatable
  35681. };
  35682. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35683. };
  35684. /**
  35685. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35686. * @param name defines the name of the mesh to create
  35687. * @param points is an array successive Vector3
  35688. * @param scene defines the hosting scene
  35689. * @param updatable defines if the mesh must be flagged as updatable
  35690. * @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).
  35691. * @returns a new Mesh
  35692. */
  35693. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35694. if (scene === void 0) { scene = null; }
  35695. if (updatable === void 0) { updatable = false; }
  35696. if (instance === void 0) { instance = null; }
  35697. var options = {
  35698. points: points,
  35699. updatable: updatable,
  35700. instance: instance
  35701. };
  35702. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35703. };
  35704. /**
  35705. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35706. * @param name defines the name of the mesh to create
  35707. * @param points is an array successive Vector3
  35708. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35709. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35710. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35711. * @param scene defines the hosting scene
  35712. * @param updatable defines if the mesh must be flagged as updatable
  35713. * @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)
  35714. * @returns a new Mesh
  35715. */
  35716. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35717. if (scene === void 0) { scene = null; }
  35718. var options = {
  35719. points: points,
  35720. dashSize: dashSize,
  35721. gapSize: gapSize,
  35722. dashNb: dashNb,
  35723. updatable: updatable,
  35724. instance: instance
  35725. };
  35726. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35727. };
  35728. /**
  35729. * Creates a polygon mesh.
  35730. * Please consider using the same method from the MeshBuilder class instead.
  35731. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35732. * 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.
  35733. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35734. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35735. * Remember you can only change the shape positions, not their number when updating a polygon.
  35736. */
  35737. /**
  35738. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35739. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35740. * @param name defines the name of the mesh to create
  35741. * @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
  35742. * @param scene defines the hosting scene
  35743. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35744. * @param updatable defines if the mesh must be flagged as updatable
  35745. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35746. * @returns a new Mesh
  35747. */
  35748. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35749. var options = {
  35750. shape: shape,
  35751. holes: holes,
  35752. updatable: updatable,
  35753. sideOrientation: sideOrientation
  35754. };
  35755. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35756. };
  35757. /**
  35758. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35759. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35760. * @param name defines the name of the mesh to create
  35761. * @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
  35762. * @param depth defines the height of extrusion
  35763. * @param scene defines the hosting scene
  35764. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35765. * @param updatable defines if the mesh must be flagged as updatable
  35766. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35767. * @returns a new Mesh
  35768. */
  35769. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35770. var options = {
  35771. shape: shape,
  35772. holes: holes,
  35773. depth: depth,
  35774. updatable: updatable,
  35775. sideOrientation: sideOrientation
  35776. };
  35777. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35778. };
  35779. /**
  35780. * Creates an extruded shape mesh.
  35781. * 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
  35782. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35783. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35784. * @param name defines the name of the mesh to create
  35785. * @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
  35786. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35787. * @param scale is the value to scale the shape
  35788. * @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
  35789. * @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
  35790. * @param scene defines the hosting scene
  35791. * @param updatable defines if the mesh must be flagged as updatable
  35792. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35793. * @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)
  35794. * @returns a new Mesh
  35795. */
  35796. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35797. if (scene === void 0) { scene = null; }
  35798. var options = {
  35799. shape: shape,
  35800. path: path,
  35801. scale: scale,
  35802. rotation: rotation,
  35803. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35804. sideOrientation: sideOrientation,
  35805. instance: instance,
  35806. updatable: updatable
  35807. };
  35808. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35809. };
  35810. /**
  35811. * Creates an custom extruded shape mesh.
  35812. * The custom extrusion is a parametric shape.
  35813. * It has no predefined shape. Its final shape will depend on the input parameters.
  35814. * Please consider using the same method from the MeshBuilder class instead
  35815. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35816. * @param name defines the name of the mesh to create
  35817. * @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
  35818. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35819. * @param scaleFunction is a custom Javascript function called on each path point
  35820. * @param rotationFunction is a custom Javascript function called on each path point
  35821. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35822. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35823. * @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
  35824. * @param scene defines the hosting scene
  35825. * @param updatable defines if the mesh must be flagged as updatable
  35826. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35827. * @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)
  35828. * @returns a new Mesh
  35829. */
  35830. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35831. var options = {
  35832. shape: shape,
  35833. path: path,
  35834. scaleFunction: scaleFunction,
  35835. rotationFunction: rotationFunction,
  35836. ribbonCloseArray: ribbonCloseArray,
  35837. ribbonClosePath: ribbonClosePath,
  35838. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35839. sideOrientation: sideOrientation,
  35840. instance: instance,
  35841. updatable: updatable
  35842. };
  35843. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35844. };
  35845. /**
  35846. * Creates lathe mesh.
  35847. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35848. * Please consider using the same method from the MeshBuilder class instead
  35849. * @param name defines the name of the mesh to create
  35850. * @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
  35851. * @param radius is the radius value of the lathe
  35852. * @param tessellation is the side number of the lathe.
  35853. * @param scene defines the hosting scene
  35854. * @param updatable defines if the mesh must be flagged as updatable
  35855. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35856. * @returns a new Mesh
  35857. */
  35858. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35859. var options = {
  35860. shape: shape,
  35861. radius: radius,
  35862. tessellation: tessellation,
  35863. sideOrientation: sideOrientation,
  35864. updatable: updatable
  35865. };
  35866. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35867. };
  35868. /**
  35869. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35870. * @param name defines the name of the mesh to create
  35871. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35872. * @param scene defines the hosting scene
  35873. * @param updatable defines if the mesh must be flagged as updatable
  35874. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35875. * @returns a new Mesh
  35876. */
  35877. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35878. var options = {
  35879. size: size,
  35880. width: size,
  35881. height: size,
  35882. sideOrientation: sideOrientation,
  35883. updatable: updatable
  35884. };
  35885. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35886. };
  35887. /**
  35888. * Creates a ground mesh.
  35889. * Please consider using the same method from the MeshBuilder class instead
  35890. * @param name defines the name of the mesh to create
  35891. * @param width set the width of the ground
  35892. * @param height set the height of the ground
  35893. * @param subdivisions sets the number of subdivisions per side
  35894. * @param scene defines the hosting scene
  35895. * @param updatable defines if the mesh must be flagged as updatable
  35896. * @returns a new Mesh
  35897. */
  35898. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35899. var options = {
  35900. width: width,
  35901. height: height,
  35902. subdivisions: subdivisions,
  35903. updatable: updatable
  35904. };
  35905. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35906. };
  35907. /**
  35908. * Creates a tiled ground mesh.
  35909. * Please consider using the same method from the MeshBuilder class instead
  35910. * @param name defines the name of the mesh to create
  35911. * @param xmin set the ground minimum X coordinate
  35912. * @param zmin set the ground minimum Y coordinate
  35913. * @param xmax set the ground maximum X coordinate
  35914. * @param zmax set the ground maximum Z coordinate
  35915. * @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
  35916. * @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
  35917. * @param scene defines the hosting scene
  35918. * @param updatable defines if the mesh must be flagged as updatable
  35919. * @returns a new Mesh
  35920. */
  35921. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35922. var options = {
  35923. xmin: xmin,
  35924. zmin: zmin,
  35925. xmax: xmax,
  35926. zmax: zmax,
  35927. subdivisions: subdivisions,
  35928. precision: precision,
  35929. updatable: updatable
  35930. };
  35931. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35932. };
  35933. /**
  35934. * Creates a ground mesh from a height map.
  35935. * Please consider using the same method from the MeshBuilder class instead
  35936. * @see http://doc.babylonjs.com/babylon101/height_map
  35937. * @param name defines the name of the mesh to create
  35938. * @param url sets the URL of the height map image resource
  35939. * @param width set the ground width size
  35940. * @param height set the ground height size
  35941. * @param subdivisions sets the number of subdivision per side
  35942. * @param minHeight is the minimum altitude on the ground
  35943. * @param maxHeight is the maximum altitude on the ground
  35944. * @param scene defines the hosting scene
  35945. * @param updatable defines if the mesh must be flagged as updatable
  35946. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35947. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35948. * @returns a new Mesh
  35949. */
  35950. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35951. var options = {
  35952. width: width,
  35953. height: height,
  35954. subdivisions: subdivisions,
  35955. minHeight: minHeight,
  35956. maxHeight: maxHeight,
  35957. updatable: updatable,
  35958. onReady: onReady,
  35959. alphaFilter: alphaFilter
  35960. };
  35961. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35962. };
  35963. /**
  35964. * Creates a tube mesh.
  35965. * The tube is a parametric shape.
  35966. * It has no predefined shape. Its final shape will depend on the input parameters.
  35967. * Please consider using the same method from the MeshBuilder class instead
  35968. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35969. * @param name defines the name of the mesh to create
  35970. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35971. * @param radius sets the tube radius size
  35972. * @param tessellation is the number of sides on the tubular surface
  35973. * @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
  35974. * @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
  35975. * @param scene defines the hosting scene
  35976. * @param updatable defines if the mesh must be flagged as updatable
  35977. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35978. * @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)
  35979. * @returns a new Mesh
  35980. */
  35981. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35982. var options = {
  35983. path: path,
  35984. radius: radius,
  35985. tessellation: tessellation,
  35986. radiusFunction: radiusFunction,
  35987. arc: 1,
  35988. cap: cap,
  35989. updatable: updatable,
  35990. sideOrientation: sideOrientation,
  35991. instance: instance
  35992. };
  35993. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35994. };
  35995. /**
  35996. * Creates a polyhedron mesh.
  35997. * Please consider using the same method from the MeshBuilder class instead.
  35998. * * 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
  35999. * * The parameter `size` (positive float, default 1) sets the polygon size
  36000. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  36001. * * 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`
  36002. * * 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
  36003. * * 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)`)
  36004. * * 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
  36005. * * 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
  36006. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  36007. * * 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
  36008. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  36009. * @param name defines the name of the mesh to create
  36010. * @param options defines the options used to create the mesh
  36011. * @param scene defines the hosting scene
  36012. * @returns a new Mesh
  36013. */
  36014. Mesh.CreatePolyhedron = function (name, options, scene) {
  36015. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  36016. };
  36017. /**
  36018. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  36019. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  36020. * * 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`)
  36021. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  36022. * * 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
  36023. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  36024. * * 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
  36025. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  36026. * @param name defines the name of the mesh
  36027. * @param options defines the options used to create the mesh
  36028. * @param scene defines the hosting scene
  36029. * @returns a new Mesh
  36030. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  36031. */
  36032. Mesh.CreateIcoSphere = function (name, options, scene) {
  36033. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  36034. };
  36035. /**
  36036. * Creates a decal mesh.
  36037. * Please consider using the same method from the MeshBuilder class instead.
  36038. * A decal is a mesh usually applied as a model onto the surface of another mesh
  36039. * @param name defines the name of the mesh
  36040. * @param sourceMesh defines the mesh receiving the decal
  36041. * @param position sets the position of the decal in world coordinates
  36042. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  36043. * @param size sets the decal scaling
  36044. * @param angle sets the angle to rotate the decal
  36045. * @returns a new Mesh
  36046. */
  36047. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  36048. var options = {
  36049. position: position,
  36050. normal: normal,
  36051. size: size,
  36052. angle: angle
  36053. };
  36054. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  36055. };
  36056. // Skeletons
  36057. /**
  36058. * Prepare internal position array for software CPU skinning
  36059. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  36060. */
  36061. Mesh.prototype.setPositionsForCPUSkinning = function () {
  36062. if (!this._sourcePositions) {
  36063. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36064. if (!source) {
  36065. return this._sourcePositions;
  36066. }
  36067. this._sourcePositions = new Float32Array(source);
  36068. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  36069. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  36070. }
  36071. }
  36072. return this._sourcePositions;
  36073. };
  36074. /**
  36075. * Prepare internal normal array for software CPU skinning
  36076. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  36077. */
  36078. Mesh.prototype.setNormalsForCPUSkinning = function () {
  36079. if (!this._sourceNormals) {
  36080. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  36081. if (!source) {
  36082. return this._sourceNormals;
  36083. }
  36084. this._sourceNormals = new Float32Array(source);
  36085. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  36086. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  36087. }
  36088. }
  36089. return this._sourceNormals;
  36090. };
  36091. /**
  36092. * Updates the vertex buffer by applying transformation from the bones
  36093. * @param skeleton defines the skeleton to apply to current mesh
  36094. * @returns the current mesh
  36095. */
  36096. Mesh.prototype.applySkeleton = function (skeleton) {
  36097. if (!this.geometry) {
  36098. return this;
  36099. }
  36100. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  36101. return this;
  36102. }
  36103. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  36104. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  36105. return this;
  36106. }
  36107. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  36108. return this;
  36109. }
  36110. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  36111. return this;
  36112. }
  36113. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  36114. return this;
  36115. }
  36116. if (!this._sourcePositions) {
  36117. var submeshes = this.subMeshes.slice();
  36118. this.setPositionsForCPUSkinning();
  36119. this.subMeshes = submeshes;
  36120. }
  36121. if (!this._sourceNormals) {
  36122. this.setNormalsForCPUSkinning();
  36123. }
  36124. // positionsData checks for not being Float32Array will only pass at most once
  36125. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36126. if (!positionsData) {
  36127. return this;
  36128. }
  36129. if (!(positionsData instanceof Float32Array)) {
  36130. positionsData = new Float32Array(positionsData);
  36131. }
  36132. // normalsData checks for not being Float32Array will only pass at most once
  36133. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  36134. if (!normalsData) {
  36135. return this;
  36136. }
  36137. if (!(normalsData instanceof Float32Array)) {
  36138. normalsData = new Float32Array(normalsData);
  36139. }
  36140. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  36141. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  36142. if (!matricesWeightsData || !matricesIndicesData) {
  36143. return this;
  36144. }
  36145. var needExtras = this.numBoneInfluencers > 4;
  36146. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  36147. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  36148. var skeletonMatrices = skeleton.getTransformMatrices(this);
  36149. var tempVector3 = BABYLON.Vector3.Zero();
  36150. var finalMatrix = new BABYLON.Matrix();
  36151. var tempMatrix = new BABYLON.Matrix();
  36152. var matWeightIdx = 0;
  36153. var inf;
  36154. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  36155. var weight;
  36156. for (inf = 0; inf < 4; inf++) {
  36157. weight = matricesWeightsData[matWeightIdx + inf];
  36158. if (weight > 0) {
  36159. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  36160. finalMatrix.addToSelf(tempMatrix);
  36161. }
  36162. }
  36163. if (needExtras) {
  36164. for (inf = 0; inf < 4; inf++) {
  36165. weight = matricesWeightsExtraData[matWeightIdx + inf];
  36166. if (weight > 0) {
  36167. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  36168. finalMatrix.addToSelf(tempMatrix);
  36169. }
  36170. }
  36171. }
  36172. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  36173. tempVector3.toArray(positionsData, index);
  36174. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  36175. tempVector3.toArray(normalsData, index);
  36176. finalMatrix.reset();
  36177. }
  36178. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  36179. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  36180. return this;
  36181. };
  36182. // Tools
  36183. /**
  36184. * 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
  36185. * @param meshes defines the list of meshes to scan
  36186. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  36187. */
  36188. Mesh.MinMax = function (meshes) {
  36189. var minVector = null;
  36190. var maxVector = null;
  36191. meshes.forEach(function (mesh, index, array) {
  36192. var boundingInfo = mesh.getBoundingInfo();
  36193. var boundingBox = boundingInfo.boundingBox;
  36194. if (!minVector || !maxVector) {
  36195. minVector = boundingBox.minimumWorld;
  36196. maxVector = boundingBox.maximumWorld;
  36197. }
  36198. else {
  36199. minVector.minimizeInPlace(boundingBox.minimumWorld);
  36200. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  36201. }
  36202. });
  36203. if (!minVector || !maxVector) {
  36204. return {
  36205. min: BABYLON.Vector3.Zero(),
  36206. max: BABYLON.Vector3.Zero()
  36207. };
  36208. }
  36209. return {
  36210. min: minVector,
  36211. max: maxVector
  36212. };
  36213. };
  36214. /**
  36215. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  36216. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  36217. * @returns a vector3
  36218. */
  36219. Mesh.Center = function (meshesOrMinMaxVector) {
  36220. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  36221. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  36222. };
  36223. /**
  36224. * Merge the array of meshes into a single mesh for performance reasons.
  36225. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  36226. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  36227. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  36228. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  36229. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  36230. * @returns a new mesh
  36231. */
  36232. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  36233. if (disposeSource === void 0) { disposeSource = true; }
  36234. var index;
  36235. if (!allow32BitsIndices) {
  36236. var totalVertices = 0;
  36237. // Counting vertices
  36238. for (index = 0; index < meshes.length; index++) {
  36239. if (meshes[index]) {
  36240. totalVertices += meshes[index].getTotalVertices();
  36241. if (totalVertices > 65536) {
  36242. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  36243. return null;
  36244. }
  36245. }
  36246. }
  36247. }
  36248. // Merge
  36249. var vertexData = null;
  36250. var otherVertexData;
  36251. var indiceArray = new Array();
  36252. var source = null;
  36253. for (index = 0; index < meshes.length; index++) {
  36254. if (meshes[index]) {
  36255. var wm = meshes[index].computeWorldMatrix(true);
  36256. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  36257. otherVertexData.transform(wm);
  36258. if (vertexData) {
  36259. vertexData.merge(otherVertexData, allow32BitsIndices);
  36260. }
  36261. else {
  36262. vertexData = otherVertexData;
  36263. source = meshes[index];
  36264. }
  36265. if (subdivideWithSubMeshes) {
  36266. indiceArray.push(meshes[index].getTotalIndices());
  36267. }
  36268. }
  36269. }
  36270. source = source;
  36271. if (!meshSubclass) {
  36272. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  36273. }
  36274. vertexData.applyToMesh(meshSubclass);
  36275. // Setting properties
  36276. meshSubclass.material = source.material;
  36277. meshSubclass.checkCollisions = source.checkCollisions;
  36278. // Cleaning
  36279. if (disposeSource) {
  36280. for (index = 0; index < meshes.length; index++) {
  36281. if (meshes[index]) {
  36282. meshes[index].dispose();
  36283. }
  36284. }
  36285. }
  36286. // Subdivide
  36287. if (subdivideWithSubMeshes) {
  36288. //-- removal of global submesh
  36289. meshSubclass.releaseSubMeshes();
  36290. index = 0;
  36291. var offset = 0;
  36292. //-- apply subdivision according to index table
  36293. while (index < indiceArray.length) {
  36294. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  36295. offset += indiceArray[index];
  36296. index++;
  36297. }
  36298. }
  36299. return meshSubclass;
  36300. };
  36301. /** @hidden */
  36302. Mesh.prototype.addInstance = function (instance) {
  36303. instance._indexInSourceMeshInstanceArray = this.instances.length;
  36304. this.instances.push(instance);
  36305. };
  36306. /** @hidden */
  36307. Mesh.prototype.removeInstance = function (instance) {
  36308. // Remove from mesh
  36309. var index = instance._indexInSourceMeshInstanceArray;
  36310. if (index != -1) {
  36311. if (index !== this.instances.length - 1) {
  36312. var last = this.instances[this.instances.length - 1];
  36313. this.instances[index] = last;
  36314. last._indexInSourceMeshInstanceArray = index;
  36315. }
  36316. instance._indexInSourceMeshInstanceArray = -1;
  36317. this.instances.pop();
  36318. }
  36319. };
  36320. // Consts
  36321. /**
  36322. * Mesh side orientation : usually the external or front surface
  36323. */
  36324. Mesh.FRONTSIDE = 0;
  36325. /**
  36326. * Mesh side orientation : usually the internal or back surface
  36327. */
  36328. Mesh.BACKSIDE = 1;
  36329. /**
  36330. * Mesh side orientation : both internal and external or front and back surfaces
  36331. */
  36332. Mesh.DOUBLESIDE = 2;
  36333. /**
  36334. * Mesh side orientation : by default, `FRONTSIDE`
  36335. */
  36336. Mesh.DEFAULTSIDE = 0;
  36337. /**
  36338. * Mesh cap setting : no cap
  36339. */
  36340. Mesh.NO_CAP = 0;
  36341. /**
  36342. * Mesh cap setting : one cap at the beginning of the mesh
  36343. */
  36344. Mesh.CAP_START = 1;
  36345. /**
  36346. * Mesh cap setting : one cap at the end of the mesh
  36347. */
  36348. Mesh.CAP_END = 2;
  36349. /**
  36350. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  36351. */
  36352. Mesh.CAP_ALL = 3;
  36353. return Mesh;
  36354. }(BABYLON.AbstractMesh));
  36355. BABYLON.Mesh = Mesh;
  36356. })(BABYLON || (BABYLON = {}));
  36357. //# sourceMappingURL=babylon.mesh.js.map
  36358. var BABYLON;
  36359. (function (BABYLON) {
  36360. /**
  36361. * Base class for submeshes
  36362. */
  36363. var BaseSubMesh = /** @class */ (function () {
  36364. function BaseSubMesh() {
  36365. }
  36366. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  36367. /**
  36368. * Gets associated effect
  36369. */
  36370. get: function () {
  36371. return this._materialEffect;
  36372. },
  36373. enumerable: true,
  36374. configurable: true
  36375. });
  36376. /**
  36377. * Sets associated effect (effect used to render this submesh)
  36378. * @param effect defines the effect to associate with
  36379. * @param defines defines the set of defines used to compile this effect
  36380. */
  36381. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  36382. if (defines === void 0) { defines = null; }
  36383. if (this._materialEffect === effect) {
  36384. if (!effect) {
  36385. this._materialDefines = null;
  36386. }
  36387. return;
  36388. }
  36389. this._materialDefines = defines;
  36390. this._materialEffect = effect;
  36391. };
  36392. return BaseSubMesh;
  36393. }());
  36394. BABYLON.BaseSubMesh = BaseSubMesh;
  36395. /**
  36396. * Defines a subdivision inside a mesh
  36397. */
  36398. var SubMesh = /** @class */ (function (_super) {
  36399. __extends(SubMesh, _super);
  36400. /**
  36401. * Creates a new submesh
  36402. * @param materialIndex defines the material index to use
  36403. * @param verticesStart defines vertex index start
  36404. * @param verticesCount defines vertices count
  36405. * @param indexStart defines index start
  36406. * @param indexCount defines indices count
  36407. * @param mesh defines the parent mesh
  36408. * @param renderingMesh defines an optional rendering mesh
  36409. * @param createBoundingBox defines if bounding box should be created for this submesh
  36410. */
  36411. function SubMesh(
  36412. /** the material index to use */
  36413. materialIndex,
  36414. /** vertex index start */
  36415. verticesStart,
  36416. /** vertices count */
  36417. verticesCount,
  36418. /** index start */
  36419. indexStart,
  36420. /** indices count */
  36421. indexCount, mesh, renderingMesh, createBoundingBox) {
  36422. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36423. var _this = _super.call(this) || this;
  36424. _this.materialIndex = materialIndex;
  36425. _this.verticesStart = verticesStart;
  36426. _this.verticesCount = verticesCount;
  36427. _this.indexStart = indexStart;
  36428. _this.indexCount = indexCount;
  36429. /** @hidden */
  36430. _this._renderId = 0;
  36431. _this._mesh = mesh;
  36432. _this._renderingMesh = renderingMesh || mesh;
  36433. mesh.subMeshes.push(_this);
  36434. _this._trianglePlanes = [];
  36435. _this._id = mesh.subMeshes.length - 1;
  36436. if (createBoundingBox) {
  36437. _this.refreshBoundingInfo();
  36438. mesh.computeWorldMatrix(true);
  36439. }
  36440. return _this;
  36441. }
  36442. /**
  36443. * Add a new submesh to a mesh
  36444. * @param materialIndex defines the material index to use
  36445. * @param verticesStart defines vertex index start
  36446. * @param verticesCount defines vertices count
  36447. * @param indexStart defines index start
  36448. * @param indexCount defines indices count
  36449. * @param mesh defines the parent mesh
  36450. * @param renderingMesh defines an optional rendering mesh
  36451. * @param createBoundingBox defines if bounding box should be created for this submesh
  36452. * @returns the new submesh
  36453. */
  36454. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  36455. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36456. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  36457. };
  36458. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  36459. /**
  36460. * Returns true if this submesh covers the entire parent mesh
  36461. * @ignorenaming
  36462. */
  36463. get: function () {
  36464. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  36465. },
  36466. enumerable: true,
  36467. configurable: true
  36468. });
  36469. /**
  36470. * Returns the submesh BoudingInfo object
  36471. * @returns current bounding info (or mesh's one if the submesh is global)
  36472. */
  36473. SubMesh.prototype.getBoundingInfo = function () {
  36474. if (this.IsGlobal) {
  36475. return this._mesh.getBoundingInfo();
  36476. }
  36477. return this._boundingInfo;
  36478. };
  36479. /**
  36480. * Sets the submesh BoundingInfo
  36481. * @param boundingInfo defines the new bounding info to use
  36482. * @returns the SubMesh
  36483. */
  36484. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36485. this._boundingInfo = boundingInfo;
  36486. return this;
  36487. };
  36488. /**
  36489. * Returns the mesh of the current submesh
  36490. * @return the parent mesh
  36491. */
  36492. SubMesh.prototype.getMesh = function () {
  36493. return this._mesh;
  36494. };
  36495. /**
  36496. * Returns the rendering mesh of the submesh
  36497. * @returns the rendering mesh (could be different from parent mesh)
  36498. */
  36499. SubMesh.prototype.getRenderingMesh = function () {
  36500. return this._renderingMesh;
  36501. };
  36502. /**
  36503. * Returns the submesh material
  36504. * @returns null or the current material
  36505. */
  36506. SubMesh.prototype.getMaterial = function () {
  36507. var rootMaterial = this._renderingMesh.material;
  36508. if (rootMaterial === null || rootMaterial === undefined) {
  36509. return this._mesh.getScene().defaultMaterial;
  36510. }
  36511. else if (rootMaterial.getSubMaterial) {
  36512. var multiMaterial = rootMaterial;
  36513. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36514. if (this._currentMaterial !== effectiveMaterial) {
  36515. this._currentMaterial = effectiveMaterial;
  36516. this._materialDefines = null;
  36517. }
  36518. return effectiveMaterial;
  36519. }
  36520. return rootMaterial;
  36521. };
  36522. // Methods
  36523. /**
  36524. * Sets a new updated BoundingInfo object to the submesh
  36525. * @returns the SubMesh
  36526. */
  36527. SubMesh.prototype.refreshBoundingInfo = function () {
  36528. this._lastColliderWorldVertices = null;
  36529. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36530. return this;
  36531. }
  36532. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36533. if (!data) {
  36534. this._boundingInfo = this._mesh.getBoundingInfo();
  36535. return this;
  36536. }
  36537. var indices = this._renderingMesh.getIndices();
  36538. var extend;
  36539. //is this the only submesh?
  36540. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36541. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36542. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36543. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36544. }
  36545. else {
  36546. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36547. }
  36548. if (this._boundingInfo) {
  36549. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36550. }
  36551. else {
  36552. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36553. }
  36554. return this;
  36555. };
  36556. /** @hidden */
  36557. SubMesh.prototype._checkCollision = function (collider) {
  36558. var boundingInfo = this.getBoundingInfo();
  36559. return boundingInfo._checkCollision(collider);
  36560. };
  36561. /**
  36562. * Updates the submesh BoundingInfo
  36563. * @param world defines the world matrix to use to update the bounding info
  36564. * @returns the submesh
  36565. */
  36566. SubMesh.prototype.updateBoundingInfo = function (world) {
  36567. var boundingInfo = this.getBoundingInfo();
  36568. if (!boundingInfo) {
  36569. this.refreshBoundingInfo();
  36570. boundingInfo = this.getBoundingInfo();
  36571. }
  36572. boundingInfo.update(world);
  36573. return this;
  36574. };
  36575. /**
  36576. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36577. * @param frustumPlanes defines the frustum planes
  36578. * @returns true if the submesh is intersecting with the frustum
  36579. */
  36580. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36581. var boundingInfo = this.getBoundingInfo();
  36582. if (!boundingInfo) {
  36583. return false;
  36584. }
  36585. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36586. };
  36587. /**
  36588. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36589. * @param frustumPlanes defines the frustum planes
  36590. * @returns true if the submesh is inside the frustum
  36591. */
  36592. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36593. var boundingInfo = this.getBoundingInfo();
  36594. if (!boundingInfo) {
  36595. return false;
  36596. }
  36597. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36598. };
  36599. /**
  36600. * Renders the submesh
  36601. * @param enableAlphaMode defines if alpha needs to be used
  36602. * @returns the submesh
  36603. */
  36604. SubMesh.prototype.render = function (enableAlphaMode) {
  36605. this._renderingMesh.render(this, enableAlphaMode);
  36606. return this;
  36607. };
  36608. /**
  36609. * @hidden
  36610. */
  36611. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36612. if (!this._linesIndexBuffer) {
  36613. var linesIndices = [];
  36614. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36615. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36616. }
  36617. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36618. this._linesIndexCount = linesIndices.length;
  36619. }
  36620. return this._linesIndexBuffer;
  36621. };
  36622. /**
  36623. * Checks if the submesh intersects with a ray
  36624. * @param ray defines the ray to test
  36625. * @returns true is the passed ray intersects the submesh bounding box
  36626. */
  36627. SubMesh.prototype.canIntersects = function (ray) {
  36628. var boundingInfo = this.getBoundingInfo();
  36629. if (!boundingInfo) {
  36630. return false;
  36631. }
  36632. return ray.intersectsBox(boundingInfo.boundingBox);
  36633. };
  36634. /**
  36635. * Intersects current submesh with a ray
  36636. * @param ray defines the ray to test
  36637. * @param positions defines mesh's positions array
  36638. * @param indices defines mesh's indices array
  36639. * @param fastCheck defines if only bounding info should be used
  36640. * @returns intersection info or null if no intersection
  36641. */
  36642. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36643. var material = this.getMaterial();
  36644. if (!material) {
  36645. return null;
  36646. }
  36647. switch (material.fillMode) {
  36648. case BABYLON.Material.PointListDrawMode:
  36649. case BABYLON.Material.LineListDrawMode:
  36650. case BABYLON.Material.LineLoopDrawMode:
  36651. case BABYLON.Material.LineStripDrawMode:
  36652. case BABYLON.Material.TriangleFanDrawMode:
  36653. case BABYLON.Material.TriangleStripDrawMode:
  36654. return null;
  36655. }
  36656. // LineMesh first as it's also a Mesh...
  36657. if (BABYLON.LinesMesh) {
  36658. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36659. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36660. }
  36661. }
  36662. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36663. };
  36664. /** @hidden */
  36665. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36666. var intersectInfo = null;
  36667. // Line test
  36668. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36669. var p0 = positions[indices[index]];
  36670. var p1 = positions[indices[index + 1]];
  36671. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36672. if (length < 0) {
  36673. continue;
  36674. }
  36675. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36676. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36677. intersectInfo.faceId = index / 2;
  36678. if (fastCheck) {
  36679. break;
  36680. }
  36681. }
  36682. }
  36683. return intersectInfo;
  36684. };
  36685. /** @hidden */
  36686. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36687. var intersectInfo = null;
  36688. // Triangles test
  36689. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36690. var p0 = positions[indices[index]];
  36691. var p1 = positions[indices[index + 1]];
  36692. var p2 = positions[indices[index + 2]];
  36693. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36694. if (currentIntersectInfo) {
  36695. if (currentIntersectInfo.distance < 0) {
  36696. continue;
  36697. }
  36698. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36699. intersectInfo = currentIntersectInfo;
  36700. intersectInfo.faceId = index / 3;
  36701. if (fastCheck) {
  36702. break;
  36703. }
  36704. }
  36705. }
  36706. }
  36707. return intersectInfo;
  36708. };
  36709. /** @hidden */
  36710. SubMesh.prototype._rebuild = function () {
  36711. if (this._linesIndexBuffer) {
  36712. this._linesIndexBuffer = null;
  36713. }
  36714. };
  36715. // Clone
  36716. /**
  36717. * Creates a new submesh from the passed mesh
  36718. * @param newMesh defines the new hosting mesh
  36719. * @param newRenderingMesh defines an optional rendering mesh
  36720. * @returns the new submesh
  36721. */
  36722. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36723. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36724. if (!this.IsGlobal) {
  36725. var boundingInfo = this.getBoundingInfo();
  36726. if (!boundingInfo) {
  36727. return result;
  36728. }
  36729. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36730. }
  36731. return result;
  36732. };
  36733. // Dispose
  36734. /**
  36735. * Release associated resources
  36736. */
  36737. SubMesh.prototype.dispose = function () {
  36738. if (this._linesIndexBuffer) {
  36739. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36740. this._linesIndexBuffer = null;
  36741. }
  36742. // Remove from mesh
  36743. var index = this._mesh.subMeshes.indexOf(this);
  36744. this._mesh.subMeshes.splice(index, 1);
  36745. };
  36746. // Statics
  36747. /**
  36748. * Creates a new submesh from indices data
  36749. * @param materialIndex the index of the main mesh material
  36750. * @param startIndex the index where to start the copy in the mesh indices array
  36751. * @param indexCount the number of indices to copy then from the startIndex
  36752. * @param mesh the main mesh to create the submesh from
  36753. * @param renderingMesh the optional rendering mesh
  36754. * @returns a new submesh
  36755. */
  36756. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36757. var minVertexIndex = Number.MAX_VALUE;
  36758. var maxVertexIndex = -Number.MAX_VALUE;
  36759. renderingMesh = (renderingMesh || mesh);
  36760. var indices = renderingMesh.getIndices();
  36761. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36762. var vertexIndex = indices[index];
  36763. if (vertexIndex < minVertexIndex) {
  36764. minVertexIndex = vertexIndex;
  36765. }
  36766. if (vertexIndex > maxVertexIndex) {
  36767. maxVertexIndex = vertexIndex;
  36768. }
  36769. }
  36770. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36771. };
  36772. return SubMesh;
  36773. }(BaseSubMesh));
  36774. BABYLON.SubMesh = SubMesh;
  36775. })(BABYLON || (BABYLON = {}));
  36776. //# sourceMappingURL=babylon.subMesh.js.map
  36777. var __assign = (this && this.__assign) || function () {
  36778. __assign = Object.assign || function(t) {
  36779. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36780. s = arguments[i];
  36781. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36782. t[p] = s[p];
  36783. }
  36784. return t;
  36785. };
  36786. return __assign.apply(this, arguments);
  36787. };
  36788. var BABYLON;
  36789. (function (BABYLON) {
  36790. /**
  36791. * Manages the defines for the Material
  36792. */
  36793. var MaterialDefines = /** @class */ (function () {
  36794. function MaterialDefines() {
  36795. this._isDirty = true;
  36796. /** @hidden */
  36797. this._areLightsDirty = true;
  36798. /** @hidden */
  36799. this._areAttributesDirty = true;
  36800. /** @hidden */
  36801. this._areTexturesDirty = true;
  36802. /** @hidden */
  36803. this._areFresnelDirty = true;
  36804. /** @hidden */
  36805. this._areMiscDirty = true;
  36806. /** @hidden */
  36807. this._areImageProcessingDirty = true;
  36808. /** @hidden */
  36809. this._normals = false;
  36810. /** @hidden */
  36811. this._uvs = false;
  36812. /** @hidden */
  36813. this._needNormals = false;
  36814. /** @hidden */
  36815. this._needUVs = false;
  36816. }
  36817. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36818. /**
  36819. * Specifies if the material needs to be re-calculated
  36820. */
  36821. get: function () {
  36822. return this._isDirty;
  36823. },
  36824. enumerable: true,
  36825. configurable: true
  36826. });
  36827. /**
  36828. * Marks the material to indicate that it has been re-calculated
  36829. */
  36830. MaterialDefines.prototype.markAsProcessed = function () {
  36831. this._isDirty = false;
  36832. this._areAttributesDirty = false;
  36833. this._areTexturesDirty = false;
  36834. this._areFresnelDirty = false;
  36835. this._areLightsDirty = false;
  36836. this._areMiscDirty = false;
  36837. this._areImageProcessingDirty = false;
  36838. };
  36839. /**
  36840. * Marks the material to indicate that it needs to be re-calculated
  36841. */
  36842. MaterialDefines.prototype.markAsUnprocessed = function () {
  36843. this._isDirty = true;
  36844. };
  36845. /**
  36846. * Marks the material to indicate all of its defines need to be re-calculated
  36847. */
  36848. MaterialDefines.prototype.markAllAsDirty = function () {
  36849. this._areTexturesDirty = true;
  36850. this._areAttributesDirty = true;
  36851. this._areLightsDirty = true;
  36852. this._areFresnelDirty = true;
  36853. this._areMiscDirty = true;
  36854. this._areImageProcessingDirty = true;
  36855. this._isDirty = true;
  36856. };
  36857. /**
  36858. * Marks the material to indicate that image processing needs to be re-calculated
  36859. */
  36860. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36861. this._areImageProcessingDirty = true;
  36862. this._isDirty = true;
  36863. };
  36864. /**
  36865. * Marks the material to indicate the lights need to be re-calculated
  36866. */
  36867. MaterialDefines.prototype.markAsLightDirty = function () {
  36868. this._areLightsDirty = true;
  36869. this._isDirty = true;
  36870. };
  36871. /**
  36872. * Marks the attribute state as changed
  36873. */
  36874. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36875. this._areAttributesDirty = true;
  36876. this._isDirty = true;
  36877. };
  36878. /**
  36879. * Marks the texture state as changed
  36880. */
  36881. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36882. this._areTexturesDirty = true;
  36883. this._isDirty = true;
  36884. };
  36885. /**
  36886. * Marks the fresnel state as changed
  36887. */
  36888. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36889. this._areFresnelDirty = true;
  36890. this._isDirty = true;
  36891. };
  36892. /**
  36893. * Marks the misc state as changed
  36894. */
  36895. MaterialDefines.prototype.markAsMiscDirty = function () {
  36896. this._areMiscDirty = true;
  36897. this._isDirty = true;
  36898. };
  36899. /**
  36900. * Rebuilds the material defines
  36901. */
  36902. MaterialDefines.prototype.rebuild = function () {
  36903. if (this._keys) {
  36904. delete this._keys;
  36905. }
  36906. this._keys = [];
  36907. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36908. var key = _a[_i];
  36909. if (key[0] === "_") {
  36910. continue;
  36911. }
  36912. this._keys.push(key);
  36913. }
  36914. };
  36915. /**
  36916. * Specifies if two material defines are equal
  36917. * @param other - A material define instance to compare to
  36918. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36919. */
  36920. MaterialDefines.prototype.isEqual = function (other) {
  36921. if (this._keys.length !== other._keys.length) {
  36922. return false;
  36923. }
  36924. for (var index = 0; index < this._keys.length; index++) {
  36925. var prop = this._keys[index];
  36926. if (this[prop] !== other[prop]) {
  36927. return false;
  36928. }
  36929. }
  36930. return true;
  36931. };
  36932. /**
  36933. * Clones this instance's defines to another instance
  36934. * @param other - material defines to clone values to
  36935. */
  36936. MaterialDefines.prototype.cloneTo = function (other) {
  36937. if (this._keys.length !== other._keys.length) {
  36938. other._keys = this._keys.slice(0);
  36939. }
  36940. for (var index = 0; index < this._keys.length; index++) {
  36941. var prop = this._keys[index];
  36942. other[prop] = this[prop];
  36943. }
  36944. };
  36945. /**
  36946. * Resets the material define values
  36947. */
  36948. MaterialDefines.prototype.reset = function () {
  36949. for (var index = 0; index < this._keys.length; index++) {
  36950. var prop = this._keys[index];
  36951. var type = typeof this[prop];
  36952. switch (type) {
  36953. case "number":
  36954. this[prop] = 0;
  36955. break;
  36956. case "string":
  36957. this[prop] = "";
  36958. break;
  36959. default:
  36960. this[prop] = false;
  36961. break;
  36962. }
  36963. }
  36964. };
  36965. /**
  36966. * Converts the material define values to a string
  36967. * @returns - String of material define information
  36968. */
  36969. MaterialDefines.prototype.toString = function () {
  36970. var result = "";
  36971. for (var index = 0; index < this._keys.length; index++) {
  36972. var prop = this._keys[index];
  36973. var value = this[prop];
  36974. var type = typeof value;
  36975. switch (type) {
  36976. case "number":
  36977. case "string":
  36978. result += "#define " + prop + " " + value + "\n";
  36979. break;
  36980. default:
  36981. if (value) {
  36982. result += "#define " + prop + "\n";
  36983. }
  36984. break;
  36985. }
  36986. }
  36987. return result;
  36988. };
  36989. return MaterialDefines;
  36990. }());
  36991. BABYLON.MaterialDefines = MaterialDefines;
  36992. /**
  36993. * Base class for the main features of a material in Babylon.js
  36994. */
  36995. var Material = /** @class */ (function () {
  36996. /**
  36997. * Creates a material instance
  36998. * @param name defines the name of the material
  36999. * @param scene defines the scene to reference
  37000. * @param doNotAdd specifies if the material should be added to the scene
  37001. */
  37002. function Material(name, scene, doNotAdd) {
  37003. /**
  37004. * Gets or sets user defined metadata
  37005. */
  37006. this.metadata = null;
  37007. /**
  37008. * For internal use only. Please do not use.
  37009. */
  37010. this.reservedDataStore = null;
  37011. /**
  37012. * Specifies if the ready state should be checked on each call
  37013. */
  37014. this.checkReadyOnEveryCall = false;
  37015. /**
  37016. * Specifies if the ready state should be checked once
  37017. */
  37018. this.checkReadyOnlyOnce = false;
  37019. /**
  37020. * The state of the material
  37021. */
  37022. this.state = "";
  37023. /**
  37024. * The alpha value of the material
  37025. */
  37026. this._alpha = 1.0;
  37027. /**
  37028. * Specifies if back face culling is enabled
  37029. */
  37030. this._backFaceCulling = true;
  37031. /**
  37032. * Specifies if the material should be serialized
  37033. */
  37034. this.doNotSerialize = false;
  37035. /**
  37036. * @hidden
  37037. */
  37038. this._storeEffectOnSubMeshes = false;
  37039. /**
  37040. * An event triggered when the material is disposed
  37041. */
  37042. this.onDisposeObservable = new BABYLON.Observable();
  37043. /**
  37044. * Stores the value of the alpha mode
  37045. */
  37046. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  37047. /**
  37048. * Stores the state of the need depth pre-pass value
  37049. */
  37050. this._needDepthPrePass = false;
  37051. /**
  37052. * Specifies if depth writing should be disabled
  37053. */
  37054. this.disableDepthWrite = false;
  37055. /**
  37056. * Specifies if depth writing should be forced
  37057. */
  37058. this.forceDepthWrite = false;
  37059. /**
  37060. * Specifies if there should be a separate pass for culling
  37061. */
  37062. this.separateCullingPass = false;
  37063. /**
  37064. * Stores the state specifing if fog should be enabled
  37065. */
  37066. this._fogEnabled = true;
  37067. /**
  37068. * Stores the size of points
  37069. */
  37070. this.pointSize = 1.0;
  37071. /**
  37072. * Stores the z offset value
  37073. */
  37074. this.zOffset = 0;
  37075. /**
  37076. * @hidden
  37077. * Specifies if the material was previously ready
  37078. */
  37079. this._wasPreviouslyReady = false;
  37080. /**
  37081. * Stores the fill mode state
  37082. */
  37083. this._fillMode = Material.TriangleFillMode;
  37084. /** @hidden */
  37085. this._indexInSceneMaterialArray = -1;
  37086. this.name = name;
  37087. this.id = name || BABYLON.Tools.RandomId();
  37088. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  37089. this.uniqueId = this._scene.getUniqueId();
  37090. if (this._scene.useRightHandedSystem) {
  37091. this.sideOrientation = Material.ClockWiseSideOrientation;
  37092. }
  37093. else {
  37094. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  37095. }
  37096. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  37097. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  37098. if (!doNotAdd) {
  37099. this._scene.addMaterial(this);
  37100. }
  37101. if (this._scene.useMaterialMeshMap) {
  37102. this.meshMap = {};
  37103. }
  37104. }
  37105. Object.defineProperty(Material, "TriangleFillMode", {
  37106. /**
  37107. * Returns the triangle fill mode
  37108. */
  37109. get: function () {
  37110. return Material._TriangleFillMode;
  37111. },
  37112. enumerable: true,
  37113. configurable: true
  37114. });
  37115. Object.defineProperty(Material, "WireFrameFillMode", {
  37116. /**
  37117. * Returns the wireframe mode
  37118. */
  37119. get: function () {
  37120. return Material._WireFrameFillMode;
  37121. },
  37122. enumerable: true,
  37123. configurable: true
  37124. });
  37125. Object.defineProperty(Material, "PointFillMode", {
  37126. /**
  37127. * Returns the point fill mode
  37128. */
  37129. get: function () {
  37130. return Material._PointFillMode;
  37131. },
  37132. enumerable: true,
  37133. configurable: true
  37134. });
  37135. Object.defineProperty(Material, "PointListDrawMode", {
  37136. /**
  37137. * Returns the point list draw mode
  37138. */
  37139. get: function () {
  37140. return Material._PointListDrawMode;
  37141. },
  37142. enumerable: true,
  37143. configurable: true
  37144. });
  37145. Object.defineProperty(Material, "LineListDrawMode", {
  37146. /**
  37147. * Returns the line list draw mode
  37148. */
  37149. get: function () {
  37150. return Material._LineListDrawMode;
  37151. },
  37152. enumerable: true,
  37153. configurable: true
  37154. });
  37155. Object.defineProperty(Material, "LineLoopDrawMode", {
  37156. /**
  37157. * Returns the line loop draw mode
  37158. */
  37159. get: function () {
  37160. return Material._LineLoopDrawMode;
  37161. },
  37162. enumerable: true,
  37163. configurable: true
  37164. });
  37165. Object.defineProperty(Material, "LineStripDrawMode", {
  37166. /**
  37167. * Returns the line strip draw mode
  37168. */
  37169. get: function () {
  37170. return Material._LineStripDrawMode;
  37171. },
  37172. enumerable: true,
  37173. configurable: true
  37174. });
  37175. Object.defineProperty(Material, "TriangleStripDrawMode", {
  37176. /**
  37177. * Returns the triangle strip draw mode
  37178. */
  37179. get: function () {
  37180. return Material._TriangleStripDrawMode;
  37181. },
  37182. enumerable: true,
  37183. configurable: true
  37184. });
  37185. Object.defineProperty(Material, "TriangleFanDrawMode", {
  37186. /**
  37187. * Returns the triangle fan draw mode
  37188. */
  37189. get: function () {
  37190. return Material._TriangleFanDrawMode;
  37191. },
  37192. enumerable: true,
  37193. configurable: true
  37194. });
  37195. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  37196. /**
  37197. * Returns the clock-wise side orientation
  37198. */
  37199. get: function () {
  37200. return Material._ClockWiseSideOrientation;
  37201. },
  37202. enumerable: true,
  37203. configurable: true
  37204. });
  37205. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  37206. /**
  37207. * Returns the counter clock-wise side orientation
  37208. */
  37209. get: function () {
  37210. return Material._CounterClockWiseSideOrientation;
  37211. },
  37212. enumerable: true,
  37213. configurable: true
  37214. });
  37215. Object.defineProperty(Material.prototype, "alpha", {
  37216. /**
  37217. * Gets the alpha value of the material
  37218. */
  37219. get: function () {
  37220. return this._alpha;
  37221. },
  37222. /**
  37223. * Sets the alpha value of the material
  37224. */
  37225. set: function (value) {
  37226. if (this._alpha === value) {
  37227. return;
  37228. }
  37229. this._alpha = value;
  37230. this.markAsDirty(Material.MiscDirtyFlag);
  37231. },
  37232. enumerable: true,
  37233. configurable: true
  37234. });
  37235. Object.defineProperty(Material.prototype, "backFaceCulling", {
  37236. /**
  37237. * Gets the back-face culling state
  37238. */
  37239. get: function () {
  37240. return this._backFaceCulling;
  37241. },
  37242. /**
  37243. * Sets the back-face culling state
  37244. */
  37245. set: function (value) {
  37246. if (this._backFaceCulling === value) {
  37247. return;
  37248. }
  37249. this._backFaceCulling = value;
  37250. this.markAsDirty(Material.TextureDirtyFlag);
  37251. },
  37252. enumerable: true,
  37253. configurable: true
  37254. });
  37255. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  37256. /**
  37257. * Gets a boolean indicating that current material needs to register RTT
  37258. */
  37259. get: function () {
  37260. return false;
  37261. },
  37262. enumerable: true,
  37263. configurable: true
  37264. });
  37265. Object.defineProperty(Material.prototype, "onDispose", {
  37266. /**
  37267. * Called during a dispose event
  37268. */
  37269. set: function (callback) {
  37270. if (this._onDisposeObserver) {
  37271. this.onDisposeObservable.remove(this._onDisposeObserver);
  37272. }
  37273. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  37274. },
  37275. enumerable: true,
  37276. configurable: true
  37277. });
  37278. Object.defineProperty(Material.prototype, "onBindObservable", {
  37279. /**
  37280. * An event triggered when the material is bound
  37281. */
  37282. get: function () {
  37283. if (!this._onBindObservable) {
  37284. this._onBindObservable = new BABYLON.Observable();
  37285. }
  37286. return this._onBindObservable;
  37287. },
  37288. enumerable: true,
  37289. configurable: true
  37290. });
  37291. Object.defineProperty(Material.prototype, "onBind", {
  37292. /**
  37293. * Called during a bind event
  37294. */
  37295. set: function (callback) {
  37296. if (this._onBindObserver) {
  37297. this.onBindObservable.remove(this._onBindObserver);
  37298. }
  37299. this._onBindObserver = this.onBindObservable.add(callback);
  37300. },
  37301. enumerable: true,
  37302. configurable: true
  37303. });
  37304. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  37305. /**
  37306. * An event triggered when the material is unbound
  37307. */
  37308. get: function () {
  37309. if (!this._onUnBindObservable) {
  37310. this._onUnBindObservable = new BABYLON.Observable();
  37311. }
  37312. return this._onUnBindObservable;
  37313. },
  37314. enumerable: true,
  37315. configurable: true
  37316. });
  37317. Object.defineProperty(Material.prototype, "alphaMode", {
  37318. /**
  37319. * Gets the value of the alpha mode
  37320. */
  37321. get: function () {
  37322. return this._alphaMode;
  37323. },
  37324. /**
  37325. * Sets the value of the alpha mode.
  37326. *
  37327. * | Value | Type | Description |
  37328. * | --- | --- | --- |
  37329. * | 0 | ALPHA_DISABLE | |
  37330. * | 1 | ALPHA_ADD | |
  37331. * | 2 | ALPHA_COMBINE | |
  37332. * | 3 | ALPHA_SUBTRACT | |
  37333. * | 4 | ALPHA_MULTIPLY | |
  37334. * | 5 | ALPHA_MAXIMIZED | |
  37335. * | 6 | ALPHA_ONEONE | |
  37336. * | 7 | ALPHA_PREMULTIPLIED | |
  37337. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  37338. * | 9 | ALPHA_INTERPOLATE | |
  37339. * | 10 | ALPHA_SCREENMODE | |
  37340. *
  37341. */
  37342. set: function (value) {
  37343. if (this._alphaMode === value) {
  37344. return;
  37345. }
  37346. this._alphaMode = value;
  37347. this.markAsDirty(Material.TextureDirtyFlag);
  37348. },
  37349. enumerable: true,
  37350. configurable: true
  37351. });
  37352. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  37353. /**
  37354. * Gets the depth pre-pass value
  37355. */
  37356. get: function () {
  37357. return this._needDepthPrePass;
  37358. },
  37359. /**
  37360. * Sets the need depth pre-pass value
  37361. */
  37362. set: function (value) {
  37363. if (this._needDepthPrePass === value) {
  37364. return;
  37365. }
  37366. this._needDepthPrePass = value;
  37367. if (this._needDepthPrePass) {
  37368. this.checkReadyOnEveryCall = true;
  37369. }
  37370. },
  37371. enumerable: true,
  37372. configurable: true
  37373. });
  37374. Object.defineProperty(Material.prototype, "fogEnabled", {
  37375. /**
  37376. * Gets the value of the fog enabled state
  37377. */
  37378. get: function () {
  37379. return this._fogEnabled;
  37380. },
  37381. /**
  37382. * Sets the state for enabling fog
  37383. */
  37384. set: function (value) {
  37385. if (this._fogEnabled === value) {
  37386. return;
  37387. }
  37388. this._fogEnabled = value;
  37389. this.markAsDirty(Material.MiscDirtyFlag);
  37390. },
  37391. enumerable: true,
  37392. configurable: true
  37393. });
  37394. Object.defineProperty(Material.prototype, "wireframe", {
  37395. /**
  37396. * Gets a value specifying if wireframe mode is enabled
  37397. */
  37398. get: function () {
  37399. switch (this._fillMode) {
  37400. case Material.WireFrameFillMode:
  37401. case Material.LineListDrawMode:
  37402. case Material.LineLoopDrawMode:
  37403. case Material.LineStripDrawMode:
  37404. return true;
  37405. }
  37406. return this._scene.forceWireframe;
  37407. },
  37408. /**
  37409. * Sets the state of wireframe mode
  37410. */
  37411. set: function (value) {
  37412. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  37413. },
  37414. enumerable: true,
  37415. configurable: true
  37416. });
  37417. Object.defineProperty(Material.prototype, "pointsCloud", {
  37418. /**
  37419. * Gets the value specifying if point clouds are enabled
  37420. */
  37421. get: function () {
  37422. switch (this._fillMode) {
  37423. case Material.PointFillMode:
  37424. case Material.PointListDrawMode:
  37425. return true;
  37426. }
  37427. return this._scene.forcePointsCloud;
  37428. },
  37429. /**
  37430. * Sets the state of point cloud mode
  37431. */
  37432. set: function (value) {
  37433. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  37434. },
  37435. enumerable: true,
  37436. configurable: true
  37437. });
  37438. Object.defineProperty(Material.prototype, "fillMode", {
  37439. /**
  37440. * Gets the material fill mode
  37441. */
  37442. get: function () {
  37443. return this._fillMode;
  37444. },
  37445. /**
  37446. * Sets the material fill mode
  37447. */
  37448. set: function (value) {
  37449. if (this._fillMode === value) {
  37450. return;
  37451. }
  37452. this._fillMode = value;
  37453. this.markAsDirty(Material.MiscDirtyFlag);
  37454. },
  37455. enumerable: true,
  37456. configurable: true
  37457. });
  37458. /**
  37459. * Returns a string representation of the current material
  37460. * @param fullDetails defines a boolean indicating which levels of logging is desired
  37461. * @returns a string with material information
  37462. */
  37463. Material.prototype.toString = function (fullDetails) {
  37464. var ret = "Name: " + this.name;
  37465. if (fullDetails) {
  37466. }
  37467. return ret;
  37468. };
  37469. /**
  37470. * Gets the class name of the material
  37471. * @returns a string with the class name of the material
  37472. */
  37473. Material.prototype.getClassName = function () {
  37474. return "Material";
  37475. };
  37476. Object.defineProperty(Material.prototype, "isFrozen", {
  37477. /**
  37478. * Specifies if updates for the material been locked
  37479. */
  37480. get: function () {
  37481. return this.checkReadyOnlyOnce;
  37482. },
  37483. enumerable: true,
  37484. configurable: true
  37485. });
  37486. /**
  37487. * Locks updates for the material
  37488. */
  37489. Material.prototype.freeze = function () {
  37490. this.checkReadyOnlyOnce = true;
  37491. };
  37492. /**
  37493. * Unlocks updates for the material
  37494. */
  37495. Material.prototype.unfreeze = function () {
  37496. this.checkReadyOnlyOnce = false;
  37497. };
  37498. /**
  37499. * Specifies if the material is ready to be used
  37500. * @param mesh defines the mesh to check
  37501. * @param useInstances specifies if instances should be used
  37502. * @returns a boolean indicating if the material is ready to be used
  37503. */
  37504. Material.prototype.isReady = function (mesh, useInstances) {
  37505. return true;
  37506. };
  37507. /**
  37508. * Specifies that the submesh is ready to be used
  37509. * @param mesh defines the mesh to check
  37510. * @param subMesh defines which submesh to check
  37511. * @param useInstances specifies that instances should be used
  37512. * @returns a boolean indicating that the submesh is ready or not
  37513. */
  37514. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37515. return false;
  37516. };
  37517. /**
  37518. * Returns the material effect
  37519. * @returns the effect associated with the material
  37520. */
  37521. Material.prototype.getEffect = function () {
  37522. return this._effect;
  37523. };
  37524. /**
  37525. * Returns the current scene
  37526. * @returns a Scene
  37527. */
  37528. Material.prototype.getScene = function () {
  37529. return this._scene;
  37530. };
  37531. /**
  37532. * Specifies if the material will require alpha blending
  37533. * @returns a boolean specifying if alpha blending is needed
  37534. */
  37535. Material.prototype.needAlphaBlending = function () {
  37536. return (this.alpha < 1.0);
  37537. };
  37538. /**
  37539. * Specifies if the mesh will require alpha blending
  37540. * @param mesh defines the mesh to check
  37541. * @returns a boolean specifying if alpha blending is needed for the mesh
  37542. */
  37543. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37544. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37545. };
  37546. /**
  37547. * Specifies if this material should be rendered in alpha test mode
  37548. * @returns a boolean specifying if an alpha test is needed.
  37549. */
  37550. Material.prototype.needAlphaTesting = function () {
  37551. return false;
  37552. };
  37553. /**
  37554. * Gets the texture used for the alpha test
  37555. * @returns the texture to use for alpha testing
  37556. */
  37557. Material.prototype.getAlphaTestTexture = function () {
  37558. return null;
  37559. };
  37560. /**
  37561. * Marks the material to indicate that it needs to be re-calculated
  37562. */
  37563. Material.prototype.markDirty = function () {
  37564. this._wasPreviouslyReady = false;
  37565. };
  37566. /** @hidden */
  37567. Material.prototype._preBind = function (effect, overrideOrientation) {
  37568. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37569. var engine = this._scene.getEngine();
  37570. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37571. var reverse = orientation === Material.ClockWiseSideOrientation;
  37572. engine.enableEffect(effect ? effect : this._effect);
  37573. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37574. return reverse;
  37575. };
  37576. /**
  37577. * Binds the material to the mesh
  37578. * @param world defines the world transformation matrix
  37579. * @param mesh defines the mesh to bind the material to
  37580. */
  37581. Material.prototype.bind = function (world, mesh) {
  37582. };
  37583. /**
  37584. * Binds the submesh to the material
  37585. * @param world defines the world transformation matrix
  37586. * @param mesh defines the mesh containing the submesh
  37587. * @param subMesh defines the submesh to bind the material to
  37588. */
  37589. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37590. };
  37591. /**
  37592. * Binds the world matrix to the material
  37593. * @param world defines the world transformation matrix
  37594. */
  37595. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37596. };
  37597. /**
  37598. * Binds the scene's uniform buffer to the effect.
  37599. * @param effect defines the effect to bind to the scene uniform buffer
  37600. * @param sceneUbo defines the uniform buffer storing scene data
  37601. */
  37602. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37603. sceneUbo.bindToEffect(effect, "Scene");
  37604. };
  37605. /**
  37606. * Binds the view matrix to the effect
  37607. * @param effect defines the effect to bind the view matrix to
  37608. */
  37609. Material.prototype.bindView = function (effect) {
  37610. if (!this._useUBO) {
  37611. effect.setMatrix("view", this.getScene().getViewMatrix());
  37612. }
  37613. else {
  37614. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37615. }
  37616. };
  37617. /**
  37618. * Binds the view projection matrix to the effect
  37619. * @param effect defines the effect to bind the view projection matrix to
  37620. */
  37621. Material.prototype.bindViewProjection = function (effect) {
  37622. if (!this._useUBO) {
  37623. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37624. }
  37625. else {
  37626. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37627. }
  37628. };
  37629. /**
  37630. * Specifies if material alpha testing should be turned on for the mesh
  37631. * @param mesh defines the mesh to check
  37632. */
  37633. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37634. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37635. };
  37636. /**
  37637. * Processes to execute after binding the material to a mesh
  37638. * @param mesh defines the rendered mesh
  37639. */
  37640. Material.prototype._afterBind = function (mesh) {
  37641. this._scene._cachedMaterial = this;
  37642. if (mesh) {
  37643. this._scene._cachedVisibility = mesh.visibility;
  37644. }
  37645. else {
  37646. this._scene._cachedVisibility = 1;
  37647. }
  37648. if (this._onBindObservable && mesh) {
  37649. this._onBindObservable.notifyObservers(mesh);
  37650. }
  37651. if (this.disableDepthWrite) {
  37652. var engine = this._scene.getEngine();
  37653. this._cachedDepthWriteState = engine.getDepthWrite();
  37654. engine.setDepthWrite(false);
  37655. }
  37656. };
  37657. /**
  37658. * Unbinds the material from the mesh
  37659. */
  37660. Material.prototype.unbind = function () {
  37661. if (this._onUnBindObservable) {
  37662. this._onUnBindObservable.notifyObservers(this);
  37663. }
  37664. if (this.disableDepthWrite) {
  37665. var engine = this._scene.getEngine();
  37666. engine.setDepthWrite(this._cachedDepthWriteState);
  37667. }
  37668. };
  37669. /**
  37670. * Gets the active textures from the material
  37671. * @returns an array of textures
  37672. */
  37673. Material.prototype.getActiveTextures = function () {
  37674. return [];
  37675. };
  37676. /**
  37677. * Specifies if the material uses a texture
  37678. * @param texture defines the texture to check against the material
  37679. * @returns a boolean specifying if the material uses the texture
  37680. */
  37681. Material.prototype.hasTexture = function (texture) {
  37682. return false;
  37683. };
  37684. /**
  37685. * Makes a duplicate of the material, and gives it a new name
  37686. * @param name defines the new name for the duplicated material
  37687. * @returns the cloned material
  37688. */
  37689. Material.prototype.clone = function (name) {
  37690. return null;
  37691. };
  37692. /**
  37693. * Gets the meshes bound to the material
  37694. * @returns an array of meshes bound to the material
  37695. */
  37696. Material.prototype.getBindedMeshes = function () {
  37697. var _this = this;
  37698. if (this.meshMap) {
  37699. var result = new Array();
  37700. for (var meshId in this.meshMap) {
  37701. var mesh = this.meshMap[meshId];
  37702. if (mesh) {
  37703. result.push(mesh);
  37704. }
  37705. }
  37706. return result;
  37707. }
  37708. else {
  37709. var meshes = this._scene.meshes;
  37710. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37711. }
  37712. };
  37713. /**
  37714. * Force shader compilation
  37715. * @param mesh defines the mesh associated with this material
  37716. * @param onCompiled defines a function to execute once the material is compiled
  37717. * @param options defines the options to configure the compilation
  37718. */
  37719. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37720. var _this = this;
  37721. var localOptions = __assign({ clipPlane: false }, options);
  37722. var subMesh = new BABYLON.BaseSubMesh();
  37723. var scene = this.getScene();
  37724. var checkReady = function () {
  37725. if (!_this._scene || !_this._scene.getEngine()) {
  37726. return;
  37727. }
  37728. if (subMesh._materialDefines) {
  37729. subMesh._materialDefines._renderId = -1;
  37730. }
  37731. var clipPlaneState = scene.clipPlane;
  37732. if (localOptions.clipPlane) {
  37733. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37734. }
  37735. if (_this._storeEffectOnSubMeshes) {
  37736. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37737. if (onCompiled) {
  37738. onCompiled(_this);
  37739. }
  37740. }
  37741. else {
  37742. setTimeout(checkReady, 16);
  37743. }
  37744. }
  37745. else {
  37746. if (_this.isReady(mesh)) {
  37747. if (onCompiled) {
  37748. onCompiled(_this);
  37749. }
  37750. }
  37751. else {
  37752. setTimeout(checkReady, 16);
  37753. }
  37754. }
  37755. if (localOptions.clipPlane) {
  37756. scene.clipPlane = clipPlaneState;
  37757. }
  37758. };
  37759. checkReady();
  37760. };
  37761. /**
  37762. * Force shader compilation
  37763. * @param mesh defines the mesh that will use this material
  37764. * @param options defines additional options for compiling the shaders
  37765. * @returns a promise that resolves when the compilation completes
  37766. */
  37767. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37768. var _this = this;
  37769. return new Promise(function (resolve) {
  37770. _this.forceCompilation(mesh, function () {
  37771. resolve();
  37772. }, options);
  37773. });
  37774. };
  37775. /**
  37776. * Marks a define in the material to indicate that it needs to be re-computed
  37777. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37778. */
  37779. Material.prototype.markAsDirty = function (flag) {
  37780. if (this.getScene().blockMaterialDirtyMechanism) {
  37781. return;
  37782. }
  37783. Material._DirtyCallbackArray.length = 0;
  37784. if (flag & Material.TextureDirtyFlag) {
  37785. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37786. }
  37787. if (flag & Material.LightDirtyFlag) {
  37788. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37789. }
  37790. if (flag & Material.FresnelDirtyFlag) {
  37791. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37792. }
  37793. if (flag & Material.AttributesDirtyFlag) {
  37794. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37795. }
  37796. if (flag & Material.MiscDirtyFlag) {
  37797. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37798. }
  37799. if (Material._DirtyCallbackArray.length) {
  37800. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37801. }
  37802. this.getScene().resetCachedMaterial();
  37803. };
  37804. /**
  37805. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37806. * @param func defines a function which checks material defines against the submeshes
  37807. */
  37808. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37809. if (this.getScene().blockMaterialDirtyMechanism) {
  37810. return;
  37811. }
  37812. var meshes = this.getScene().meshes;
  37813. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37814. var mesh = meshes_1[_i];
  37815. if (!mesh.subMeshes) {
  37816. continue;
  37817. }
  37818. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37819. var subMesh = _b[_a];
  37820. if (subMesh.getMaterial() !== this) {
  37821. continue;
  37822. }
  37823. if (!subMesh._materialDefines) {
  37824. continue;
  37825. }
  37826. func(subMesh._materialDefines);
  37827. }
  37828. }
  37829. };
  37830. /**
  37831. * Indicates that image processing needs to be re-calculated for all submeshes
  37832. */
  37833. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37834. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37835. };
  37836. /**
  37837. * Indicates that textures need to be re-calculated for all submeshes
  37838. */
  37839. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37840. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37841. };
  37842. /**
  37843. * Indicates that fresnel needs to be re-calculated for all submeshes
  37844. */
  37845. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37846. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37847. };
  37848. /**
  37849. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37850. */
  37851. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37852. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37853. };
  37854. /**
  37855. * Indicates that lights need to be re-calculated for all submeshes
  37856. */
  37857. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37858. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37859. };
  37860. /**
  37861. * Indicates that attributes need to be re-calculated for all submeshes
  37862. */
  37863. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37864. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37865. };
  37866. /**
  37867. * Indicates that misc needs to be re-calculated for all submeshes
  37868. */
  37869. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37870. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37871. };
  37872. /**
  37873. * Indicates that textures and misc need to be re-calculated for all submeshes
  37874. */
  37875. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37876. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37877. };
  37878. /**
  37879. * Disposes the material
  37880. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37881. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37882. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37883. */
  37884. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37885. var scene = this.getScene();
  37886. // Animations
  37887. scene.stopAnimation(this);
  37888. scene.freeProcessedMaterials();
  37889. // Remove from scene
  37890. scene.removeMaterial(this);
  37891. if (notBoundToMesh !== true) {
  37892. // Remove from meshes
  37893. if (this.meshMap) {
  37894. for (var meshId in this.meshMap) {
  37895. var mesh = this.meshMap[meshId];
  37896. if (mesh) {
  37897. mesh.material = null; // will set the entry in the map to undefined
  37898. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37899. }
  37900. }
  37901. }
  37902. else {
  37903. var meshes = scene.meshes;
  37904. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37905. var mesh = meshes_2[_i];
  37906. if (mesh.material === this) {
  37907. mesh.material = null;
  37908. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37909. }
  37910. }
  37911. }
  37912. }
  37913. this._uniformBuffer.dispose();
  37914. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37915. if (forceDisposeEffect && this._effect) {
  37916. if (!this._storeEffectOnSubMeshes) {
  37917. scene.getEngine()._releaseEffect(this._effect);
  37918. }
  37919. this._effect = null;
  37920. }
  37921. // Callback
  37922. this.onDisposeObservable.notifyObservers(this);
  37923. this.onDisposeObservable.clear();
  37924. if (this._onBindObservable) {
  37925. this._onBindObservable.clear();
  37926. }
  37927. if (this._onUnBindObservable) {
  37928. this._onUnBindObservable.clear();
  37929. }
  37930. };
  37931. /** @hidden */
  37932. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37933. if (mesh.geometry) {
  37934. var geometry = (mesh.geometry);
  37935. var scene = this.getScene();
  37936. if (this._storeEffectOnSubMeshes) {
  37937. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37938. var subMesh = _a[_i];
  37939. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37940. if (forceDisposeEffect && subMesh._materialEffect) {
  37941. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37942. }
  37943. }
  37944. }
  37945. else {
  37946. geometry._releaseVertexArrayObject(this._effect);
  37947. }
  37948. }
  37949. };
  37950. /**
  37951. * Serializes this material
  37952. * @returns the serialized material object
  37953. */
  37954. Material.prototype.serialize = function () {
  37955. return BABYLON.SerializationHelper.Serialize(this);
  37956. };
  37957. /**
  37958. * Creates a MultiMaterial from parsed MultiMaterial data.
  37959. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37960. * @param scene defines the hosting scene
  37961. * @returns a new MultiMaterial
  37962. */
  37963. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37964. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37965. multiMaterial.id = parsedMultiMaterial.id;
  37966. if (BABYLON.Tags) {
  37967. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37968. }
  37969. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37970. var subMatId = parsedMultiMaterial.materials[matIndex];
  37971. if (subMatId) {
  37972. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37973. }
  37974. else {
  37975. multiMaterial.subMaterials.push(null);
  37976. }
  37977. }
  37978. return multiMaterial;
  37979. };
  37980. /**
  37981. * Creates a material from parsed material data
  37982. * @param parsedMaterial defines parsed material data
  37983. * @param scene defines the hosting scene
  37984. * @param rootUrl defines the root URL to use to load textures
  37985. * @returns a new material
  37986. */
  37987. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37988. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37989. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37990. }
  37991. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37992. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37993. if (!BABYLON.LegacyPBRMaterial) {
  37994. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37995. return;
  37996. }
  37997. }
  37998. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37999. return materialType.Parse(parsedMaterial, scene, rootUrl);
  38000. };
  38001. // Triangle views
  38002. Material._TriangleFillMode = 0;
  38003. Material._WireFrameFillMode = 1;
  38004. Material._PointFillMode = 2;
  38005. // Draw modes
  38006. Material._PointListDrawMode = 3;
  38007. Material._LineListDrawMode = 4;
  38008. Material._LineLoopDrawMode = 5;
  38009. Material._LineStripDrawMode = 6;
  38010. Material._TriangleStripDrawMode = 7;
  38011. Material._TriangleFanDrawMode = 8;
  38012. /**
  38013. * Stores the clock-wise side orientation
  38014. */
  38015. Material._ClockWiseSideOrientation = 0;
  38016. /**
  38017. * Stores the counter clock-wise side orientation
  38018. */
  38019. Material._CounterClockWiseSideOrientation = 1;
  38020. /**
  38021. * The dirty texture flag value
  38022. */
  38023. Material.TextureDirtyFlag = 1;
  38024. /**
  38025. * The dirty light flag value
  38026. */
  38027. Material.LightDirtyFlag = 2;
  38028. /**
  38029. * The dirty fresnel flag value
  38030. */
  38031. Material.FresnelDirtyFlag = 4;
  38032. /**
  38033. * The dirty attribute flag value
  38034. */
  38035. Material.AttributesDirtyFlag = 8;
  38036. /**
  38037. * The dirty misc flag value
  38038. */
  38039. Material.MiscDirtyFlag = 16;
  38040. /**
  38041. * The all dirty flag value
  38042. */
  38043. Material.AllDirtyFlag = 31;
  38044. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  38045. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  38046. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  38047. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  38048. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  38049. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  38050. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  38051. Material._FresnelDirtyCallBack(defines);
  38052. Material._MiscDirtyCallBack(defines);
  38053. };
  38054. Material._TextureAndMiscDirtyCallBack = function (defines) {
  38055. Material._TextureDirtyCallBack(defines);
  38056. Material._MiscDirtyCallBack(defines);
  38057. };
  38058. Material._DirtyCallbackArray = [];
  38059. Material._RunDirtyCallBacks = function (defines) {
  38060. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  38061. var cb = _a[_i];
  38062. cb(defines);
  38063. }
  38064. };
  38065. __decorate([
  38066. BABYLON.serialize()
  38067. ], Material.prototype, "id", void 0);
  38068. __decorate([
  38069. BABYLON.serialize()
  38070. ], Material.prototype, "uniqueId", void 0);
  38071. __decorate([
  38072. BABYLON.serialize()
  38073. ], Material.prototype, "name", void 0);
  38074. __decorate([
  38075. BABYLON.serialize()
  38076. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  38077. __decorate([
  38078. BABYLON.serialize()
  38079. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  38080. __decorate([
  38081. BABYLON.serialize()
  38082. ], Material.prototype, "state", void 0);
  38083. __decorate([
  38084. BABYLON.serialize("alpha")
  38085. ], Material.prototype, "_alpha", void 0);
  38086. __decorate([
  38087. BABYLON.serialize("backFaceCulling")
  38088. ], Material.prototype, "_backFaceCulling", void 0);
  38089. __decorate([
  38090. BABYLON.serialize()
  38091. ], Material.prototype, "sideOrientation", void 0);
  38092. __decorate([
  38093. BABYLON.serialize("alphaMode")
  38094. ], Material.prototype, "_alphaMode", void 0);
  38095. __decorate([
  38096. BABYLON.serialize()
  38097. ], Material.prototype, "_needDepthPrePass", void 0);
  38098. __decorate([
  38099. BABYLON.serialize()
  38100. ], Material.prototype, "disableDepthWrite", void 0);
  38101. __decorate([
  38102. BABYLON.serialize()
  38103. ], Material.prototype, "forceDepthWrite", void 0);
  38104. __decorate([
  38105. BABYLON.serialize()
  38106. ], Material.prototype, "separateCullingPass", void 0);
  38107. __decorate([
  38108. BABYLON.serialize("fogEnabled")
  38109. ], Material.prototype, "_fogEnabled", void 0);
  38110. __decorate([
  38111. BABYLON.serialize()
  38112. ], Material.prototype, "pointSize", void 0);
  38113. __decorate([
  38114. BABYLON.serialize()
  38115. ], Material.prototype, "zOffset", void 0);
  38116. __decorate([
  38117. BABYLON.serialize()
  38118. ], Material.prototype, "wireframe", null);
  38119. __decorate([
  38120. BABYLON.serialize()
  38121. ], Material.prototype, "pointsCloud", null);
  38122. __decorate([
  38123. BABYLON.serialize()
  38124. ], Material.prototype, "fillMode", null);
  38125. return Material;
  38126. }());
  38127. BABYLON.Material = Material;
  38128. })(BABYLON || (BABYLON = {}));
  38129. //# sourceMappingURL=babylon.material.js.map
  38130. var BABYLON;
  38131. (function (BABYLON) {
  38132. /**
  38133. * Uniform buffer objects.
  38134. *
  38135. * Handles blocks of uniform on the GPU.
  38136. *
  38137. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  38138. *
  38139. * For more information, please refer to :
  38140. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  38141. */
  38142. var UniformBuffer = /** @class */ (function () {
  38143. /**
  38144. * Instantiates a new Uniform buffer objects.
  38145. *
  38146. * Handles blocks of uniform on the GPU.
  38147. *
  38148. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  38149. *
  38150. * For more information, please refer to :
  38151. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  38152. * @param engine Define the engine the buffer is associated with
  38153. * @param data Define the data contained in the buffer
  38154. * @param dynamic Define if the buffer is updatable
  38155. */
  38156. function UniformBuffer(engine, data, dynamic) {
  38157. this._engine = engine;
  38158. this._noUBO = !engine.supportsUniformBuffers;
  38159. this._dynamic = dynamic;
  38160. this._data = data || [];
  38161. this._uniformLocations = {};
  38162. this._uniformSizes = {};
  38163. this._uniformLocationPointer = 0;
  38164. this._needSync = false;
  38165. if (this._noUBO) {
  38166. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  38167. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  38168. this.updateFloat = this._updateFloatForEffect;
  38169. this.updateFloat2 = this._updateFloat2ForEffect;
  38170. this.updateFloat3 = this._updateFloat3ForEffect;
  38171. this.updateFloat4 = this._updateFloat4ForEffect;
  38172. this.updateMatrix = this._updateMatrixForEffect;
  38173. this.updateVector3 = this._updateVector3ForEffect;
  38174. this.updateVector4 = this._updateVector4ForEffect;
  38175. this.updateColor3 = this._updateColor3ForEffect;
  38176. this.updateColor4 = this._updateColor4ForEffect;
  38177. }
  38178. else {
  38179. this._engine._uniformBuffers.push(this);
  38180. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  38181. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  38182. this.updateFloat = this._updateFloatForUniform;
  38183. this.updateFloat2 = this._updateFloat2ForUniform;
  38184. this.updateFloat3 = this._updateFloat3ForUniform;
  38185. this.updateFloat4 = this._updateFloat4ForUniform;
  38186. this.updateMatrix = this._updateMatrixForUniform;
  38187. this.updateVector3 = this._updateVector3ForUniform;
  38188. this.updateVector4 = this._updateVector4ForUniform;
  38189. this.updateColor3 = this._updateColor3ForUniform;
  38190. this.updateColor4 = this._updateColor4ForUniform;
  38191. }
  38192. }
  38193. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  38194. /**
  38195. * Indicates if the buffer is using the WebGL2 UBO implementation,
  38196. * or just falling back on setUniformXXX calls.
  38197. */
  38198. get: function () {
  38199. return !this._noUBO;
  38200. },
  38201. enumerable: true,
  38202. configurable: true
  38203. });
  38204. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  38205. /**
  38206. * Indicates if the WebGL underlying uniform buffer is in sync
  38207. * with the javascript cache data.
  38208. */
  38209. get: function () {
  38210. return !this._needSync;
  38211. },
  38212. enumerable: true,
  38213. configurable: true
  38214. });
  38215. /**
  38216. * Indicates if the WebGL underlying uniform buffer is dynamic.
  38217. * Also, a dynamic UniformBuffer will disable cache verification and always
  38218. * update the underlying WebGL uniform buffer to the GPU.
  38219. * @returns if Dynamic, otherwise false
  38220. */
  38221. UniformBuffer.prototype.isDynamic = function () {
  38222. return this._dynamic !== undefined;
  38223. };
  38224. /**
  38225. * The data cache on JS side.
  38226. * @returns the underlying data as a float array
  38227. */
  38228. UniformBuffer.prototype.getData = function () {
  38229. return this._bufferData;
  38230. };
  38231. /**
  38232. * The underlying WebGL Uniform buffer.
  38233. * @returns the webgl buffer
  38234. */
  38235. UniformBuffer.prototype.getBuffer = function () {
  38236. return this._buffer;
  38237. };
  38238. /**
  38239. * std140 layout specifies how to align data within an UBO structure.
  38240. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  38241. * for specs.
  38242. */
  38243. UniformBuffer.prototype._fillAlignment = function (size) {
  38244. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  38245. // and 4x4 matrices
  38246. // TODO : change if other types are used
  38247. var alignment;
  38248. if (size <= 2) {
  38249. alignment = size;
  38250. }
  38251. else {
  38252. alignment = 4;
  38253. }
  38254. if ((this._uniformLocationPointer % alignment) !== 0) {
  38255. var oldPointer = this._uniformLocationPointer;
  38256. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  38257. var diff = this._uniformLocationPointer - oldPointer;
  38258. for (var i = 0; i < diff; i++) {
  38259. this._data.push(0);
  38260. }
  38261. }
  38262. };
  38263. /**
  38264. * Adds an uniform in the buffer.
  38265. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  38266. * for the layout to be correct !
  38267. * @param name Name of the uniform, as used in the uniform block in the shader.
  38268. * @param size Data size, or data directly.
  38269. */
  38270. UniformBuffer.prototype.addUniform = function (name, size) {
  38271. if (this._noUBO) {
  38272. return;
  38273. }
  38274. if (this._uniformLocations[name] !== undefined) {
  38275. // Already existing uniform
  38276. return;
  38277. }
  38278. // This function must be called in the order of the shader layout !
  38279. // size can be the size of the uniform, or data directly
  38280. var data;
  38281. if (size instanceof Array) {
  38282. data = size;
  38283. size = data.length;
  38284. }
  38285. else {
  38286. size = size;
  38287. data = [];
  38288. // Fill with zeros
  38289. for (var i = 0; i < size; i++) {
  38290. data.push(0);
  38291. }
  38292. }
  38293. this._fillAlignment(size);
  38294. this._uniformSizes[name] = size;
  38295. this._uniformLocations[name] = this._uniformLocationPointer;
  38296. this._uniformLocationPointer += size;
  38297. for (var i = 0; i < size; i++) {
  38298. this._data.push(data[i]);
  38299. }
  38300. this._needSync = true;
  38301. };
  38302. /**
  38303. * Adds a Matrix 4x4 to the uniform buffer.
  38304. * @param name Name of the uniform, as used in the uniform block in the shader.
  38305. * @param mat A 4x4 matrix.
  38306. */
  38307. UniformBuffer.prototype.addMatrix = function (name, mat) {
  38308. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  38309. };
  38310. /**
  38311. * Adds a vec2 to the uniform buffer.
  38312. * @param name Name of the uniform, as used in the uniform block in the shader.
  38313. * @param x Define the x component value of the vec2
  38314. * @param y Define the y component value of the vec2
  38315. */
  38316. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  38317. var temp = [x, y];
  38318. this.addUniform(name, temp);
  38319. };
  38320. /**
  38321. * Adds a vec3 to the uniform buffer.
  38322. * @param name Name of the uniform, as used in the uniform block in the shader.
  38323. * @param x Define the x component value of the vec3
  38324. * @param y Define the y component value of the vec3
  38325. * @param z Define the z component value of the vec3
  38326. */
  38327. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  38328. var temp = [x, y, z];
  38329. this.addUniform(name, temp);
  38330. };
  38331. /**
  38332. * Adds a vec3 to the uniform buffer.
  38333. * @param name Name of the uniform, as used in the uniform block in the shader.
  38334. * @param color Define the vec3 from a Color
  38335. */
  38336. UniformBuffer.prototype.addColor3 = function (name, color) {
  38337. var temp = new Array();
  38338. color.toArray(temp);
  38339. this.addUniform(name, temp);
  38340. };
  38341. /**
  38342. * Adds a vec4 to the uniform buffer.
  38343. * @param name Name of the uniform, as used in the uniform block in the shader.
  38344. * @param color Define the rgb components from a Color
  38345. * @param alpha Define the a component of the vec4
  38346. */
  38347. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  38348. var temp = new Array();
  38349. color.toArray(temp);
  38350. temp.push(alpha);
  38351. this.addUniform(name, temp);
  38352. };
  38353. /**
  38354. * Adds a vec3 to the uniform buffer.
  38355. * @param name Name of the uniform, as used in the uniform block in the shader.
  38356. * @param vector Define the vec3 components from a Vector
  38357. */
  38358. UniformBuffer.prototype.addVector3 = function (name, vector) {
  38359. var temp = new Array();
  38360. vector.toArray(temp);
  38361. this.addUniform(name, temp);
  38362. };
  38363. /**
  38364. * Adds a Matrix 3x3 to the uniform buffer.
  38365. * @param name Name of the uniform, as used in the uniform block in the shader.
  38366. */
  38367. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  38368. this.addUniform(name, 12);
  38369. };
  38370. /**
  38371. * Adds a Matrix 2x2 to the uniform buffer.
  38372. * @param name Name of the uniform, as used in the uniform block in the shader.
  38373. */
  38374. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  38375. this.addUniform(name, 8);
  38376. };
  38377. /**
  38378. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  38379. */
  38380. UniformBuffer.prototype.create = function () {
  38381. if (this._noUBO) {
  38382. return;
  38383. }
  38384. if (this._buffer) {
  38385. return; // nothing to do
  38386. }
  38387. // See spec, alignment must be filled as a vec4
  38388. this._fillAlignment(4);
  38389. this._bufferData = new Float32Array(this._data);
  38390. this._rebuild();
  38391. this._needSync = true;
  38392. };
  38393. /** @hidden */
  38394. UniformBuffer.prototype._rebuild = function () {
  38395. if (this._noUBO) {
  38396. return;
  38397. }
  38398. if (this._dynamic) {
  38399. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  38400. }
  38401. else {
  38402. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  38403. }
  38404. };
  38405. /**
  38406. * Updates the WebGL Uniform Buffer on the GPU.
  38407. * If the `dynamic` flag is set to true, no cache comparison is done.
  38408. * Otherwise, the buffer will be updated only if the cache differs.
  38409. */
  38410. UniformBuffer.prototype.update = function () {
  38411. if (!this._buffer) {
  38412. this.create();
  38413. return;
  38414. }
  38415. if (!this._dynamic && !this._needSync) {
  38416. return;
  38417. }
  38418. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  38419. this._needSync = false;
  38420. };
  38421. /**
  38422. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  38423. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38424. * @param data Define the flattened data
  38425. * @param size Define the size of the data.
  38426. */
  38427. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  38428. var location = this._uniformLocations[uniformName];
  38429. if (location === undefined) {
  38430. if (this._buffer) {
  38431. // Cannot add an uniform if the buffer is already created
  38432. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  38433. return;
  38434. }
  38435. this.addUniform(uniformName, size);
  38436. location = this._uniformLocations[uniformName];
  38437. }
  38438. if (!this._buffer) {
  38439. this.create();
  38440. }
  38441. if (!this._dynamic) {
  38442. // Cache for static uniform buffers
  38443. var changed = false;
  38444. for (var i = 0; i < size; i++) {
  38445. if (this._bufferData[location + i] !== data[i]) {
  38446. changed = true;
  38447. this._bufferData[location + i] = data[i];
  38448. }
  38449. }
  38450. this._needSync = this._needSync || changed;
  38451. }
  38452. else {
  38453. // No cache for dynamic
  38454. for (var i = 0; i < size; i++) {
  38455. this._bufferData[location + i] = data[i];
  38456. }
  38457. }
  38458. };
  38459. // Update methods
  38460. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  38461. // To match std140, matrix must be realigned
  38462. for (var i = 0; i < 3; i++) {
  38463. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  38464. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  38465. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  38466. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38467. }
  38468. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  38469. };
  38470. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  38471. this._currentEffect.setMatrix3x3(name, matrix);
  38472. };
  38473. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  38474. this._currentEffect.setMatrix2x2(name, matrix);
  38475. };
  38476. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  38477. // To match std140, matrix must be realigned
  38478. for (var i = 0; i < 2; i++) {
  38479. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  38480. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  38481. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  38482. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38483. }
  38484. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  38485. };
  38486. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  38487. this._currentEffect.setFloat(name, x);
  38488. };
  38489. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38490. UniformBuffer._tempBuffer[0] = x;
  38491. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38492. };
  38493. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38494. if (suffix === void 0) { suffix = ""; }
  38495. this._currentEffect.setFloat2(name + suffix, x, y);
  38496. };
  38497. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38498. if (suffix === void 0) { suffix = ""; }
  38499. UniformBuffer._tempBuffer[0] = x;
  38500. UniformBuffer._tempBuffer[1] = y;
  38501. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38502. };
  38503. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38504. if (suffix === void 0) { suffix = ""; }
  38505. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38506. };
  38507. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38508. if (suffix === void 0) { suffix = ""; }
  38509. UniformBuffer._tempBuffer[0] = x;
  38510. UniformBuffer._tempBuffer[1] = y;
  38511. UniformBuffer._tempBuffer[2] = z;
  38512. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38513. };
  38514. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38515. if (suffix === void 0) { suffix = ""; }
  38516. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38517. };
  38518. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38519. if (suffix === void 0) { suffix = ""; }
  38520. UniformBuffer._tempBuffer[0] = x;
  38521. UniformBuffer._tempBuffer[1] = y;
  38522. UniformBuffer._tempBuffer[2] = z;
  38523. UniformBuffer._tempBuffer[3] = w;
  38524. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38525. };
  38526. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38527. this._currentEffect.setMatrix(name, mat);
  38528. };
  38529. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38530. this.updateUniform(name, mat.toArray(), 16);
  38531. };
  38532. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38533. this._currentEffect.setVector3(name, vector);
  38534. };
  38535. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38536. vector.toArray(UniformBuffer._tempBuffer);
  38537. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38538. };
  38539. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38540. this._currentEffect.setVector4(name, vector);
  38541. };
  38542. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38543. vector.toArray(UniformBuffer._tempBuffer);
  38544. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38545. };
  38546. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38547. if (suffix === void 0) { suffix = ""; }
  38548. this._currentEffect.setColor3(name + suffix, color);
  38549. };
  38550. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38551. if (suffix === void 0) { suffix = ""; }
  38552. color.toArray(UniformBuffer._tempBuffer);
  38553. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38554. };
  38555. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38556. if (suffix === void 0) { suffix = ""; }
  38557. this._currentEffect.setColor4(name + suffix, color, alpha);
  38558. };
  38559. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38560. if (suffix === void 0) { suffix = ""; }
  38561. color.toArray(UniformBuffer._tempBuffer);
  38562. UniformBuffer._tempBuffer[3] = alpha;
  38563. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38564. };
  38565. /**
  38566. * Sets a sampler uniform on the effect.
  38567. * @param name Define the name of the sampler.
  38568. * @param texture Define the texture to set in the sampler
  38569. */
  38570. UniformBuffer.prototype.setTexture = function (name, texture) {
  38571. this._currentEffect.setTexture(name, texture);
  38572. };
  38573. /**
  38574. * Directly updates the value of the uniform in the cache AND on the GPU.
  38575. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38576. * @param data Define the flattened data
  38577. */
  38578. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38579. this.updateUniform(uniformName, data, data.length);
  38580. this.update();
  38581. };
  38582. /**
  38583. * Binds this uniform buffer to an effect.
  38584. * @param effect Define the effect to bind the buffer to
  38585. * @param name Name of the uniform block in the shader.
  38586. */
  38587. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38588. this._currentEffect = effect;
  38589. if (this._noUBO || !this._buffer) {
  38590. return;
  38591. }
  38592. effect.bindUniformBuffer(this._buffer, name);
  38593. };
  38594. /**
  38595. * Disposes the uniform buffer.
  38596. */
  38597. UniformBuffer.prototype.dispose = function () {
  38598. if (this._noUBO) {
  38599. return;
  38600. }
  38601. var uniformBuffers = this._engine._uniformBuffers;
  38602. var index = uniformBuffers.indexOf(this);
  38603. if (index !== -1) {
  38604. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38605. uniformBuffers.pop();
  38606. }
  38607. if (!this._buffer) {
  38608. return;
  38609. }
  38610. if (this._engine._releaseBuffer(this._buffer)) {
  38611. this._buffer = null;
  38612. }
  38613. };
  38614. // Pool for avoiding memory leaks
  38615. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38616. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38617. return UniformBuffer;
  38618. }());
  38619. BABYLON.UniformBuffer = UniformBuffer;
  38620. })(BABYLON || (BABYLON = {}));
  38621. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38622. var BABYLON;
  38623. (function (BABYLON) {
  38624. /**
  38625. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38626. */
  38627. var VertexData = /** @class */ (function () {
  38628. function VertexData() {
  38629. }
  38630. /**
  38631. * Uses the passed data array to set the set the values for the specified kind of data
  38632. * @param data a linear array of floating numbers
  38633. * @param kind the type of data that is being set, eg positions, colors etc
  38634. */
  38635. VertexData.prototype.set = function (data, kind) {
  38636. switch (kind) {
  38637. case BABYLON.VertexBuffer.PositionKind:
  38638. this.positions = data;
  38639. break;
  38640. case BABYLON.VertexBuffer.NormalKind:
  38641. this.normals = data;
  38642. break;
  38643. case BABYLON.VertexBuffer.TangentKind:
  38644. this.tangents = data;
  38645. break;
  38646. case BABYLON.VertexBuffer.UVKind:
  38647. this.uvs = data;
  38648. break;
  38649. case BABYLON.VertexBuffer.UV2Kind:
  38650. this.uvs2 = data;
  38651. break;
  38652. case BABYLON.VertexBuffer.UV3Kind:
  38653. this.uvs3 = data;
  38654. break;
  38655. case BABYLON.VertexBuffer.UV4Kind:
  38656. this.uvs4 = data;
  38657. break;
  38658. case BABYLON.VertexBuffer.UV5Kind:
  38659. this.uvs5 = data;
  38660. break;
  38661. case BABYLON.VertexBuffer.UV6Kind:
  38662. this.uvs6 = data;
  38663. break;
  38664. case BABYLON.VertexBuffer.ColorKind:
  38665. this.colors = data;
  38666. break;
  38667. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38668. this.matricesIndices = data;
  38669. break;
  38670. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38671. this.matricesWeights = data;
  38672. break;
  38673. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38674. this.matricesIndicesExtra = data;
  38675. break;
  38676. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38677. this.matricesWeightsExtra = data;
  38678. break;
  38679. }
  38680. };
  38681. /**
  38682. * Associates the vertexData to the passed Mesh.
  38683. * Sets it as updatable or not (default `false`)
  38684. * @param mesh the mesh the vertexData is applied to
  38685. * @param updatable when used and having the value true allows new data to update the vertexData
  38686. * @returns the VertexData
  38687. */
  38688. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38689. this._applyTo(mesh, updatable);
  38690. return this;
  38691. };
  38692. /**
  38693. * Associates the vertexData to the passed Geometry.
  38694. * Sets it as updatable or not (default `false`)
  38695. * @param geometry the geometry the vertexData is applied to
  38696. * @param updatable when used and having the value true allows new data to update the vertexData
  38697. * @returns VertexData
  38698. */
  38699. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38700. this._applyTo(geometry, updatable);
  38701. return this;
  38702. };
  38703. /**
  38704. * Updates the associated mesh
  38705. * @param mesh the mesh to be updated
  38706. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38707. * @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
  38708. * @returns VertexData
  38709. */
  38710. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38711. this._update(mesh);
  38712. return this;
  38713. };
  38714. /**
  38715. * Updates the associated geometry
  38716. * @param geometry the geometry to be updated
  38717. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38718. * @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
  38719. * @returns VertexData.
  38720. */
  38721. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38722. this._update(geometry);
  38723. return this;
  38724. };
  38725. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38726. if (updatable === void 0) { updatable = false; }
  38727. if (this.positions) {
  38728. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38729. }
  38730. if (this.normals) {
  38731. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38732. }
  38733. if (this.tangents) {
  38734. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38735. }
  38736. if (this.uvs) {
  38737. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38738. }
  38739. if (this.uvs2) {
  38740. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38741. }
  38742. if (this.uvs3) {
  38743. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38744. }
  38745. if (this.uvs4) {
  38746. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38747. }
  38748. if (this.uvs5) {
  38749. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38750. }
  38751. if (this.uvs6) {
  38752. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38753. }
  38754. if (this.colors) {
  38755. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38756. }
  38757. if (this.matricesIndices) {
  38758. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38759. }
  38760. if (this.matricesWeights) {
  38761. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38762. }
  38763. if (this.matricesIndicesExtra) {
  38764. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38765. }
  38766. if (this.matricesWeightsExtra) {
  38767. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38768. }
  38769. if (this.indices) {
  38770. meshOrGeometry.setIndices(this.indices, null, updatable);
  38771. }
  38772. else {
  38773. meshOrGeometry.setIndices([], null);
  38774. }
  38775. return this;
  38776. };
  38777. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38778. if (this.positions) {
  38779. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38780. }
  38781. if (this.normals) {
  38782. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38783. }
  38784. if (this.tangents) {
  38785. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38786. }
  38787. if (this.uvs) {
  38788. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38789. }
  38790. if (this.uvs2) {
  38791. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38792. }
  38793. if (this.uvs3) {
  38794. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38795. }
  38796. if (this.uvs4) {
  38797. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38798. }
  38799. if (this.uvs5) {
  38800. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38801. }
  38802. if (this.uvs6) {
  38803. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38804. }
  38805. if (this.colors) {
  38806. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38807. }
  38808. if (this.matricesIndices) {
  38809. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38810. }
  38811. if (this.matricesWeights) {
  38812. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38813. }
  38814. if (this.matricesIndicesExtra) {
  38815. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38816. }
  38817. if (this.matricesWeightsExtra) {
  38818. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38819. }
  38820. if (this.indices) {
  38821. meshOrGeometry.setIndices(this.indices, null);
  38822. }
  38823. return this;
  38824. };
  38825. /**
  38826. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38827. * @param matrix the transforming matrix
  38828. * @returns the VertexData
  38829. */
  38830. VertexData.prototype.transform = function (matrix) {
  38831. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38832. var transformed = BABYLON.Vector3.Zero();
  38833. var index;
  38834. if (this.positions) {
  38835. var position = BABYLON.Vector3.Zero();
  38836. for (index = 0; index < this.positions.length; index += 3) {
  38837. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38838. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38839. this.positions[index] = transformed.x;
  38840. this.positions[index + 1] = transformed.y;
  38841. this.positions[index + 2] = transformed.z;
  38842. }
  38843. }
  38844. if (this.normals) {
  38845. var normal = BABYLON.Vector3.Zero();
  38846. for (index = 0; index < this.normals.length; index += 3) {
  38847. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38848. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38849. this.normals[index] = transformed.x;
  38850. this.normals[index + 1] = transformed.y;
  38851. this.normals[index + 2] = transformed.z;
  38852. }
  38853. }
  38854. if (this.tangents) {
  38855. var tangent = BABYLON.Vector4.Zero();
  38856. var tangentTransformed = BABYLON.Vector4.Zero();
  38857. for (index = 0; index < this.tangents.length; index += 4) {
  38858. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38859. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38860. this.tangents[index] = tangentTransformed.x;
  38861. this.tangents[index + 1] = tangentTransformed.y;
  38862. this.tangents[index + 2] = tangentTransformed.z;
  38863. this.tangents[index + 3] = tangentTransformed.w;
  38864. }
  38865. }
  38866. if (flip && this.indices) {
  38867. for (index = 0; index < this.indices.length; index += 3) {
  38868. var tmp = this.indices[index + 1];
  38869. this.indices[index + 1] = this.indices[index + 2];
  38870. this.indices[index + 2] = tmp;
  38871. }
  38872. }
  38873. return this;
  38874. };
  38875. /**
  38876. * Merges the passed VertexData into the current one
  38877. * @param other the VertexData to be merged into the current one
  38878. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38879. * @returns the modified VertexData
  38880. */
  38881. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38882. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38883. this._validate();
  38884. other._validate();
  38885. if (!this.normals !== !other.normals ||
  38886. !this.tangents !== !other.tangents ||
  38887. !this.uvs !== !other.uvs ||
  38888. !this.uvs2 !== !other.uvs2 ||
  38889. !this.uvs3 !== !other.uvs3 ||
  38890. !this.uvs4 !== !other.uvs4 ||
  38891. !this.uvs5 !== !other.uvs5 ||
  38892. !this.uvs6 !== !other.uvs6 ||
  38893. !this.colors !== !other.colors ||
  38894. !this.matricesIndices !== !other.matricesIndices ||
  38895. !this.matricesWeights !== !other.matricesWeights ||
  38896. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38897. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38898. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38899. }
  38900. if (other.indices) {
  38901. if (!this.indices) {
  38902. this.indices = [];
  38903. }
  38904. var offset = this.positions ? this.positions.length / 3 : 0;
  38905. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38906. if (isSrcTypedArray) {
  38907. var len = this.indices.length + other.indices.length;
  38908. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38909. temp.set(this.indices);
  38910. var decal = this.indices.length;
  38911. for (var index = 0; index < other.indices.length; index++) {
  38912. temp[decal + index] = other.indices[index] + offset;
  38913. }
  38914. this.indices = temp;
  38915. }
  38916. else {
  38917. for (var index = 0; index < other.indices.length; index++) {
  38918. this.indices.push(other.indices[index] + offset);
  38919. }
  38920. }
  38921. }
  38922. this.positions = this._mergeElement(this.positions, other.positions);
  38923. this.normals = this._mergeElement(this.normals, other.normals);
  38924. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38925. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38926. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38927. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38928. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38929. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38930. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38931. this.colors = this._mergeElement(this.colors, other.colors);
  38932. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38933. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38934. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38935. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38936. return this;
  38937. };
  38938. VertexData.prototype._mergeElement = function (source, other) {
  38939. if (!source) {
  38940. return other;
  38941. }
  38942. if (!other) {
  38943. return source;
  38944. }
  38945. var len = other.length + source.length;
  38946. var isSrcTypedArray = source instanceof Float32Array;
  38947. var isOthTypedArray = other instanceof Float32Array;
  38948. // use non-loop method when the source is Float32Array
  38949. if (isSrcTypedArray) {
  38950. var ret32 = new Float32Array(len);
  38951. ret32.set(source);
  38952. ret32.set(other, source.length);
  38953. return ret32;
  38954. // source is number[], when other is also use concat
  38955. }
  38956. else if (!isOthTypedArray) {
  38957. return source.concat(other);
  38958. // source is a number[], but other is a Float32Array, loop required
  38959. }
  38960. else {
  38961. var ret = source.slice(0); // copy source to a separate array
  38962. for (var i = 0, len = other.length; i < len; i++) {
  38963. ret.push(other[i]);
  38964. }
  38965. return ret;
  38966. }
  38967. };
  38968. VertexData.prototype._validate = function () {
  38969. if (!this.positions) {
  38970. throw new Error("Positions are required");
  38971. }
  38972. var getElementCount = function (kind, values) {
  38973. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38974. if ((values.length % stride) !== 0) {
  38975. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38976. }
  38977. return values.length / stride;
  38978. };
  38979. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38980. var validateElementCount = function (kind, values) {
  38981. var elementCount = getElementCount(kind, values);
  38982. if (elementCount !== positionsElementCount) {
  38983. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38984. }
  38985. };
  38986. if (this.normals) {
  38987. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38988. }
  38989. if (this.tangents) {
  38990. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38991. }
  38992. if (this.uvs) {
  38993. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38994. }
  38995. if (this.uvs2) {
  38996. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38997. }
  38998. if (this.uvs3) {
  38999. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  39000. }
  39001. if (this.uvs4) {
  39002. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  39003. }
  39004. if (this.uvs5) {
  39005. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  39006. }
  39007. if (this.uvs6) {
  39008. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  39009. }
  39010. if (this.colors) {
  39011. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  39012. }
  39013. if (this.matricesIndices) {
  39014. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  39015. }
  39016. if (this.matricesWeights) {
  39017. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  39018. }
  39019. if (this.matricesIndicesExtra) {
  39020. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  39021. }
  39022. if (this.matricesWeightsExtra) {
  39023. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  39024. }
  39025. };
  39026. /**
  39027. * Serializes the VertexData
  39028. * @returns a serialized object
  39029. */
  39030. VertexData.prototype.serialize = function () {
  39031. var serializationObject = this.serialize();
  39032. if (this.positions) {
  39033. serializationObject.positions = this.positions;
  39034. }
  39035. if (this.normals) {
  39036. serializationObject.normals = this.normals;
  39037. }
  39038. if (this.tangents) {
  39039. serializationObject.tangents = this.tangents;
  39040. }
  39041. if (this.uvs) {
  39042. serializationObject.uvs = this.uvs;
  39043. }
  39044. if (this.uvs2) {
  39045. serializationObject.uvs2 = this.uvs2;
  39046. }
  39047. if (this.uvs3) {
  39048. serializationObject.uvs3 = this.uvs3;
  39049. }
  39050. if (this.uvs4) {
  39051. serializationObject.uvs4 = this.uvs4;
  39052. }
  39053. if (this.uvs5) {
  39054. serializationObject.uvs5 = this.uvs5;
  39055. }
  39056. if (this.uvs6) {
  39057. serializationObject.uvs6 = this.uvs6;
  39058. }
  39059. if (this.colors) {
  39060. serializationObject.colors = this.colors;
  39061. }
  39062. if (this.matricesIndices) {
  39063. serializationObject.matricesIndices = this.matricesIndices;
  39064. serializationObject.matricesIndices._isExpanded = true;
  39065. }
  39066. if (this.matricesWeights) {
  39067. serializationObject.matricesWeights = this.matricesWeights;
  39068. }
  39069. if (this.matricesIndicesExtra) {
  39070. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  39071. serializationObject.matricesIndicesExtra._isExpanded = true;
  39072. }
  39073. if (this.matricesWeightsExtra) {
  39074. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  39075. }
  39076. serializationObject.indices = this.indices;
  39077. return serializationObject;
  39078. };
  39079. // Statics
  39080. /**
  39081. * Extracts the vertexData from a mesh
  39082. * @param mesh the mesh from which to extract the VertexData
  39083. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  39084. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  39085. * @returns the object VertexData associated to the passed mesh
  39086. */
  39087. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  39088. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  39089. };
  39090. /**
  39091. * Extracts the vertexData from the geometry
  39092. * @param geometry the geometry from which to extract the VertexData
  39093. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  39094. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  39095. * @returns the object VertexData associated to the passed mesh
  39096. */
  39097. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  39098. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  39099. };
  39100. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  39101. var result = new VertexData();
  39102. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  39103. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  39104. }
  39105. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  39106. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  39107. }
  39108. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  39109. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  39110. }
  39111. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  39112. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  39113. }
  39114. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  39115. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  39116. }
  39117. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  39118. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  39119. }
  39120. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  39121. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  39122. }
  39123. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  39124. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  39125. }
  39126. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  39127. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  39128. }
  39129. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  39130. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  39131. }
  39132. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  39133. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  39134. }
  39135. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  39136. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  39137. }
  39138. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  39139. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  39140. }
  39141. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  39142. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  39143. }
  39144. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  39145. return result;
  39146. };
  39147. /**
  39148. * Creates the VertexData for a Ribbon
  39149. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  39150. * * pathArray array of paths, each of which an array of successive Vector3
  39151. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  39152. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  39153. * * 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
  39154. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39155. * * 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)
  39156. * * 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)
  39157. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  39158. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  39159. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  39160. * @returns the VertexData of the ribbon
  39161. */
  39162. VertexData.CreateRibbon = function (options) {
  39163. var pathArray = options.pathArray;
  39164. var closeArray = options.closeArray || false;
  39165. var closePath = options.closePath || false;
  39166. var invertUV = options.invertUV || false;
  39167. var defaultOffset = Math.floor(pathArray[0].length / 2);
  39168. var offset = options.offset || defaultOffset;
  39169. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  39170. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39171. var customUV = options.uvs;
  39172. var customColors = options.colors;
  39173. var positions = [];
  39174. var indices = [];
  39175. var normals = [];
  39176. var uvs = [];
  39177. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  39178. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  39179. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  39180. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  39181. var minlg; // minimal length among all paths from pathArray
  39182. var lg = []; // array of path lengths : nb of vertex per path
  39183. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  39184. var p; // path iterator
  39185. var i; // point iterator
  39186. var j; // point iterator
  39187. // if single path in pathArray
  39188. if (pathArray.length < 2) {
  39189. var ar1 = [];
  39190. var ar2 = [];
  39191. for (i = 0; i < pathArray[0].length - offset; i++) {
  39192. ar1.push(pathArray[0][i]);
  39193. ar2.push(pathArray[0][i + offset]);
  39194. }
  39195. pathArray = [ar1, ar2];
  39196. }
  39197. // positions and horizontal distances (u)
  39198. var idc = 0;
  39199. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  39200. var path;
  39201. var l;
  39202. minlg = pathArray[0].length;
  39203. var vectlg;
  39204. var dist;
  39205. for (p = 0; p < pathArray.length; p++) {
  39206. uTotalDistance[p] = 0;
  39207. us[p] = [0];
  39208. path = pathArray[p];
  39209. l = path.length;
  39210. minlg = (minlg < l) ? minlg : l;
  39211. j = 0;
  39212. while (j < l) {
  39213. positions.push(path[j].x, path[j].y, path[j].z);
  39214. if (j > 0) {
  39215. vectlg = path[j].subtract(path[j - 1]).length();
  39216. dist = vectlg + uTotalDistance[p];
  39217. us[p].push(dist);
  39218. uTotalDistance[p] = dist;
  39219. }
  39220. j++;
  39221. }
  39222. if (closePath) { // an extra hidden vertex is added in the "positions" array
  39223. j--;
  39224. positions.push(path[0].x, path[0].y, path[0].z);
  39225. vectlg = path[j].subtract(path[0]).length();
  39226. dist = vectlg + uTotalDistance[p];
  39227. us[p].push(dist);
  39228. uTotalDistance[p] = dist;
  39229. }
  39230. lg[p] = l + closePathCorr;
  39231. idx[p] = idc;
  39232. idc += (l + closePathCorr);
  39233. }
  39234. // vertical distances (v)
  39235. var path1;
  39236. var path2;
  39237. var vertex1 = null;
  39238. var vertex2 = null;
  39239. for (i = 0; i < minlg + closePathCorr; i++) {
  39240. vTotalDistance[i] = 0;
  39241. vs[i] = [0];
  39242. for (p = 0; p < pathArray.length - 1; p++) {
  39243. path1 = pathArray[p];
  39244. path2 = pathArray[p + 1];
  39245. if (i === minlg) { // closePath
  39246. vertex1 = path1[0];
  39247. vertex2 = path2[0];
  39248. }
  39249. else {
  39250. vertex1 = path1[i];
  39251. vertex2 = path2[i];
  39252. }
  39253. vectlg = vertex2.subtract(vertex1).length();
  39254. dist = vectlg + vTotalDistance[i];
  39255. vs[i].push(dist);
  39256. vTotalDistance[i] = dist;
  39257. }
  39258. if (closeArray && vertex2 && vertex1) {
  39259. path1 = pathArray[p];
  39260. path2 = pathArray[0];
  39261. if (i === minlg) { // closePath
  39262. vertex2 = path2[0];
  39263. }
  39264. vectlg = vertex2.subtract(vertex1).length();
  39265. dist = vectlg + vTotalDistance[i];
  39266. vTotalDistance[i] = dist;
  39267. }
  39268. }
  39269. // uvs
  39270. var u;
  39271. var v;
  39272. if (customUV) {
  39273. for (p = 0; p < customUV.length; p++) {
  39274. uvs.push(customUV[p].x, customUV[p].y);
  39275. }
  39276. }
  39277. else {
  39278. for (p = 0; p < pathArray.length; p++) {
  39279. for (i = 0; i < minlg + closePathCorr; i++) {
  39280. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  39281. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  39282. if (invertUV) {
  39283. uvs.push(v, u);
  39284. }
  39285. else {
  39286. uvs.push(u, v);
  39287. }
  39288. }
  39289. }
  39290. }
  39291. // indices
  39292. p = 0; // path index
  39293. var pi = 0; // positions array index
  39294. var l1 = lg[p] - 1; // path1 length
  39295. var l2 = lg[p + 1] - 1; // path2 length
  39296. var min = (l1 < l2) ? l1 : l2; // current path stop index
  39297. var shft = idx[1] - idx[0]; // shift
  39298. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  39299. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  39300. // 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
  39301. indices.push(pi, pi + shft, pi + 1);
  39302. indices.push(pi + shft + 1, pi + 1, pi + shft);
  39303. pi += 1;
  39304. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  39305. p++;
  39306. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  39307. shft = idx[0] - idx[p];
  39308. l1 = lg[p] - 1;
  39309. l2 = lg[0] - 1;
  39310. }
  39311. else {
  39312. shft = idx[p + 1] - idx[p];
  39313. l1 = lg[p] - 1;
  39314. l2 = lg[p + 1] - 1;
  39315. }
  39316. pi = idx[p];
  39317. min = (l1 < l2) ? l1 + pi : l2 + pi;
  39318. }
  39319. }
  39320. // normals
  39321. VertexData.ComputeNormals(positions, indices, normals);
  39322. if (closePath) { // update both the first and last vertex normals to their average value
  39323. var indexFirst = 0;
  39324. var indexLast = 0;
  39325. for (p = 0; p < pathArray.length; p++) {
  39326. indexFirst = idx[p] * 3;
  39327. if (p + 1 < pathArray.length) {
  39328. indexLast = (idx[p + 1] - 1) * 3;
  39329. }
  39330. else {
  39331. indexLast = normals.length - 3;
  39332. }
  39333. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  39334. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  39335. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  39336. normals[indexLast] = normals[indexFirst];
  39337. normals[indexLast + 1] = normals[indexFirst + 1];
  39338. normals[indexLast + 2] = normals[indexFirst + 2];
  39339. }
  39340. }
  39341. // sides
  39342. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39343. // Colors
  39344. var colors = null;
  39345. if (customColors) {
  39346. colors = new Float32Array(customColors.length * 4);
  39347. for (var c = 0; c < customColors.length; c++) {
  39348. colors[c * 4] = customColors[c].r;
  39349. colors[c * 4 + 1] = customColors[c].g;
  39350. colors[c * 4 + 2] = customColors[c].b;
  39351. colors[c * 4 + 3] = customColors[c].a;
  39352. }
  39353. }
  39354. // Result
  39355. var vertexData = new VertexData();
  39356. var positions32 = new Float32Array(positions);
  39357. var normals32 = new Float32Array(normals);
  39358. var uvs32 = new Float32Array(uvs);
  39359. vertexData.indices = indices;
  39360. vertexData.positions = positions32;
  39361. vertexData.normals = normals32;
  39362. vertexData.uvs = uvs32;
  39363. if (colors) {
  39364. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  39365. }
  39366. if (closePath) {
  39367. vertexData._idx = idx;
  39368. }
  39369. return vertexData;
  39370. };
  39371. /**
  39372. * Creates the VertexData for a box
  39373. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39374. * * size sets the width, height and depth of the box to the value of size, optional default 1
  39375. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  39376. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  39377. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  39378. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  39379. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  39380. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39381. * * 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)
  39382. * * 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)
  39383. * @returns the VertexData of the box
  39384. */
  39385. VertexData.CreateBox = function (options) {
  39386. var normalsSource = [
  39387. new BABYLON.Vector3(0, 0, 1),
  39388. new BABYLON.Vector3(0, 0, -1),
  39389. new BABYLON.Vector3(1, 0, 0),
  39390. new BABYLON.Vector3(-1, 0, 0),
  39391. new BABYLON.Vector3(0, 1, 0),
  39392. new BABYLON.Vector3(0, -1, 0)
  39393. ];
  39394. var indices = [];
  39395. var positions = [];
  39396. var normals = [];
  39397. var uvs = [];
  39398. var width = options.width || options.size || 1;
  39399. var height = options.height || options.size || 1;
  39400. var depth = options.depth || options.size || 1;
  39401. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39402. var faceUV = options.faceUV || new Array(6);
  39403. var faceColors = options.faceColors;
  39404. var colors = [];
  39405. // default face colors and UV if undefined
  39406. for (var f = 0; f < 6; f++) {
  39407. if (faceUV[f] === undefined) {
  39408. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39409. }
  39410. if (faceColors && faceColors[f] === undefined) {
  39411. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39412. }
  39413. }
  39414. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  39415. // Create each face in turn.
  39416. for (var index = 0; index < normalsSource.length; index++) {
  39417. var normal = normalsSource[index];
  39418. // Get two vectors perpendicular to the face normal and to each other.
  39419. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  39420. var side2 = BABYLON.Vector3.Cross(normal, side1);
  39421. // Six indices (two triangles) per face.
  39422. var verticesLength = positions.length / 3;
  39423. indices.push(verticesLength);
  39424. indices.push(verticesLength + 1);
  39425. indices.push(verticesLength + 2);
  39426. indices.push(verticesLength);
  39427. indices.push(verticesLength + 2);
  39428. indices.push(verticesLength + 3);
  39429. // Four vertices per face.
  39430. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  39431. positions.push(vertex.x, vertex.y, vertex.z);
  39432. normals.push(normal.x, normal.y, normal.z);
  39433. uvs.push(faceUV[index].z, faceUV[index].w);
  39434. if (faceColors) {
  39435. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39436. }
  39437. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  39438. positions.push(vertex.x, vertex.y, vertex.z);
  39439. normals.push(normal.x, normal.y, normal.z);
  39440. uvs.push(faceUV[index].x, faceUV[index].w);
  39441. if (faceColors) {
  39442. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39443. }
  39444. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  39445. positions.push(vertex.x, vertex.y, vertex.z);
  39446. normals.push(normal.x, normal.y, normal.z);
  39447. uvs.push(faceUV[index].x, faceUV[index].y);
  39448. if (faceColors) {
  39449. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39450. }
  39451. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  39452. positions.push(vertex.x, vertex.y, vertex.z);
  39453. normals.push(normal.x, normal.y, normal.z);
  39454. uvs.push(faceUV[index].z, faceUV[index].y);
  39455. if (faceColors) {
  39456. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39457. }
  39458. }
  39459. // sides
  39460. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39461. // Result
  39462. var vertexData = new VertexData();
  39463. vertexData.indices = indices;
  39464. vertexData.positions = positions;
  39465. vertexData.normals = normals;
  39466. vertexData.uvs = uvs;
  39467. if (faceColors) {
  39468. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39469. vertexData.colors = totalColors;
  39470. }
  39471. return vertexData;
  39472. };
  39473. /**
  39474. * Creates the VertexData for an ellipsoid, defaults to a sphere
  39475. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39476. * * segments sets the number of horizontal strips optional, default 32
  39477. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  39478. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  39479. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  39480. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  39481. * * 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
  39482. * * 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
  39483. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39484. * * 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)
  39485. * * 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)
  39486. * @returns the VertexData of the ellipsoid
  39487. */
  39488. VertexData.CreateSphere = function (options) {
  39489. var segments = options.segments || 32;
  39490. var diameterX = options.diameterX || options.diameter || 1;
  39491. var diameterY = options.diameterY || options.diameter || 1;
  39492. var diameterZ = options.diameterZ || options.diameter || 1;
  39493. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39494. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39495. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39496. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39497. var totalZRotationSteps = 2 + segments;
  39498. var totalYRotationSteps = 2 * totalZRotationSteps;
  39499. var indices = [];
  39500. var positions = [];
  39501. var normals = [];
  39502. var uvs = [];
  39503. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39504. var normalizedZ = zRotationStep / totalZRotationSteps;
  39505. var angleZ = normalizedZ * Math.PI * slice;
  39506. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39507. var normalizedY = yRotationStep / totalYRotationSteps;
  39508. var angleY = normalizedY * Math.PI * 2 * arc;
  39509. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39510. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39511. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39512. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39513. var vertex = complete.multiply(radius);
  39514. var normal = complete.divide(radius).normalize();
  39515. positions.push(vertex.x, vertex.y, vertex.z);
  39516. normals.push(normal.x, normal.y, normal.z);
  39517. uvs.push(normalizedY, normalizedZ);
  39518. }
  39519. if (zRotationStep > 0) {
  39520. var verticesCount = positions.length / 3;
  39521. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39522. indices.push((firstIndex));
  39523. indices.push((firstIndex + 1));
  39524. indices.push(firstIndex + totalYRotationSteps + 1);
  39525. indices.push((firstIndex + totalYRotationSteps + 1));
  39526. indices.push((firstIndex + 1));
  39527. indices.push((firstIndex + totalYRotationSteps + 2));
  39528. }
  39529. }
  39530. }
  39531. // Sides
  39532. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39533. // Result
  39534. var vertexData = new VertexData();
  39535. vertexData.indices = indices;
  39536. vertexData.positions = positions;
  39537. vertexData.normals = normals;
  39538. vertexData.uvs = uvs;
  39539. return vertexData;
  39540. };
  39541. /**
  39542. * Creates the VertexData for a cylinder, cone or prism
  39543. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39544. * * height sets the height (y direction) of the cylinder, optional, default 2
  39545. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39546. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39547. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39548. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39549. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39550. * * 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
  39551. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39552. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39553. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39554. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39555. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39556. * * 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)
  39557. * * 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)
  39558. * @returns the VertexData of the cylinder, cone or prism
  39559. */
  39560. VertexData.CreateCylinder = function (options) {
  39561. var height = options.height || 2;
  39562. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39563. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39564. var tessellation = options.tessellation || 24;
  39565. var subdivisions = options.subdivisions || 1;
  39566. var hasRings = options.hasRings ? true : false;
  39567. var enclose = options.enclose ? true : false;
  39568. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39569. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39570. var faceUV = options.faceUV || new Array(3);
  39571. var faceColors = options.faceColors;
  39572. // default face colors and UV if undefined
  39573. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39574. var ringNb = (hasRings) ? subdivisions : 1;
  39575. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39576. var f;
  39577. for (f = 0; f < surfaceNb; f++) {
  39578. if (faceColors && faceColors[f] === undefined) {
  39579. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39580. }
  39581. }
  39582. for (f = 0; f < surfaceNb; f++) {
  39583. if (faceUV && faceUV[f] === undefined) {
  39584. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39585. }
  39586. }
  39587. var indices = new Array();
  39588. var positions = new Array();
  39589. var normals = new Array();
  39590. var uvs = new Array();
  39591. var colors = new Array();
  39592. var angle_step = Math.PI * 2 * arc / tessellation;
  39593. var angle;
  39594. var h;
  39595. var radius;
  39596. var tan = (diameterBottom - diameterTop) / 2 / height;
  39597. var ringVertex = BABYLON.Vector3.Zero();
  39598. var ringNormal = BABYLON.Vector3.Zero();
  39599. var ringFirstVertex = BABYLON.Vector3.Zero();
  39600. var ringFirstNormal = BABYLON.Vector3.Zero();
  39601. var quadNormal = BABYLON.Vector3.Zero();
  39602. var Y = BABYLON.Axis.Y;
  39603. // positions, normals, uvs
  39604. var i;
  39605. var j;
  39606. var r;
  39607. var ringIdx = 1;
  39608. var s = 1; // surface index
  39609. var cs = 0;
  39610. var v = 0;
  39611. for (i = 0; i <= subdivisions; i++) {
  39612. h = i / subdivisions;
  39613. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39614. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39615. for (r = 0; r < ringIdx; r++) {
  39616. if (hasRings) {
  39617. s += r;
  39618. }
  39619. if (enclose) {
  39620. s += 2 * r;
  39621. }
  39622. for (j = 0; j <= tessellation; j++) {
  39623. angle = j * angle_step;
  39624. // position
  39625. ringVertex.x = Math.cos(-angle) * radius;
  39626. ringVertex.y = -height / 2 + h * height;
  39627. ringVertex.z = Math.sin(-angle) * radius;
  39628. // normal
  39629. if (diameterTop === 0 && i === subdivisions) {
  39630. // if no top cap, reuse former normals
  39631. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39632. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39633. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39634. }
  39635. else {
  39636. ringNormal.x = ringVertex.x;
  39637. ringNormal.z = ringVertex.z;
  39638. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39639. ringNormal.normalize();
  39640. }
  39641. // keep first ring vertex values for enclose
  39642. if (j === 0) {
  39643. ringFirstVertex.copyFrom(ringVertex);
  39644. ringFirstNormal.copyFrom(ringNormal);
  39645. }
  39646. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39647. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39648. if (hasRings) {
  39649. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39650. }
  39651. else {
  39652. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39653. }
  39654. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39655. if (faceColors) {
  39656. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39657. }
  39658. }
  39659. // if enclose, add four vertices and their dedicated normals
  39660. if (arc !== 1 && enclose) {
  39661. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39662. positions.push(0, ringVertex.y, 0);
  39663. positions.push(0, ringVertex.y, 0);
  39664. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39665. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39666. quadNormal.normalize();
  39667. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39668. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39669. quadNormal.normalize();
  39670. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39671. if (hasRings) {
  39672. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39673. }
  39674. else {
  39675. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39676. }
  39677. uvs.push(faceUV[s + 1].x, v);
  39678. uvs.push(faceUV[s + 1].z, v);
  39679. if (hasRings) {
  39680. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39681. }
  39682. else {
  39683. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39684. }
  39685. uvs.push(faceUV[s + 2].x, v);
  39686. uvs.push(faceUV[s + 2].z, v);
  39687. if (faceColors) {
  39688. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39689. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39690. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39691. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39692. }
  39693. }
  39694. if (cs !== s) {
  39695. cs = s;
  39696. }
  39697. }
  39698. }
  39699. // indices
  39700. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39701. var s;
  39702. i = 0;
  39703. for (s = 0; s < subdivisions; s++) {
  39704. var i0 = 0;
  39705. var i1 = 0;
  39706. var i2 = 0;
  39707. var i3 = 0;
  39708. for (j = 0; j < tessellation; j++) {
  39709. i0 = i * (e + 1) + j;
  39710. i1 = (i + 1) * (e + 1) + j;
  39711. i2 = i * (e + 1) + (j + 1);
  39712. i3 = (i + 1) * (e + 1) + (j + 1);
  39713. indices.push(i0, i1, i2);
  39714. indices.push(i3, i2, i1);
  39715. }
  39716. if (arc !== 1 && enclose) { // if enclose, add two quads
  39717. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39718. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39719. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39720. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39721. }
  39722. i = (hasRings) ? (i + 2) : (i + 1);
  39723. }
  39724. // Caps
  39725. var createCylinderCap = function (isTop) {
  39726. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39727. if (radius === 0) {
  39728. return;
  39729. }
  39730. // Cap positions, normals & uvs
  39731. var angle;
  39732. var circleVector;
  39733. var i;
  39734. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39735. var c = null;
  39736. if (faceColors) {
  39737. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39738. }
  39739. // cap center
  39740. var vbase = positions.length / 3;
  39741. var offset = isTop ? height / 2 : -height / 2;
  39742. var center = new BABYLON.Vector3(0, offset, 0);
  39743. positions.push(center.x, center.y, center.z);
  39744. normals.push(0, isTop ? 1 : -1, 0);
  39745. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39746. if (c) {
  39747. colors.push(c.r, c.g, c.b, c.a);
  39748. }
  39749. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39750. for (i = 0; i <= tessellation; i++) {
  39751. angle = Math.PI * 2 * i * arc / tessellation;
  39752. var cos = Math.cos(-angle);
  39753. var sin = Math.sin(-angle);
  39754. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39755. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39756. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39757. normals.push(0, isTop ? 1 : -1, 0);
  39758. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39759. if (c) {
  39760. colors.push(c.r, c.g, c.b, c.a);
  39761. }
  39762. }
  39763. // Cap indices
  39764. for (i = 0; i < tessellation; i++) {
  39765. if (!isTop) {
  39766. indices.push(vbase);
  39767. indices.push(vbase + (i + 1));
  39768. indices.push(vbase + (i + 2));
  39769. }
  39770. else {
  39771. indices.push(vbase);
  39772. indices.push(vbase + (i + 2));
  39773. indices.push(vbase + (i + 1));
  39774. }
  39775. }
  39776. };
  39777. // add caps to geometry
  39778. createCylinderCap(false);
  39779. createCylinderCap(true);
  39780. // Sides
  39781. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39782. var vertexData = new VertexData();
  39783. vertexData.indices = indices;
  39784. vertexData.positions = positions;
  39785. vertexData.normals = normals;
  39786. vertexData.uvs = uvs;
  39787. if (faceColors) {
  39788. vertexData.colors = colors;
  39789. }
  39790. return vertexData;
  39791. };
  39792. /**
  39793. * Creates the VertexData for a torus
  39794. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39795. * * diameter the diameter of the torus, optional default 1
  39796. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39797. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39798. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39799. * * 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)
  39800. * * 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)
  39801. * @returns the VertexData of the torus
  39802. */
  39803. VertexData.CreateTorus = function (options) {
  39804. var indices = [];
  39805. var positions = [];
  39806. var normals = [];
  39807. var uvs = [];
  39808. var diameter = options.diameter || 1;
  39809. var thickness = options.thickness || 0.5;
  39810. var tessellation = options.tessellation || 16;
  39811. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39812. var stride = tessellation + 1;
  39813. for (var i = 0; i <= tessellation; i++) {
  39814. var u = i / tessellation;
  39815. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39816. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39817. for (var j = 0; j <= tessellation; j++) {
  39818. var v = 1 - j / tessellation;
  39819. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39820. var dx = Math.cos(innerAngle);
  39821. var dy = Math.sin(innerAngle);
  39822. // Create a vertex.
  39823. var normal = new BABYLON.Vector3(dx, dy, 0);
  39824. var position = normal.scale(thickness / 2);
  39825. var textureCoordinate = new BABYLON.Vector2(u, v);
  39826. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39827. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39828. positions.push(position.x, position.y, position.z);
  39829. normals.push(normal.x, normal.y, normal.z);
  39830. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39831. // And create indices for two triangles.
  39832. var nextI = (i + 1) % stride;
  39833. var nextJ = (j + 1) % stride;
  39834. indices.push(i * stride + j);
  39835. indices.push(i * stride + nextJ);
  39836. indices.push(nextI * stride + j);
  39837. indices.push(i * stride + nextJ);
  39838. indices.push(nextI * stride + nextJ);
  39839. indices.push(nextI * stride + j);
  39840. }
  39841. }
  39842. // Sides
  39843. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39844. // Result
  39845. var vertexData = new VertexData();
  39846. vertexData.indices = indices;
  39847. vertexData.positions = positions;
  39848. vertexData.normals = normals;
  39849. vertexData.uvs = uvs;
  39850. return vertexData;
  39851. };
  39852. /**
  39853. * Creates the VertexData of the LineSystem
  39854. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39855. * - lines an array of lines, each line being an array of successive Vector3
  39856. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39857. * @returns the VertexData of the LineSystem
  39858. */
  39859. VertexData.CreateLineSystem = function (options) {
  39860. var indices = [];
  39861. var positions = [];
  39862. var lines = options.lines;
  39863. var colors = options.colors;
  39864. var vertexColors = [];
  39865. var idx = 0;
  39866. for (var l = 0; l < lines.length; l++) {
  39867. var points = lines[l];
  39868. for (var index = 0; index < points.length; index++) {
  39869. positions.push(points[index].x, points[index].y, points[index].z);
  39870. if (colors) {
  39871. var color = colors[l];
  39872. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39873. }
  39874. if (index > 0) {
  39875. indices.push(idx - 1);
  39876. indices.push(idx);
  39877. }
  39878. idx++;
  39879. }
  39880. }
  39881. var vertexData = new VertexData();
  39882. vertexData.indices = indices;
  39883. vertexData.positions = positions;
  39884. if (colors) {
  39885. vertexData.colors = vertexColors;
  39886. }
  39887. return vertexData;
  39888. };
  39889. /**
  39890. * Create the VertexData for a DashedLines
  39891. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39892. * - points an array successive Vector3
  39893. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39894. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39895. * - dashNb the intended total number of dashes, optional, default 200
  39896. * @returns the VertexData for the DashedLines
  39897. */
  39898. VertexData.CreateDashedLines = function (options) {
  39899. var dashSize = options.dashSize || 3;
  39900. var gapSize = options.gapSize || 1;
  39901. var dashNb = options.dashNb || 200;
  39902. var points = options.points;
  39903. var positions = new Array();
  39904. var indices = new Array();
  39905. var curvect = BABYLON.Vector3.Zero();
  39906. var lg = 0;
  39907. var nb = 0;
  39908. var shft = 0;
  39909. var dashshft = 0;
  39910. var curshft = 0;
  39911. var idx = 0;
  39912. var i = 0;
  39913. for (i = 0; i < points.length - 1; i++) {
  39914. points[i + 1].subtractToRef(points[i], curvect);
  39915. lg += curvect.length();
  39916. }
  39917. shft = lg / dashNb;
  39918. dashshft = dashSize * shft / (dashSize + gapSize);
  39919. for (i = 0; i < points.length - 1; i++) {
  39920. points[i + 1].subtractToRef(points[i], curvect);
  39921. nb = Math.floor(curvect.length() / shft);
  39922. curvect.normalize();
  39923. for (var j = 0; j < nb; j++) {
  39924. curshft = shft * j;
  39925. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39926. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39927. indices.push(idx, idx + 1);
  39928. idx += 2;
  39929. }
  39930. }
  39931. // Result
  39932. var vertexData = new VertexData();
  39933. vertexData.positions = positions;
  39934. vertexData.indices = indices;
  39935. return vertexData;
  39936. };
  39937. /**
  39938. * Creates the VertexData for a Ground
  39939. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39940. * - width the width (x direction) of the ground, optional, default 1
  39941. * - height the height (z direction) of the ground, optional, default 1
  39942. * - subdivisions the number of subdivisions per side, optional, default 1
  39943. * @returns the VertexData of the Ground
  39944. */
  39945. VertexData.CreateGround = function (options) {
  39946. var indices = [];
  39947. var positions = [];
  39948. var normals = [];
  39949. var uvs = [];
  39950. var row, col;
  39951. var width = options.width || 1;
  39952. var height = options.height || 1;
  39953. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39954. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39955. for (row = 0; row <= subdivisionsY; row++) {
  39956. for (col = 0; col <= subdivisionsX; col++) {
  39957. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39958. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39959. positions.push(position.x, position.y, position.z);
  39960. normals.push(normal.x, normal.y, normal.z);
  39961. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39962. }
  39963. }
  39964. for (row = 0; row < subdivisionsY; row++) {
  39965. for (col = 0; col < subdivisionsX; col++) {
  39966. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39967. indices.push(col + 1 + row * (subdivisionsX + 1));
  39968. indices.push(col + row * (subdivisionsX + 1));
  39969. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39970. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39971. indices.push(col + row * (subdivisionsX + 1));
  39972. }
  39973. }
  39974. // Result
  39975. var vertexData = new VertexData();
  39976. vertexData.indices = indices;
  39977. vertexData.positions = positions;
  39978. vertexData.normals = normals;
  39979. vertexData.uvs = uvs;
  39980. return vertexData;
  39981. };
  39982. /**
  39983. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39984. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39985. * * xmin the ground minimum X coordinate, optional, default -1
  39986. * * zmin the ground minimum Z coordinate, optional, default -1
  39987. * * xmax the ground maximum X coordinate, optional, default 1
  39988. * * zmax the ground maximum Z coordinate, optional, default 1
  39989. * * 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}
  39990. * * 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}
  39991. * @returns the VertexData of the TiledGround
  39992. */
  39993. VertexData.CreateTiledGround = function (options) {
  39994. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39995. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39996. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39997. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39998. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39999. var precision = options.precision || { w: 1, h: 1 };
  40000. var indices = new Array();
  40001. var positions = new Array();
  40002. var normals = new Array();
  40003. var uvs = new Array();
  40004. var row, col, tileRow, tileCol;
  40005. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  40006. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  40007. precision.w = (precision.w < 1) ? 1 : precision.w;
  40008. precision.h = (precision.h < 1) ? 1 : precision.h;
  40009. var tileSize = {
  40010. 'w': (xmax - xmin) / subdivisions.w,
  40011. 'h': (zmax - zmin) / subdivisions.h
  40012. };
  40013. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  40014. // Indices
  40015. var base = positions.length / 3;
  40016. var rowLength = precision.w + 1;
  40017. for (row = 0; row < precision.h; row++) {
  40018. for (col = 0; col < precision.w; col++) {
  40019. var square = [
  40020. base + col + row * rowLength,
  40021. base + (col + 1) + row * rowLength,
  40022. base + (col + 1) + (row + 1) * rowLength,
  40023. base + col + (row + 1) * rowLength
  40024. ];
  40025. indices.push(square[1]);
  40026. indices.push(square[2]);
  40027. indices.push(square[3]);
  40028. indices.push(square[0]);
  40029. indices.push(square[1]);
  40030. indices.push(square[3]);
  40031. }
  40032. }
  40033. // Position, normals and uvs
  40034. var position = BABYLON.Vector3.Zero();
  40035. var normal = new BABYLON.Vector3(0, 1.0, 0);
  40036. for (row = 0; row <= precision.h; row++) {
  40037. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  40038. for (col = 0; col <= precision.w; col++) {
  40039. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  40040. position.y = 0;
  40041. positions.push(position.x, position.y, position.z);
  40042. normals.push(normal.x, normal.y, normal.z);
  40043. uvs.push(col / precision.w, row / precision.h);
  40044. }
  40045. }
  40046. }
  40047. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  40048. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  40049. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  40050. }
  40051. }
  40052. // Result
  40053. var vertexData = new VertexData();
  40054. vertexData.indices = indices;
  40055. vertexData.positions = positions;
  40056. vertexData.normals = normals;
  40057. vertexData.uvs = uvs;
  40058. return vertexData;
  40059. };
  40060. /**
  40061. * Creates the VertexData of the Ground designed from a heightmap
  40062. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  40063. * * width the width (x direction) of the ground
  40064. * * height the height (z direction) of the ground
  40065. * * subdivisions the number of subdivisions per side
  40066. * * minHeight the minimum altitude on the ground, optional, default 0
  40067. * * maxHeight the maximum altitude on the ground, optional default 1
  40068. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  40069. * * buffer the array holding the image color data
  40070. * * bufferWidth the width of image
  40071. * * bufferHeight the height of image
  40072. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  40073. * @returns the VertexData of the Ground designed from a heightmap
  40074. */
  40075. VertexData.CreateGroundFromHeightMap = function (options) {
  40076. var indices = [];
  40077. var positions = [];
  40078. var normals = [];
  40079. var uvs = [];
  40080. var row, col;
  40081. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  40082. var alphaFilter = options.alphaFilter || 0.0;
  40083. // Vertices
  40084. for (row = 0; row <= options.subdivisions; row++) {
  40085. for (col = 0; col <= options.subdivisions; col++) {
  40086. 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));
  40087. // Compute height
  40088. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  40089. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  40090. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  40091. var r = options.buffer[pos] / 255.0;
  40092. var g = options.buffer[pos + 1] / 255.0;
  40093. var b = options.buffer[pos + 2] / 255.0;
  40094. var a = options.buffer[pos + 3] / 255.0;
  40095. var gradient = r * filter.r + g * filter.g + b * filter.b;
  40096. // If our alpha channel is not within our filter then we will assign a 'special' height
  40097. // Then when building the indices, we will ignore any vertex that is using the special height
  40098. if (a >= alphaFilter) {
  40099. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  40100. }
  40101. else {
  40102. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  40103. }
  40104. // Add vertex
  40105. positions.push(position.x, position.y, position.z);
  40106. normals.push(0, 0, 0);
  40107. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  40108. }
  40109. }
  40110. // Indices
  40111. for (row = 0; row < options.subdivisions; row++) {
  40112. for (col = 0; col < options.subdivisions; col++) {
  40113. // Calculate Indices
  40114. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  40115. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  40116. var idx3 = (col + row * (options.subdivisions + 1));
  40117. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  40118. // Check that all indices are visible (based on our special height)
  40119. // Only display the vertex if all Indices are visible
  40120. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  40121. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  40122. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  40123. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  40124. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  40125. indices.push(idx1);
  40126. indices.push(idx2);
  40127. indices.push(idx3);
  40128. }
  40129. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  40130. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  40131. indices.push(idx4);
  40132. indices.push(idx1);
  40133. indices.push(idx3);
  40134. }
  40135. }
  40136. }
  40137. // Normals
  40138. VertexData.ComputeNormals(positions, indices, normals);
  40139. // Result
  40140. var vertexData = new VertexData();
  40141. vertexData.indices = indices;
  40142. vertexData.positions = positions;
  40143. vertexData.normals = normals;
  40144. vertexData.uvs = uvs;
  40145. return vertexData;
  40146. };
  40147. /**
  40148. * Creates the VertexData for a Plane
  40149. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  40150. * * size sets the width and height of the plane to the value of size, optional default 1
  40151. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  40152. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  40153. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40154. * * 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)
  40155. * * 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)
  40156. * @returns the VertexData of the box
  40157. */
  40158. VertexData.CreatePlane = function (options) {
  40159. var indices = [];
  40160. var positions = [];
  40161. var normals = [];
  40162. var uvs = [];
  40163. var width = options.width || options.size || 1;
  40164. var height = options.height || options.size || 1;
  40165. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40166. // Vertices
  40167. var halfWidth = width / 2.0;
  40168. var halfHeight = height / 2.0;
  40169. positions.push(-halfWidth, -halfHeight, 0);
  40170. normals.push(0, 0, -1.0);
  40171. uvs.push(0.0, 0.0);
  40172. positions.push(halfWidth, -halfHeight, 0);
  40173. normals.push(0, 0, -1.0);
  40174. uvs.push(1.0, 0.0);
  40175. positions.push(halfWidth, halfHeight, 0);
  40176. normals.push(0, 0, -1.0);
  40177. uvs.push(1.0, 1.0);
  40178. positions.push(-halfWidth, halfHeight, 0);
  40179. normals.push(0, 0, -1.0);
  40180. uvs.push(0.0, 1.0);
  40181. // Indices
  40182. indices.push(0);
  40183. indices.push(1);
  40184. indices.push(2);
  40185. indices.push(0);
  40186. indices.push(2);
  40187. indices.push(3);
  40188. // Sides
  40189. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40190. // Result
  40191. var vertexData = new VertexData();
  40192. vertexData.indices = indices;
  40193. vertexData.positions = positions;
  40194. vertexData.normals = normals;
  40195. vertexData.uvs = uvs;
  40196. return vertexData;
  40197. };
  40198. /**
  40199. * Creates the VertexData of the Disc or regular Polygon
  40200. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  40201. * * radius the radius of the disc, optional default 0.5
  40202. * * tessellation the number of polygon sides, optional, default 64
  40203. * * 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
  40204. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40205. * * 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)
  40206. * * 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)
  40207. * @returns the VertexData of the box
  40208. */
  40209. VertexData.CreateDisc = function (options) {
  40210. var positions = new Array();
  40211. var indices = new Array();
  40212. var normals = new Array();
  40213. var uvs = new Array();
  40214. var radius = options.radius || 0.5;
  40215. var tessellation = options.tessellation || 64;
  40216. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  40217. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40218. // positions and uvs
  40219. positions.push(0, 0, 0); // disc center first
  40220. uvs.push(0.5, 0.5);
  40221. var theta = Math.PI * 2 * arc;
  40222. var step = theta / tessellation;
  40223. for (var a = 0; a < theta; a += step) {
  40224. var x = Math.cos(a);
  40225. var y = Math.sin(a);
  40226. var u = (x + 1) / 2;
  40227. var v = (1 - y) / 2;
  40228. positions.push(radius * x, radius * y, 0);
  40229. uvs.push(u, v);
  40230. }
  40231. if (arc === 1) {
  40232. positions.push(positions[3], positions[4], positions[5]); // close the circle
  40233. uvs.push(uvs[2], uvs[3]);
  40234. }
  40235. //indices
  40236. var vertexNb = positions.length / 3;
  40237. for (var i = 1; i < vertexNb - 1; i++) {
  40238. indices.push(i + 1, 0, i);
  40239. }
  40240. // result
  40241. VertexData.ComputeNormals(positions, indices, normals);
  40242. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40243. var vertexData = new VertexData();
  40244. vertexData.indices = indices;
  40245. vertexData.positions = positions;
  40246. vertexData.normals = normals;
  40247. vertexData.uvs = uvs;
  40248. return vertexData;
  40249. };
  40250. /**
  40251. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  40252. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  40253. * @param polygon a mesh built from polygonTriangulation.build()
  40254. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40255. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40256. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40257. * @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)
  40258. * @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)
  40259. * @returns the VertexData of the Polygon
  40260. */
  40261. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  40262. var faceUV = fUV || new Array(3);
  40263. var faceColors = fColors;
  40264. var colors = [];
  40265. // default face colors and UV if undefined
  40266. for (var f = 0; f < 3; f++) {
  40267. if (faceUV[f] === undefined) {
  40268. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40269. }
  40270. if (faceColors && faceColors[f] === undefined) {
  40271. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40272. }
  40273. }
  40274. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40275. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  40276. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  40277. var indices = polygon.getIndices();
  40278. // set face colours and textures
  40279. var idx = 0;
  40280. var face = 0;
  40281. for (var index = 0; index < normals.length; index += 3) {
  40282. //Edge Face no. 1
  40283. if (Math.abs(normals[index + 1]) < 0.001) {
  40284. face = 1;
  40285. }
  40286. //Top Face no. 0
  40287. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  40288. face = 0;
  40289. }
  40290. //Bottom Face no. 2
  40291. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  40292. face = 2;
  40293. }
  40294. idx = index / 3;
  40295. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  40296. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  40297. if (faceColors) {
  40298. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  40299. }
  40300. }
  40301. // sides
  40302. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  40303. // Result
  40304. var vertexData = new VertexData();
  40305. vertexData.indices = indices;
  40306. vertexData.positions = positions;
  40307. vertexData.normals = normals;
  40308. vertexData.uvs = uvs;
  40309. if (faceColors) {
  40310. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  40311. vertexData.colors = totalColors;
  40312. }
  40313. return vertexData;
  40314. };
  40315. /**
  40316. * Creates the VertexData of the IcoSphere
  40317. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  40318. * * radius the radius of the IcoSphere, optional default 1
  40319. * * radiusX allows stretching in the x direction, optional, default radius
  40320. * * radiusY allows stretching in the y direction, optional, default radius
  40321. * * radiusZ allows stretching in the z direction, optional, default radius
  40322. * * flat when true creates a flat shaded mesh, optional, default true
  40323. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40324. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40325. * * 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)
  40326. * * 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)
  40327. * @returns the VertexData of the IcoSphere
  40328. */
  40329. VertexData.CreateIcoSphere = function (options) {
  40330. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40331. var radius = options.radius || 1;
  40332. var flat = (options.flat === undefined) ? true : options.flat;
  40333. var subdivisions = options.subdivisions || 4;
  40334. var radiusX = options.radiusX || radius;
  40335. var radiusY = options.radiusY || radius;
  40336. var radiusZ = options.radiusZ || radius;
  40337. var t = (1 + Math.sqrt(5)) / 2;
  40338. // 12 vertex x,y,z
  40339. var ico_vertices = [
  40340. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  40341. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  40342. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  40343. ];
  40344. // index of 3 vertex makes a face of icopshere
  40345. var ico_indices = [
  40346. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  40347. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  40348. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  40349. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  40350. ];
  40351. // vertex for uv have aliased position, not for UV
  40352. var vertices_unalias_id = [
  40353. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  40354. // vertex alias
  40355. 0,
  40356. 2,
  40357. 3,
  40358. 3,
  40359. 3,
  40360. 4,
  40361. 7,
  40362. 8,
  40363. 9,
  40364. 9,
  40365. 10,
  40366. 11 // 23: B + 12
  40367. ];
  40368. // uv as integer step (not pixels !)
  40369. var ico_vertexuv = [
  40370. 5, 1, 3, 1, 6, 4, 0, 0,
  40371. 5, 3, 4, 2, 2, 2, 4, 0,
  40372. 2, 0, 1, 1, 6, 0, 6, 2,
  40373. // vertex alias (for same vertex on different faces)
  40374. 0, 4,
  40375. 3, 3,
  40376. 4, 4,
  40377. 3, 1,
  40378. 4, 2,
  40379. 4, 4,
  40380. 0, 2,
  40381. 1, 1,
  40382. 2, 2,
  40383. 3, 3,
  40384. 1, 3,
  40385. 2, 4 // 23: B + 12
  40386. ];
  40387. // Vertices[0, 1, ...9, A, B] : position on UV plane
  40388. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  40389. // First island of uv mapping
  40390. // v = 4h 3+ 2
  40391. // v = 3h 9+ 4
  40392. // v = 2h 9+ 5 B
  40393. // v = 1h 9 1 0
  40394. // v = 0h 3 8 7 A
  40395. // u = 0 1 2 3 4 5 6 *a
  40396. // Second island of uv mapping
  40397. // v = 4h 0+ B+ 4+
  40398. // v = 3h A+ 2+
  40399. // v = 2h 7+ 6 3+
  40400. // v = 1h 8+ 3+
  40401. // v = 0h
  40402. // u = 0 1 2 3 4 5 6 *a
  40403. // Face layout on texture UV mapping
  40404. // ============
  40405. // \ 4 /\ 16 / ======
  40406. // \ / \ / /\ 11 /
  40407. // \/ 7 \/ / \ /
  40408. // ======= / 10 \/
  40409. // /\ 17 /\ =======
  40410. // / \ / \ \ 15 /\
  40411. // / 8 \/ 12 \ \ / \
  40412. // ============ \/ 6 \
  40413. // \ 18 /\ ============
  40414. // \ / \ \ 5 /\ 0 /
  40415. // \/ 13 \ \ / \ /
  40416. // ======= \/ 1 \/
  40417. // =============
  40418. // /\ 19 /\ 2 /\
  40419. // / \ / \ / \
  40420. // / 14 \/ 9 \/ 3 \
  40421. // ===================
  40422. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  40423. var ustep = 138 / 1024;
  40424. var vstep = 239 / 1024;
  40425. var uoffset = 60 / 1024;
  40426. var voffset = 26 / 1024;
  40427. // Second island should have margin, not to touch the first island
  40428. // avoid any borderline artefact in pixel rounding
  40429. var island_u_offset = -40 / 1024;
  40430. var island_v_offset = +20 / 1024;
  40431. // face is either island 0 or 1 :
  40432. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  40433. var island = [
  40434. 0, 0, 0, 0, 1,
  40435. 0, 0, 1, 1, 0,
  40436. 0, 0, 1, 1, 0,
  40437. 0, 1, 1, 1, 0 // 15 - 19
  40438. ];
  40439. var indices = new Array();
  40440. var positions = new Array();
  40441. var normals = new Array();
  40442. var uvs = new Array();
  40443. var current_indice = 0;
  40444. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  40445. var face_vertex_pos = new Array(3);
  40446. var face_vertex_uv = new Array(3);
  40447. var v012;
  40448. for (v012 = 0; v012 < 3; v012++) {
  40449. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  40450. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  40451. }
  40452. // create all with normals
  40453. for (var face = 0; face < 20; face++) {
  40454. // 3 vertex per face
  40455. for (v012 = 0; v012 < 3; v012++) {
  40456. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  40457. var v_id = ico_indices[3 * face + v012];
  40458. // vertex have 3D position (x,y,z)
  40459. 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]);
  40460. // Normalize to get normal, then scale to radius
  40461. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  40462. // uv Coordinates from vertex ID
  40463. 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);
  40464. }
  40465. // Subdivide the face (interpolate pos, norm, uv)
  40466. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  40467. // - norm is linear interpolation of vertex corner normal
  40468. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  40469. // - uv is linear interpolation
  40470. //
  40471. // Topology is as below for sub-divide by 2
  40472. // vertex shown as v0,v1,v2
  40473. // interp index is i1 to progress in range [v0,v1[
  40474. // interp index is i2 to progress in range [v0,v2[
  40475. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  40476. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40477. //
  40478. //
  40479. // i2 v2
  40480. // ^ ^
  40481. // / / \
  40482. // / / \
  40483. // / / \
  40484. // / / (0,1) \
  40485. // / #---------\
  40486. // / / \ (0,0)'/ \
  40487. // / / \ / \
  40488. // / / \ / \
  40489. // / / (0,0) \ / (1,0) \
  40490. // / #---------#---------\
  40491. // v0 v1
  40492. //
  40493. // --------------------> i1
  40494. //
  40495. // interp of (i1,i2):
  40496. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40497. // along i1 : lerp(x0,x1, i1/(S-i2))
  40498. //
  40499. // centroid of triangle is needed to get help normal computation
  40500. // (c1,c2) are used for centroid location
  40501. var interp_vertex = function (i1, i2, c1, c2) {
  40502. // vertex is interpolated from
  40503. // - face_vertex_pos[0..2]
  40504. // - face_vertex_uv[0..2]
  40505. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40506. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40507. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40508. pos_interp.normalize();
  40509. var vertex_normal;
  40510. if (flat) {
  40511. // in flat mode, recalculate normal as face centroid normal
  40512. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40513. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40514. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40515. }
  40516. else {
  40517. // in smooth mode, recalculate normal from each single vertex position
  40518. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40519. }
  40520. // Vertex normal need correction due to X,Y,Z radius scaling
  40521. vertex_normal.x /= radiusX;
  40522. vertex_normal.y /= radiusY;
  40523. vertex_normal.z /= radiusZ;
  40524. vertex_normal.normalize();
  40525. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40526. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40527. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40528. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40529. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40530. uvs.push(uv_interp.x, uv_interp.y);
  40531. // push each vertex has member of a face
  40532. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40533. indices.push(current_indice);
  40534. current_indice++;
  40535. };
  40536. for (var i2 = 0; i2 < subdivisions; i2++) {
  40537. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40538. // face : (i1,i2) for /\ :
  40539. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40540. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40541. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40542. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40543. if (i1 + i2 + 1 < subdivisions) {
  40544. // face : (i1,i2)' for \/ :
  40545. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40546. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40547. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40548. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40549. }
  40550. }
  40551. }
  40552. }
  40553. // Sides
  40554. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40555. // Result
  40556. var vertexData = new VertexData();
  40557. vertexData.indices = indices;
  40558. vertexData.positions = positions;
  40559. vertexData.normals = normals;
  40560. vertexData.uvs = uvs;
  40561. return vertexData;
  40562. };
  40563. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40564. /**
  40565. * Creates the VertexData for a Polyhedron
  40566. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40567. * * type provided types are:
  40568. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40569. * * 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)
  40570. * * size the size of the IcoSphere, optional default 1
  40571. * * sizeX allows stretching in the x direction, optional, default size
  40572. * * sizeY allows stretching in the y direction, optional, default size
  40573. * * sizeZ allows stretching in the z direction, optional, default size
  40574. * * 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
  40575. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40576. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40577. * * flat when true creates a flat shaded mesh, optional, default true
  40578. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40579. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40580. * * 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)
  40581. * * 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)
  40582. * @returns the VertexData of the Polyhedron
  40583. */
  40584. VertexData.CreatePolyhedron = function (options) {
  40585. // provided polyhedron types :
  40586. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40587. // 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)
  40588. var polyhedra = [];
  40589. 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]] };
  40590. 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]] };
  40591. polyhedra[2] = {
  40592. 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]],
  40593. 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]]
  40594. };
  40595. polyhedra[3] = {
  40596. 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]],
  40597. 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]]
  40598. };
  40599. polyhedra[4] = {
  40600. 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]],
  40601. 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]]
  40602. };
  40603. 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]] };
  40604. 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]] };
  40605. 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]] };
  40606. 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]] };
  40607. 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]] };
  40608. 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]] };
  40609. 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]] };
  40610. 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]] };
  40611. 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]] };
  40612. polyhedra[14] = {
  40613. 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]],
  40614. 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]]
  40615. };
  40616. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40617. var size = options.size;
  40618. var sizeX = options.sizeX || size || 1;
  40619. var sizeY = options.sizeY || size || 1;
  40620. var sizeZ = options.sizeZ || size || 1;
  40621. var data = options.custom || polyhedra[type];
  40622. var nbfaces = data.face.length;
  40623. var faceUV = options.faceUV || new Array(nbfaces);
  40624. var faceColors = options.faceColors;
  40625. var flat = (options.flat === undefined) ? true : options.flat;
  40626. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40627. var positions = new Array();
  40628. var indices = new Array();
  40629. var normals = new Array();
  40630. var uvs = new Array();
  40631. var colors = new Array();
  40632. var index = 0;
  40633. var faceIdx = 0; // face cursor in the array "indexes"
  40634. var indexes = new Array();
  40635. var i = 0;
  40636. var f = 0;
  40637. var u, v, ang, x, y, tmp;
  40638. // default face colors and UV if undefined
  40639. if (flat) {
  40640. for (f = 0; f < nbfaces; f++) {
  40641. if (faceColors && faceColors[f] === undefined) {
  40642. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40643. }
  40644. if (faceUV && faceUV[f] === undefined) {
  40645. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40646. }
  40647. }
  40648. }
  40649. if (!flat) {
  40650. for (i = 0; i < data.vertex.length; i++) {
  40651. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40652. uvs.push(0, 0);
  40653. }
  40654. for (f = 0; f < nbfaces; f++) {
  40655. for (i = 0; i < data.face[f].length - 2; i++) {
  40656. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40657. }
  40658. }
  40659. }
  40660. else {
  40661. for (f = 0; f < nbfaces; f++) {
  40662. var fl = data.face[f].length; // number of vertices of the current face
  40663. ang = 2 * Math.PI / fl;
  40664. x = 0.5 * Math.tan(ang / 2);
  40665. y = 0.5;
  40666. // positions, uvs, colors
  40667. for (i = 0; i < fl; i++) {
  40668. // positions
  40669. 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);
  40670. indexes.push(index);
  40671. index++;
  40672. // uvs
  40673. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40674. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40675. uvs.push(u, v);
  40676. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40677. y = x * Math.sin(ang) + y * Math.cos(ang);
  40678. x = tmp;
  40679. // colors
  40680. if (faceColors) {
  40681. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40682. }
  40683. }
  40684. // indices from indexes
  40685. for (i = 0; i < fl - 2; i++) {
  40686. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40687. }
  40688. faceIdx += fl;
  40689. }
  40690. }
  40691. VertexData.ComputeNormals(positions, indices, normals);
  40692. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40693. var vertexData = new VertexData();
  40694. vertexData.positions = positions;
  40695. vertexData.indices = indices;
  40696. vertexData.normals = normals;
  40697. vertexData.uvs = uvs;
  40698. if (faceColors && flat) {
  40699. vertexData.colors = colors;
  40700. }
  40701. return vertexData;
  40702. };
  40703. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40704. /**
  40705. * Creates the VertexData for a TorusKnot
  40706. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40707. * * radius the radius of the torus knot, optional, default 2
  40708. * * tube the thickness of the tube, optional, default 0.5
  40709. * * radialSegments the number of sides on each tube segments, optional, default 32
  40710. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40711. * * p the number of windings around the z axis, optional, default 2
  40712. * * q the number of windings around the x axis, optional, default 3
  40713. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40714. * * 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)
  40715. * * 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)
  40716. * @returns the VertexData of the Torus Knot
  40717. */
  40718. VertexData.CreateTorusKnot = function (options) {
  40719. var indices = new Array();
  40720. var positions = new Array();
  40721. var normals = new Array();
  40722. var uvs = new Array();
  40723. var radius = options.radius || 2;
  40724. var tube = options.tube || 0.5;
  40725. var radialSegments = options.radialSegments || 32;
  40726. var tubularSegments = options.tubularSegments || 32;
  40727. var p = options.p || 2;
  40728. var q = options.q || 3;
  40729. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40730. // Helper
  40731. var getPos = function (angle) {
  40732. var cu = Math.cos(angle);
  40733. var su = Math.sin(angle);
  40734. var quOverP = q / p * angle;
  40735. var cs = Math.cos(quOverP);
  40736. var tx = radius * (2 + cs) * 0.5 * cu;
  40737. var ty = radius * (2 + cs) * su * 0.5;
  40738. var tz = radius * Math.sin(quOverP) * 0.5;
  40739. return new BABYLON.Vector3(tx, ty, tz);
  40740. };
  40741. // Vertices
  40742. var i;
  40743. var j;
  40744. for (i = 0; i <= radialSegments; i++) {
  40745. var modI = i % radialSegments;
  40746. var u = modI / radialSegments * 2 * p * Math.PI;
  40747. var p1 = getPos(u);
  40748. var p2 = getPos(u + 0.01);
  40749. var tang = p2.subtract(p1);
  40750. var n = p2.add(p1);
  40751. var bitan = BABYLON.Vector3.Cross(tang, n);
  40752. n = BABYLON.Vector3.Cross(bitan, tang);
  40753. bitan.normalize();
  40754. n.normalize();
  40755. for (j = 0; j < tubularSegments; j++) {
  40756. var modJ = j % tubularSegments;
  40757. var v = modJ / tubularSegments * 2 * Math.PI;
  40758. var cx = -tube * Math.cos(v);
  40759. var cy = tube * Math.sin(v);
  40760. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40761. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40762. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40763. uvs.push(i / radialSegments);
  40764. uvs.push(j / tubularSegments);
  40765. }
  40766. }
  40767. for (i = 0; i < radialSegments; i++) {
  40768. for (j = 0; j < tubularSegments; j++) {
  40769. var jNext = (j + 1) % tubularSegments;
  40770. var a = i * tubularSegments + j;
  40771. var b = (i + 1) * tubularSegments + j;
  40772. var c = (i + 1) * tubularSegments + jNext;
  40773. var d = i * tubularSegments + jNext;
  40774. indices.push(d);
  40775. indices.push(b);
  40776. indices.push(a);
  40777. indices.push(d);
  40778. indices.push(c);
  40779. indices.push(b);
  40780. }
  40781. }
  40782. // Normals
  40783. VertexData.ComputeNormals(positions, indices, normals);
  40784. // Sides
  40785. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40786. // Result
  40787. var vertexData = new VertexData();
  40788. vertexData.indices = indices;
  40789. vertexData.positions = positions;
  40790. vertexData.normals = normals;
  40791. vertexData.uvs = uvs;
  40792. return vertexData;
  40793. };
  40794. // Tools
  40795. /**
  40796. * Compute normals for given positions and indices
  40797. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40798. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40799. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40800. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40801. * * facetNormals : optional array of facet normals (vector3)
  40802. * * facetPositions : optional array of facet positions (vector3)
  40803. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40804. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40805. * * bInfo : optional bounding info, required for facetPartitioning computation
  40806. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40807. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40808. * * useRightHandedSystem: optional boolean to for right handed system computation
  40809. * * depthSort : optional boolean to enable the facet depth sort computation
  40810. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40811. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40812. */
  40813. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40814. // temporary scalar variables
  40815. var index = 0; // facet index
  40816. var p1p2x = 0.0; // p1p2 vector x coordinate
  40817. var p1p2y = 0.0; // p1p2 vector y coordinate
  40818. var p1p2z = 0.0; // p1p2 vector z coordinate
  40819. var p3p2x = 0.0; // p3p2 vector x coordinate
  40820. var p3p2y = 0.0; // p3p2 vector y coordinate
  40821. var p3p2z = 0.0; // p3p2 vector z coordinate
  40822. var faceNormalx = 0.0; // facet normal x coordinate
  40823. var faceNormaly = 0.0; // facet normal y coordinate
  40824. var faceNormalz = 0.0; // facet normal z coordinate
  40825. var length = 0.0; // facet normal length before normalization
  40826. var v1x = 0; // vector1 x index in the positions array
  40827. var v1y = 0; // vector1 y index in the positions array
  40828. var v1z = 0; // vector1 z index in the positions array
  40829. var v2x = 0; // vector2 x index in the positions array
  40830. var v2y = 0; // vector2 y index in the positions array
  40831. var v2z = 0; // vector2 z index in the positions array
  40832. var v3x = 0; // vector3 x index in the positions array
  40833. var v3y = 0; // vector3 y index in the positions array
  40834. var v3z = 0; // vector3 z index in the positions array
  40835. var computeFacetNormals = false;
  40836. var computeFacetPositions = false;
  40837. var computeFacetPartitioning = false;
  40838. var computeDepthSort = false;
  40839. var faceNormalSign = 1;
  40840. var ratio = 0;
  40841. var distanceTo = null;
  40842. if (options) {
  40843. computeFacetNormals = (options.facetNormals) ? true : false;
  40844. computeFacetPositions = (options.facetPositions) ? true : false;
  40845. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40846. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40847. ratio = options.ratio || 0;
  40848. computeDepthSort = (options.depthSort) ? true : false;
  40849. distanceTo = (options.distanceTo);
  40850. if (computeDepthSort) {
  40851. if (distanceTo === undefined) {
  40852. distanceTo = BABYLON.Vector3.Zero();
  40853. }
  40854. var depthSortedFacets = options.depthSortedFacets;
  40855. }
  40856. }
  40857. // facetPartitioning reinit if needed
  40858. var xSubRatio = 0;
  40859. var ySubRatio = 0;
  40860. var zSubRatio = 0;
  40861. var subSq = 0;
  40862. if (computeFacetPartitioning && options && options.bbSize) {
  40863. var ox = 0; // X partitioning index for facet position
  40864. var oy = 0; // Y partinioning index for facet position
  40865. var oz = 0; // Z partinioning index for facet position
  40866. var b1x = 0; // X partitioning index for facet v1 vertex
  40867. var b1y = 0; // Y partitioning index for facet v1 vertex
  40868. var b1z = 0; // z partitioning index for facet v1 vertex
  40869. var b2x = 0; // X partitioning index for facet v2 vertex
  40870. var b2y = 0; // Y partitioning index for facet v2 vertex
  40871. var b2z = 0; // Z partitioning index for facet v2 vertex
  40872. var b3x = 0; // X partitioning index for facet v3 vertex
  40873. var b3y = 0; // Y partitioning index for facet v3 vertex
  40874. var b3z = 0; // Z partitioning index for facet v3 vertex
  40875. var block_idx_o = 0; // facet barycenter block index
  40876. var block_idx_v1 = 0; // v1 vertex block index
  40877. var block_idx_v2 = 0; // v2 vertex block index
  40878. var block_idx_v3 = 0; // v3 vertex block index
  40879. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40880. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40881. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40882. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40883. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40884. subSq = options.subDiv.max * options.subDiv.max;
  40885. options.facetPartitioning.length = 0;
  40886. }
  40887. // reset the normals
  40888. for (index = 0; index < positions.length; index++) {
  40889. normals[index] = 0.0;
  40890. }
  40891. // Loop : 1 indice triplet = 1 facet
  40892. var nbFaces = (indices.length / 3) | 0;
  40893. for (index = 0; index < nbFaces; index++) {
  40894. // get the indexes of the coordinates of each vertex of the facet
  40895. v1x = indices[index * 3] * 3;
  40896. v1y = v1x + 1;
  40897. v1z = v1x + 2;
  40898. v2x = indices[index * 3 + 1] * 3;
  40899. v2y = v2x + 1;
  40900. v2z = v2x + 2;
  40901. v3x = indices[index * 3 + 2] * 3;
  40902. v3y = v3x + 1;
  40903. v3z = v3x + 2;
  40904. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40905. p1p2y = positions[v1y] - positions[v2y];
  40906. p1p2z = positions[v1z] - positions[v2z];
  40907. p3p2x = positions[v3x] - positions[v2x];
  40908. p3p2y = positions[v3y] - positions[v2y];
  40909. p3p2z = positions[v3z] - positions[v2z];
  40910. // compute the face normal with the cross product
  40911. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40912. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40913. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40914. // normalize this normal and store it in the array facetData
  40915. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40916. length = (length === 0) ? 1.0 : length;
  40917. faceNormalx /= length;
  40918. faceNormaly /= length;
  40919. faceNormalz /= length;
  40920. if (computeFacetNormals && options) {
  40921. options.facetNormals[index].x = faceNormalx;
  40922. options.facetNormals[index].y = faceNormaly;
  40923. options.facetNormals[index].z = faceNormalz;
  40924. }
  40925. if (computeFacetPositions && options) {
  40926. // compute and the facet barycenter coordinates in the array facetPositions
  40927. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40928. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40929. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40930. }
  40931. if (computeFacetPartitioning && options) {
  40932. // store the facet indexes in arrays in the main facetPartitioning array :
  40933. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40934. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40935. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40936. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40937. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40938. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40939. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40940. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40941. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40942. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40943. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40944. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40945. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40946. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40947. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40948. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40949. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40950. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40951. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40952. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40953. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40954. // push each facet index in each block containing the vertex
  40955. options.facetPartitioning[block_idx_v1].push(index);
  40956. if (block_idx_v2 != block_idx_v1) {
  40957. options.facetPartitioning[block_idx_v2].push(index);
  40958. }
  40959. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40960. options.facetPartitioning[block_idx_v3].push(index);
  40961. }
  40962. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40963. options.facetPartitioning[block_idx_o].push(index);
  40964. }
  40965. }
  40966. if (computeDepthSort && options && options.facetPositions) {
  40967. var dsf = depthSortedFacets[index];
  40968. dsf.ind = index * 3;
  40969. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40970. }
  40971. // compute the normals anyway
  40972. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40973. normals[v1y] += faceNormaly;
  40974. normals[v1z] += faceNormalz;
  40975. normals[v2x] += faceNormalx;
  40976. normals[v2y] += faceNormaly;
  40977. normals[v2z] += faceNormalz;
  40978. normals[v3x] += faceNormalx;
  40979. normals[v3y] += faceNormaly;
  40980. normals[v3z] += faceNormalz;
  40981. }
  40982. // last normalization of each normal
  40983. for (index = 0; index < normals.length / 3; index++) {
  40984. faceNormalx = normals[index * 3];
  40985. faceNormaly = normals[index * 3 + 1];
  40986. faceNormalz = normals[index * 3 + 2];
  40987. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40988. length = (length === 0) ? 1.0 : length;
  40989. faceNormalx /= length;
  40990. faceNormaly /= length;
  40991. faceNormalz /= length;
  40992. normals[index * 3] = faceNormalx;
  40993. normals[index * 3 + 1] = faceNormaly;
  40994. normals[index * 3 + 2] = faceNormalz;
  40995. }
  40996. };
  40997. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40998. var li = indices.length;
  40999. var ln = normals.length;
  41000. var i;
  41001. var n;
  41002. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  41003. switch (sideOrientation) {
  41004. case BABYLON.Mesh.FRONTSIDE:
  41005. // nothing changed
  41006. break;
  41007. case BABYLON.Mesh.BACKSIDE:
  41008. var tmp;
  41009. // indices
  41010. for (i = 0; i < li; i += 3) {
  41011. tmp = indices[i];
  41012. indices[i] = indices[i + 2];
  41013. indices[i + 2] = tmp;
  41014. }
  41015. // normals
  41016. for (n = 0; n < ln; n++) {
  41017. normals[n] = -normals[n];
  41018. }
  41019. break;
  41020. case BABYLON.Mesh.DOUBLESIDE:
  41021. // positions
  41022. var lp = positions.length;
  41023. var l = lp / 3;
  41024. for (var p = 0; p < lp; p++) {
  41025. positions[lp + p] = positions[p];
  41026. }
  41027. // indices
  41028. for (i = 0; i < li; i += 3) {
  41029. indices[i + li] = indices[i + 2] + l;
  41030. indices[i + 1 + li] = indices[i + 1] + l;
  41031. indices[i + 2 + li] = indices[i] + l;
  41032. }
  41033. // normals
  41034. for (n = 0; n < ln; n++) {
  41035. normals[ln + n] = -normals[n];
  41036. }
  41037. // uvs
  41038. var lu = uvs.length;
  41039. var u = 0;
  41040. for (u = 0; u < lu; u++) {
  41041. uvs[u + lu] = uvs[u];
  41042. }
  41043. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  41044. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  41045. u = 0;
  41046. for (i = 0; i < lu / 2; i++) {
  41047. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  41048. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  41049. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  41050. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  41051. u += 2;
  41052. }
  41053. break;
  41054. }
  41055. };
  41056. /**
  41057. * Applies VertexData created from the imported parameters to the geometry
  41058. * @param parsedVertexData the parsed data from an imported file
  41059. * @param geometry the geometry to apply the VertexData to
  41060. */
  41061. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  41062. var vertexData = new VertexData();
  41063. // positions
  41064. var positions = parsedVertexData.positions;
  41065. if (positions) {
  41066. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  41067. }
  41068. // normals
  41069. var normals = parsedVertexData.normals;
  41070. if (normals) {
  41071. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  41072. }
  41073. // tangents
  41074. var tangents = parsedVertexData.tangents;
  41075. if (tangents) {
  41076. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  41077. }
  41078. // uvs
  41079. var uvs = parsedVertexData.uvs;
  41080. if (uvs) {
  41081. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  41082. }
  41083. // uv2s
  41084. var uv2s = parsedVertexData.uv2s;
  41085. if (uv2s) {
  41086. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  41087. }
  41088. // uv3s
  41089. var uv3s = parsedVertexData.uv3s;
  41090. if (uv3s) {
  41091. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  41092. }
  41093. // uv4s
  41094. var uv4s = parsedVertexData.uv4s;
  41095. if (uv4s) {
  41096. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  41097. }
  41098. // uv5s
  41099. var uv5s = parsedVertexData.uv5s;
  41100. if (uv5s) {
  41101. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  41102. }
  41103. // uv6s
  41104. var uv6s = parsedVertexData.uv6s;
  41105. if (uv6s) {
  41106. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  41107. }
  41108. // colors
  41109. var colors = parsedVertexData.colors;
  41110. if (colors) {
  41111. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  41112. }
  41113. // matricesIndices
  41114. var matricesIndices = parsedVertexData.matricesIndices;
  41115. if (matricesIndices) {
  41116. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  41117. }
  41118. // matricesWeights
  41119. var matricesWeights = parsedVertexData.matricesWeights;
  41120. if (matricesWeights) {
  41121. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  41122. }
  41123. // indices
  41124. var indices = parsedVertexData.indices;
  41125. if (indices) {
  41126. vertexData.indices = indices;
  41127. }
  41128. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  41129. };
  41130. return VertexData;
  41131. }());
  41132. BABYLON.VertexData = VertexData;
  41133. })(BABYLON || (BABYLON = {}));
  41134. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  41135. var BABYLON;
  41136. (function (BABYLON) {
  41137. /**
  41138. * Class used to store geometry data (vertex buffers + index buffer)
  41139. */
  41140. var Geometry = /** @class */ (function () {
  41141. /**
  41142. * Creates a new geometry
  41143. * @param id defines the unique ID
  41144. * @param scene defines the hosting scene
  41145. * @param vertexData defines the VertexData used to get geometry data
  41146. * @param updatable defines if geometry must be updatable (false by default)
  41147. * @param mesh defines the mesh that will be associated with the geometry
  41148. */
  41149. function Geometry(id, scene, vertexData, updatable, mesh) {
  41150. if (updatable === void 0) { updatable = false; }
  41151. if (mesh === void 0) { mesh = null; }
  41152. /**
  41153. * Gets the delay loading state of the geometry (none by default which means not delayed)
  41154. */
  41155. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41156. this._totalVertices = 0;
  41157. this._isDisposed = false;
  41158. this._indexBufferIsUpdatable = false;
  41159. this.id = id;
  41160. this.uniqueId = scene.getUniqueId();
  41161. this._engine = scene.getEngine();
  41162. this._meshes = [];
  41163. this._scene = scene;
  41164. //Init vertex buffer cache
  41165. this._vertexBuffers = {};
  41166. this._indices = [];
  41167. this._updatable = updatable;
  41168. // vertexData
  41169. if (vertexData) {
  41170. this.setAllVerticesData(vertexData, updatable);
  41171. }
  41172. else {
  41173. this._totalVertices = 0;
  41174. this._indices = [];
  41175. }
  41176. if (this._engine.getCaps().vertexArrayObject) {
  41177. this._vertexArrayObjects = {};
  41178. }
  41179. // applyToMesh
  41180. if (mesh) {
  41181. this.applyToMesh(mesh);
  41182. mesh.computeWorldMatrix(true);
  41183. }
  41184. }
  41185. Object.defineProperty(Geometry.prototype, "boundingBias", {
  41186. /**
  41187. * 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
  41188. */
  41189. get: function () {
  41190. return this._boundingBias;
  41191. },
  41192. /**
  41193. * 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
  41194. */
  41195. set: function (value) {
  41196. if (this._boundingBias) {
  41197. this._boundingBias.copyFrom(value);
  41198. }
  41199. else {
  41200. this._boundingBias = value.clone();
  41201. }
  41202. this._updateBoundingInfo(true, null);
  41203. },
  41204. enumerable: true,
  41205. configurable: true
  41206. });
  41207. /**
  41208. * Static function used to attach a new empty geometry to a mesh
  41209. * @param mesh defines the mesh to attach the geometry to
  41210. * @returns the new Geometry
  41211. */
  41212. Geometry.CreateGeometryForMesh = function (mesh) {
  41213. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  41214. geometry.applyToMesh(mesh);
  41215. return geometry;
  41216. };
  41217. Object.defineProperty(Geometry.prototype, "extend", {
  41218. /**
  41219. * Gets the current extend of the geometry
  41220. */
  41221. get: function () {
  41222. return this._extend;
  41223. },
  41224. enumerable: true,
  41225. configurable: true
  41226. });
  41227. /**
  41228. * Gets the hosting scene
  41229. * @returns the hosting Scene
  41230. */
  41231. Geometry.prototype.getScene = function () {
  41232. return this._scene;
  41233. };
  41234. /**
  41235. * Gets the hosting engine
  41236. * @returns the hosting Engine
  41237. */
  41238. Geometry.prototype.getEngine = function () {
  41239. return this._engine;
  41240. };
  41241. /**
  41242. * Defines if the geometry is ready to use
  41243. * @returns true if the geometry is ready to be used
  41244. */
  41245. Geometry.prototype.isReady = function () {
  41246. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  41247. };
  41248. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  41249. /**
  41250. * Gets a value indicating that the geometry should not be serialized
  41251. */
  41252. get: function () {
  41253. for (var index = 0; index < this._meshes.length; index++) {
  41254. if (!this._meshes[index].doNotSerialize) {
  41255. return false;
  41256. }
  41257. }
  41258. return true;
  41259. },
  41260. enumerable: true,
  41261. configurable: true
  41262. });
  41263. /** @hidden */
  41264. Geometry.prototype._rebuild = function () {
  41265. if (this._vertexArrayObjects) {
  41266. this._vertexArrayObjects = {};
  41267. }
  41268. // Index buffer
  41269. if (this._meshes.length !== 0 && this._indices) {
  41270. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41271. }
  41272. // Vertex buffers
  41273. for (var key in this._vertexBuffers) {
  41274. var vertexBuffer = this._vertexBuffers[key];
  41275. vertexBuffer._rebuild();
  41276. }
  41277. };
  41278. /**
  41279. * Affects all geometry data in one call
  41280. * @param vertexData defines the geometry data
  41281. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  41282. */
  41283. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41284. vertexData.applyToGeometry(this, updatable);
  41285. this.notifyUpdate();
  41286. };
  41287. /**
  41288. * Set specific vertex data
  41289. * @param kind defines the data kind (Position, normal, etc...)
  41290. * @param data defines the vertex data to use
  41291. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  41292. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  41293. */
  41294. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  41295. if (updatable === void 0) { updatable = false; }
  41296. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  41297. this.setVerticesBuffer(buffer);
  41298. };
  41299. /**
  41300. * Removes a specific vertex data
  41301. * @param kind defines the data kind (Position, normal, etc...)
  41302. */
  41303. Geometry.prototype.removeVerticesData = function (kind) {
  41304. if (this._vertexBuffers[kind]) {
  41305. this._vertexBuffers[kind].dispose();
  41306. delete this._vertexBuffers[kind];
  41307. }
  41308. };
  41309. /**
  41310. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  41311. * @param buffer defines the vertex buffer to use
  41312. * @param totalVertices defines the total number of vertices for position kind (could be null)
  41313. */
  41314. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  41315. if (totalVertices === void 0) { totalVertices = null; }
  41316. var kind = buffer.getKind();
  41317. if (this._vertexBuffers[kind]) {
  41318. this._vertexBuffers[kind].dispose();
  41319. }
  41320. this._vertexBuffers[kind] = buffer;
  41321. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41322. var data = buffer.getData();
  41323. if (totalVertices != null) {
  41324. this._totalVertices = totalVertices;
  41325. }
  41326. else {
  41327. if (data != null) {
  41328. this._totalVertices = data.length / (buffer.byteStride / 4);
  41329. }
  41330. }
  41331. this._updateExtend(data);
  41332. this._resetPointsArrayCache();
  41333. var meshes = this._meshes;
  41334. var numOfMeshes = meshes.length;
  41335. for (var index = 0; index < numOfMeshes; index++) {
  41336. var mesh = meshes[index];
  41337. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41338. mesh._createGlobalSubMesh(false);
  41339. mesh.computeWorldMatrix(true);
  41340. }
  41341. }
  41342. this.notifyUpdate(kind);
  41343. if (this._vertexArrayObjects) {
  41344. this._disposeVertexArrayObjects();
  41345. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  41346. }
  41347. };
  41348. /**
  41349. * Update a specific vertex buffer
  41350. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  41351. * It will do nothing if the buffer is not updatable
  41352. * @param kind defines the data kind (Position, normal, etc...)
  41353. * @param data defines the data to use
  41354. * @param offset defines the offset in the target buffer where to store the data
  41355. * @param useBytes set to true if the offset is in bytes
  41356. */
  41357. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  41358. if (useBytes === void 0) { useBytes = false; }
  41359. var vertexBuffer = this.getVertexBuffer(kind);
  41360. if (!vertexBuffer) {
  41361. return;
  41362. }
  41363. vertexBuffer.updateDirectly(data, offset, useBytes);
  41364. this.notifyUpdate(kind);
  41365. };
  41366. /**
  41367. * Update a specific vertex buffer
  41368. * This function will create a new buffer if the current one is not updatable
  41369. * @param kind defines the data kind (Position, normal, etc...)
  41370. * @param data defines the data to use
  41371. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  41372. */
  41373. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  41374. if (updateExtends === void 0) { updateExtends = false; }
  41375. var vertexBuffer = this.getVertexBuffer(kind);
  41376. if (!vertexBuffer) {
  41377. return;
  41378. }
  41379. vertexBuffer.update(data);
  41380. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41381. this._updateBoundingInfo(updateExtends, data);
  41382. }
  41383. this.notifyUpdate(kind);
  41384. };
  41385. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  41386. if (updateExtends) {
  41387. this._updateExtend(data);
  41388. }
  41389. this._resetPointsArrayCache();
  41390. if (updateExtends) {
  41391. var meshes = this._meshes;
  41392. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  41393. var mesh = meshes_1[_i];
  41394. if (mesh._boundingInfo) {
  41395. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  41396. }
  41397. else {
  41398. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41399. }
  41400. var subMeshes = mesh.subMeshes;
  41401. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  41402. var subMesh = subMeshes_1[_a];
  41403. subMesh.refreshBoundingInfo();
  41404. }
  41405. }
  41406. }
  41407. };
  41408. /** @hidden */
  41409. Geometry.prototype._bind = function (effect, indexToBind) {
  41410. if (!effect) {
  41411. return;
  41412. }
  41413. if (indexToBind === undefined) {
  41414. indexToBind = this._indexBuffer;
  41415. }
  41416. var vbs = this.getVertexBuffers();
  41417. if (!vbs) {
  41418. return;
  41419. }
  41420. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  41421. this._engine.bindBuffers(vbs, indexToBind, effect);
  41422. return;
  41423. }
  41424. // Using VAO
  41425. if (!this._vertexArrayObjects[effect.key]) {
  41426. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  41427. }
  41428. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  41429. };
  41430. /**
  41431. * Gets total number of vertices
  41432. * @returns the total number of vertices
  41433. */
  41434. Geometry.prototype.getTotalVertices = function () {
  41435. if (!this.isReady()) {
  41436. return 0;
  41437. }
  41438. return this._totalVertices;
  41439. };
  41440. /**
  41441. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  41442. * @param kind defines the data kind (Position, normal, etc...)
  41443. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41444. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41445. * @returns a float array containing vertex data
  41446. */
  41447. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  41448. var vertexBuffer = this.getVertexBuffer(kind);
  41449. if (!vertexBuffer) {
  41450. return null;
  41451. }
  41452. var data = vertexBuffer.getData();
  41453. if (!data) {
  41454. return null;
  41455. }
  41456. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  41457. var count = this._totalVertices * vertexBuffer.getSize();
  41458. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  41459. var copy_1 = [];
  41460. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  41461. return copy_1;
  41462. }
  41463. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  41464. if (data instanceof Array) {
  41465. var offset = vertexBuffer.byteOffset / 4;
  41466. return BABYLON.Tools.Slice(data, offset, offset + count);
  41467. }
  41468. else if (data instanceof ArrayBuffer) {
  41469. return new Float32Array(data, vertexBuffer.byteOffset, count);
  41470. }
  41471. else {
  41472. var offset = data.byteOffset + vertexBuffer.byteOffset;
  41473. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41474. var result = new Float32Array(count);
  41475. var source = new Float32Array(data.buffer, offset, count);
  41476. result.set(source);
  41477. return result;
  41478. }
  41479. return new Float32Array(data.buffer, offset, count);
  41480. }
  41481. }
  41482. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41483. return BABYLON.Tools.Slice(data);
  41484. }
  41485. return data;
  41486. };
  41487. /**
  41488. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  41489. * @param kind defines the data kind (Position, normal, etc...)
  41490. * @returns true if the vertex buffer with the specified kind is updatable
  41491. */
  41492. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41493. var vb = this._vertexBuffers[kind];
  41494. if (!vb) {
  41495. return false;
  41496. }
  41497. return vb.isUpdatable();
  41498. };
  41499. /**
  41500. * Gets a specific vertex buffer
  41501. * @param kind defines the data kind (Position, normal, etc...)
  41502. * @returns a VertexBuffer
  41503. */
  41504. Geometry.prototype.getVertexBuffer = function (kind) {
  41505. if (!this.isReady()) {
  41506. return null;
  41507. }
  41508. return this._vertexBuffers[kind];
  41509. };
  41510. /**
  41511. * Returns all vertex buffers
  41512. * @return an object holding all vertex buffers indexed by kind
  41513. */
  41514. Geometry.prototype.getVertexBuffers = function () {
  41515. if (!this.isReady()) {
  41516. return null;
  41517. }
  41518. return this._vertexBuffers;
  41519. };
  41520. /**
  41521. * Gets a boolean indicating if specific vertex buffer is present
  41522. * @param kind defines the data kind (Position, normal, etc...)
  41523. * @returns true if data is present
  41524. */
  41525. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41526. if (!this._vertexBuffers) {
  41527. if (this._delayInfo) {
  41528. return this._delayInfo.indexOf(kind) !== -1;
  41529. }
  41530. return false;
  41531. }
  41532. return this._vertexBuffers[kind] !== undefined;
  41533. };
  41534. /**
  41535. * Gets a list of all attached data kinds (Position, normal, etc...)
  41536. * @returns a list of string containing all kinds
  41537. */
  41538. Geometry.prototype.getVerticesDataKinds = function () {
  41539. var result = [];
  41540. var kind;
  41541. if (!this._vertexBuffers && this._delayInfo) {
  41542. for (kind in this._delayInfo) {
  41543. result.push(kind);
  41544. }
  41545. }
  41546. else {
  41547. for (kind in this._vertexBuffers) {
  41548. result.push(kind);
  41549. }
  41550. }
  41551. return result;
  41552. };
  41553. /**
  41554. * Update index buffer
  41555. * @param indices defines the indices to store in the index buffer
  41556. * @param offset defines the offset in the target buffer where to store the data
  41557. */
  41558. Geometry.prototype.updateIndices = function (indices, offset) {
  41559. if (!this._indexBuffer) {
  41560. return;
  41561. }
  41562. if (!this._indexBufferIsUpdatable) {
  41563. this.setIndices(indices, null, true);
  41564. }
  41565. else {
  41566. var needToUpdateSubMeshes = indices.length !== this._indices.length;
  41567. this._indices = indices;
  41568. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41569. if (needToUpdateSubMeshes) {
  41570. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41571. var mesh = _a[_i];
  41572. mesh._createGlobalSubMesh(true);
  41573. }
  41574. }
  41575. }
  41576. };
  41577. /**
  41578. * Creates a new index buffer
  41579. * @param indices defines the indices to store in the index buffer
  41580. * @param totalVertices defines the total number of vertices (could be null)
  41581. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41582. */
  41583. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41584. if (totalVertices === void 0) { totalVertices = null; }
  41585. if (updatable === void 0) { updatable = false; }
  41586. if (this._indexBuffer) {
  41587. this._engine._releaseBuffer(this._indexBuffer);
  41588. }
  41589. this._disposeVertexArrayObjects();
  41590. this._indices = indices;
  41591. this._indexBufferIsUpdatable = updatable;
  41592. if (this._meshes.length !== 0 && this._indices) {
  41593. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41594. }
  41595. if (totalVertices != undefined) { // including null and undefined
  41596. this._totalVertices = totalVertices;
  41597. }
  41598. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41599. var mesh = _a[_i];
  41600. mesh._createGlobalSubMesh(true);
  41601. }
  41602. this.notifyUpdate();
  41603. };
  41604. /**
  41605. * Return the total number of indices
  41606. * @returns the total number of indices
  41607. */
  41608. Geometry.prototype.getTotalIndices = function () {
  41609. if (!this.isReady()) {
  41610. return 0;
  41611. }
  41612. return this._indices.length;
  41613. };
  41614. /**
  41615. * Gets the index buffer array
  41616. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41617. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41618. * @returns the index buffer array
  41619. */
  41620. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41621. if (!this.isReady()) {
  41622. return null;
  41623. }
  41624. var orig = this._indices;
  41625. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41626. return orig;
  41627. }
  41628. else {
  41629. var len = orig.length;
  41630. var copy = [];
  41631. for (var i = 0; i < len; i++) {
  41632. copy.push(orig[i]);
  41633. }
  41634. return copy;
  41635. }
  41636. };
  41637. /**
  41638. * Gets the index buffer
  41639. * @return the index buffer
  41640. */
  41641. Geometry.prototype.getIndexBuffer = function () {
  41642. if (!this.isReady()) {
  41643. return null;
  41644. }
  41645. return this._indexBuffer;
  41646. };
  41647. /** @hidden */
  41648. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41649. if (effect === void 0) { effect = null; }
  41650. if (!effect || !this._vertexArrayObjects) {
  41651. return;
  41652. }
  41653. if (this._vertexArrayObjects[effect.key]) {
  41654. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41655. delete this._vertexArrayObjects[effect.key];
  41656. }
  41657. };
  41658. /**
  41659. * Release the associated resources for a specific mesh
  41660. * @param mesh defines the source mesh
  41661. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41662. */
  41663. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41664. var meshes = this._meshes;
  41665. var index = meshes.indexOf(mesh);
  41666. if (index === -1) {
  41667. return;
  41668. }
  41669. meshes.splice(index, 1);
  41670. mesh._geometry = null;
  41671. if (meshes.length === 0 && shouldDispose) {
  41672. this.dispose();
  41673. }
  41674. };
  41675. /**
  41676. * Apply current geometry to a given mesh
  41677. * @param mesh defines the mesh to apply geometry to
  41678. */
  41679. Geometry.prototype.applyToMesh = function (mesh) {
  41680. if (mesh._geometry === this) {
  41681. return;
  41682. }
  41683. var previousGeometry = mesh._geometry;
  41684. if (previousGeometry) {
  41685. previousGeometry.releaseForMesh(mesh);
  41686. }
  41687. var meshes = this._meshes;
  41688. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41689. mesh._geometry = this;
  41690. this._scene.pushGeometry(this);
  41691. meshes.push(mesh);
  41692. if (this.isReady()) {
  41693. this._applyToMesh(mesh);
  41694. }
  41695. else {
  41696. mesh._boundingInfo = this._boundingInfo;
  41697. }
  41698. };
  41699. Geometry.prototype._updateExtend = function (data) {
  41700. if (data === void 0) { data = null; }
  41701. if (!data) {
  41702. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41703. }
  41704. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41705. };
  41706. Geometry.prototype._applyToMesh = function (mesh) {
  41707. var numOfMeshes = this._meshes.length;
  41708. // vertexBuffers
  41709. for (var kind in this._vertexBuffers) {
  41710. if (numOfMeshes === 1) {
  41711. this._vertexBuffers[kind].create();
  41712. }
  41713. var buffer = this._vertexBuffers[kind].getBuffer();
  41714. if (buffer) {
  41715. buffer.references = numOfMeshes;
  41716. }
  41717. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41718. if (!this._extend) {
  41719. this._updateExtend();
  41720. }
  41721. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41722. mesh._createGlobalSubMesh(false);
  41723. //bounding info was just created again, world matrix should be applied again.
  41724. mesh._updateBoundingInfo();
  41725. }
  41726. }
  41727. // indexBuffer
  41728. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41729. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41730. }
  41731. if (this._indexBuffer) {
  41732. this._indexBuffer.references = numOfMeshes;
  41733. }
  41734. // morphTargets
  41735. mesh._syncGeometryWithMorphTargetManager();
  41736. // instances
  41737. mesh.synchronizeInstances();
  41738. };
  41739. Geometry.prototype.notifyUpdate = function (kind) {
  41740. if (this.onGeometryUpdated) {
  41741. this.onGeometryUpdated(this, kind);
  41742. }
  41743. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41744. var mesh = _a[_i];
  41745. mesh._markSubMeshesAsAttributesDirty();
  41746. }
  41747. };
  41748. /**
  41749. * Load the geometry if it was flagged as delay loaded
  41750. * @param scene defines the hosting scene
  41751. * @param onLoaded defines a callback called when the geometry is loaded
  41752. */
  41753. Geometry.prototype.load = function (scene, onLoaded) {
  41754. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41755. return;
  41756. }
  41757. if (this.isReady()) {
  41758. if (onLoaded) {
  41759. onLoaded();
  41760. }
  41761. return;
  41762. }
  41763. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41764. this._queueLoad(scene, onLoaded);
  41765. };
  41766. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41767. var _this = this;
  41768. if (!this.delayLoadingFile) {
  41769. return;
  41770. }
  41771. scene._addPendingData(this);
  41772. scene._loadFile(this.delayLoadingFile, function (data) {
  41773. if (!_this._delayLoadingFunction) {
  41774. return;
  41775. }
  41776. _this._delayLoadingFunction(JSON.parse(data), _this);
  41777. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41778. _this._delayInfo = [];
  41779. scene._removePendingData(_this);
  41780. var meshes = _this._meshes;
  41781. var numOfMeshes = meshes.length;
  41782. for (var index = 0; index < numOfMeshes; index++) {
  41783. _this._applyToMesh(meshes[index]);
  41784. }
  41785. if (onLoaded) {
  41786. onLoaded();
  41787. }
  41788. }, undefined, true);
  41789. };
  41790. /**
  41791. * Invert the geometry to move from a right handed system to a left handed one.
  41792. */
  41793. Geometry.prototype.toLeftHanded = function () {
  41794. // Flip faces
  41795. var tIndices = this.getIndices(false);
  41796. if (tIndices != null && tIndices.length > 0) {
  41797. for (var i = 0; i < tIndices.length; i += 3) {
  41798. var tTemp = tIndices[i + 0];
  41799. tIndices[i + 0] = tIndices[i + 2];
  41800. tIndices[i + 2] = tTemp;
  41801. }
  41802. this.setIndices(tIndices);
  41803. }
  41804. // Negate position.z
  41805. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41806. if (tPositions != null && tPositions.length > 0) {
  41807. for (var i = 0; i < tPositions.length; i += 3) {
  41808. tPositions[i + 2] = -tPositions[i + 2];
  41809. }
  41810. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41811. }
  41812. // Negate normal.z
  41813. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41814. if (tNormals != null && tNormals.length > 0) {
  41815. for (var i = 0; i < tNormals.length; i += 3) {
  41816. tNormals[i + 2] = -tNormals[i + 2];
  41817. }
  41818. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41819. }
  41820. };
  41821. // Cache
  41822. /** @hidden */
  41823. Geometry.prototype._resetPointsArrayCache = function () {
  41824. this._positions = null;
  41825. };
  41826. /** @hidden */
  41827. Geometry.prototype._generatePointsArray = function () {
  41828. if (this._positions) {
  41829. return true;
  41830. }
  41831. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41832. if (!data || data.length === 0) {
  41833. return false;
  41834. }
  41835. this._positions = [];
  41836. for (var index = 0; index < data.length; index += 3) {
  41837. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41838. }
  41839. return true;
  41840. };
  41841. /**
  41842. * Gets a value indicating if the geometry is disposed
  41843. * @returns true if the geometry was disposed
  41844. */
  41845. Geometry.prototype.isDisposed = function () {
  41846. return this._isDisposed;
  41847. };
  41848. Geometry.prototype._disposeVertexArrayObjects = function () {
  41849. if (this._vertexArrayObjects) {
  41850. for (var kind in this._vertexArrayObjects) {
  41851. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41852. }
  41853. this._vertexArrayObjects = {};
  41854. }
  41855. };
  41856. /**
  41857. * Free all associated resources
  41858. */
  41859. Geometry.prototype.dispose = function () {
  41860. var meshes = this._meshes;
  41861. var numOfMeshes = meshes.length;
  41862. var index;
  41863. for (index = 0; index < numOfMeshes; index++) {
  41864. this.releaseForMesh(meshes[index]);
  41865. }
  41866. this._meshes = [];
  41867. this._disposeVertexArrayObjects();
  41868. for (var kind in this._vertexBuffers) {
  41869. this._vertexBuffers[kind].dispose();
  41870. }
  41871. this._vertexBuffers = {};
  41872. this._totalVertices = 0;
  41873. if (this._indexBuffer) {
  41874. this._engine._releaseBuffer(this._indexBuffer);
  41875. }
  41876. this._indexBuffer = null;
  41877. this._indices = [];
  41878. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41879. this.delayLoadingFile = null;
  41880. this._delayLoadingFunction = null;
  41881. this._delayInfo = [];
  41882. this._boundingInfo = null;
  41883. this._scene.removeGeometry(this);
  41884. this._isDisposed = true;
  41885. };
  41886. /**
  41887. * Clone the current geometry into a new geometry
  41888. * @param id defines the unique ID of the new geometry
  41889. * @returns a new geometry object
  41890. */
  41891. Geometry.prototype.copy = function (id) {
  41892. var vertexData = new BABYLON.VertexData();
  41893. vertexData.indices = [];
  41894. var indices = this.getIndices();
  41895. if (indices) {
  41896. for (var index = 0; index < indices.length; index++) {
  41897. vertexData.indices.push(indices[index]);
  41898. }
  41899. }
  41900. var updatable = false;
  41901. var stopChecking = false;
  41902. var kind;
  41903. for (kind in this._vertexBuffers) {
  41904. // using slice() to make a copy of the array and not just reference it
  41905. var data = this.getVerticesData(kind);
  41906. if (data) {
  41907. if (data instanceof Float32Array) {
  41908. vertexData.set(new Float32Array(data), kind);
  41909. }
  41910. else {
  41911. vertexData.set(data.slice(0), kind);
  41912. }
  41913. if (!stopChecking) {
  41914. var vb = this.getVertexBuffer(kind);
  41915. if (vb) {
  41916. updatable = vb.isUpdatable();
  41917. stopChecking = !updatable;
  41918. }
  41919. }
  41920. }
  41921. }
  41922. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41923. geometry.delayLoadState = this.delayLoadState;
  41924. geometry.delayLoadingFile = this.delayLoadingFile;
  41925. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41926. for (kind in this._delayInfo) {
  41927. geometry._delayInfo = geometry._delayInfo || [];
  41928. geometry._delayInfo.push(kind);
  41929. }
  41930. // Bounding info
  41931. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41932. return geometry;
  41933. };
  41934. /**
  41935. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41936. * @return a JSON representation of the current geometry data (without the vertices data)
  41937. */
  41938. Geometry.prototype.serialize = function () {
  41939. var serializationObject = {};
  41940. serializationObject.id = this.id;
  41941. serializationObject.updatable = this._updatable;
  41942. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41943. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41944. }
  41945. return serializationObject;
  41946. };
  41947. Geometry.prototype.toNumberArray = function (origin) {
  41948. if (Array.isArray(origin)) {
  41949. return origin;
  41950. }
  41951. else {
  41952. return Array.prototype.slice.call(origin);
  41953. }
  41954. };
  41955. /**
  41956. * Serialize all vertices data into a JSON oject
  41957. * @returns a JSON representation of the current geometry data
  41958. */
  41959. Geometry.prototype.serializeVerticeData = function () {
  41960. var serializationObject = this.serialize();
  41961. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41962. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41963. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41964. serializationObject.positions._updatable = true;
  41965. }
  41966. }
  41967. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41968. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41969. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41970. serializationObject.normals._updatable = true;
  41971. }
  41972. }
  41973. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41974. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41975. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41976. serializationObject.tangets._updatable = true;
  41977. }
  41978. }
  41979. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41980. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41981. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41982. serializationObject.uvs._updatable = true;
  41983. }
  41984. }
  41985. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41986. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41987. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41988. serializationObject.uv2s._updatable = true;
  41989. }
  41990. }
  41991. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41992. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41993. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41994. serializationObject.uv3s._updatable = true;
  41995. }
  41996. }
  41997. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41998. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41999. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  42000. serializationObject.uv4s._updatable = true;
  42001. }
  42002. }
  42003. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  42004. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  42005. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  42006. serializationObject.uv5s._updatable = true;
  42007. }
  42008. }
  42009. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  42010. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  42011. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  42012. serializationObject.uv6s._updatable = true;
  42013. }
  42014. }
  42015. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  42016. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  42017. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  42018. serializationObject.colors._updatable = true;
  42019. }
  42020. }
  42021. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  42022. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  42023. serializationObject.matricesIndices._isExpanded = true;
  42024. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  42025. serializationObject.matricesIndices._updatable = true;
  42026. }
  42027. }
  42028. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  42029. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  42030. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  42031. serializationObject.matricesWeights._updatable = true;
  42032. }
  42033. }
  42034. serializationObject.indices = this.toNumberArray(this.getIndices());
  42035. return serializationObject;
  42036. };
  42037. // Statics
  42038. /**
  42039. * Extracts a clone of a mesh geometry
  42040. * @param mesh defines the source mesh
  42041. * @param id defines the unique ID of the new geometry object
  42042. * @returns the new geometry object
  42043. */
  42044. Geometry.ExtractFromMesh = function (mesh, id) {
  42045. var geometry = mesh._geometry;
  42046. if (!geometry) {
  42047. return null;
  42048. }
  42049. return geometry.copy(id);
  42050. };
  42051. /**
  42052. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  42053. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  42054. * Be aware Math.random() could cause collisions, but:
  42055. * "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"
  42056. * @returns a string containing a new GUID
  42057. */
  42058. Geometry.RandomId = function () {
  42059. return BABYLON.Tools.RandomId();
  42060. };
  42061. /** @hidden */
  42062. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  42063. var scene = mesh.getScene();
  42064. // Geometry
  42065. var geometryId = parsedGeometry.geometryId;
  42066. if (geometryId) {
  42067. var geometry = scene.getGeometryByID(geometryId);
  42068. if (geometry) {
  42069. geometry.applyToMesh(mesh);
  42070. }
  42071. }
  42072. else if (parsedGeometry instanceof ArrayBuffer) {
  42073. var binaryInfo = mesh._binaryInfo;
  42074. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  42075. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  42076. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  42077. }
  42078. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  42079. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  42080. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  42081. }
  42082. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  42083. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  42084. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  42085. }
  42086. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  42087. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  42088. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  42089. }
  42090. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  42091. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  42092. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  42093. }
  42094. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  42095. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  42096. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  42097. }
  42098. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  42099. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  42100. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  42101. }
  42102. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  42103. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  42104. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  42105. }
  42106. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  42107. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  42108. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  42109. }
  42110. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  42111. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  42112. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  42113. }
  42114. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  42115. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  42116. var floatIndices = [];
  42117. for (var i = 0; i < matricesIndicesData.length; i++) {
  42118. var index = matricesIndicesData[i];
  42119. floatIndices.push(index & 0x000000FF);
  42120. floatIndices.push((index & 0x0000FF00) >> 8);
  42121. floatIndices.push((index & 0x00FF0000) >> 16);
  42122. floatIndices.push(index >> 24);
  42123. }
  42124. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  42125. }
  42126. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  42127. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  42128. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  42129. }
  42130. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  42131. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  42132. mesh.setIndices(indicesData, null);
  42133. }
  42134. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  42135. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  42136. mesh.subMeshes = [];
  42137. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  42138. var materialIndex = subMeshesData[(i * 5) + 0];
  42139. var verticesStart = subMeshesData[(i * 5) + 1];
  42140. var verticesCount = subMeshesData[(i * 5) + 2];
  42141. var indexStart = subMeshesData[(i * 5) + 3];
  42142. var indexCount = subMeshesData[(i * 5) + 4];
  42143. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  42144. }
  42145. }
  42146. }
  42147. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  42148. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  42149. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  42150. if (parsedGeometry.tangents) {
  42151. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  42152. }
  42153. if (parsedGeometry.uvs) {
  42154. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  42155. }
  42156. if (parsedGeometry.uvs2) {
  42157. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  42158. }
  42159. if (parsedGeometry.uvs3) {
  42160. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  42161. }
  42162. if (parsedGeometry.uvs4) {
  42163. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  42164. }
  42165. if (parsedGeometry.uvs5) {
  42166. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  42167. }
  42168. if (parsedGeometry.uvs6) {
  42169. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  42170. }
  42171. if (parsedGeometry.colors) {
  42172. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  42173. }
  42174. if (parsedGeometry.matricesIndices) {
  42175. if (!parsedGeometry.matricesIndices._isExpanded) {
  42176. var floatIndices = [];
  42177. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  42178. var matricesIndex = parsedGeometry.matricesIndices[i];
  42179. floatIndices.push(matricesIndex & 0x000000FF);
  42180. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42181. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42182. floatIndices.push(matricesIndex >> 24);
  42183. }
  42184. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  42185. }
  42186. else {
  42187. delete parsedGeometry.matricesIndices._isExpanded;
  42188. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  42189. }
  42190. }
  42191. if (parsedGeometry.matricesIndicesExtra) {
  42192. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  42193. var floatIndices = [];
  42194. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  42195. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  42196. floatIndices.push(matricesIndex & 0x000000FF);
  42197. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42198. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42199. floatIndices.push(matricesIndex >> 24);
  42200. }
  42201. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  42202. }
  42203. else {
  42204. delete parsedGeometry.matricesIndices._isExpanded;
  42205. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  42206. }
  42207. }
  42208. if (parsedGeometry.matricesWeights) {
  42209. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  42210. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  42211. }
  42212. if (parsedGeometry.matricesWeightsExtra) {
  42213. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  42214. }
  42215. mesh.setIndices(parsedGeometry.indices, null);
  42216. }
  42217. // SubMeshes
  42218. if (parsedGeometry.subMeshes) {
  42219. mesh.subMeshes = [];
  42220. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  42221. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  42222. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  42223. }
  42224. }
  42225. // Flat shading
  42226. if (mesh._shouldGenerateFlatShading) {
  42227. mesh.convertToFlatShadedMesh();
  42228. delete mesh._shouldGenerateFlatShading;
  42229. }
  42230. // Update
  42231. mesh.computeWorldMatrix(true);
  42232. scene.onMeshImportedObservable.notifyObservers(mesh);
  42233. };
  42234. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  42235. var epsilon = 1e-3;
  42236. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  42237. return;
  42238. }
  42239. var noInfluenceBoneIndex = 0.0;
  42240. if (parsedGeometry.skeletonId > -1) {
  42241. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  42242. if (!skeleton) {
  42243. return;
  42244. }
  42245. noInfluenceBoneIndex = skeleton.bones.length;
  42246. }
  42247. else {
  42248. return;
  42249. }
  42250. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  42251. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42252. var matricesWeights = parsedGeometry.matricesWeights;
  42253. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  42254. var influencers = parsedGeometry.numBoneInfluencer;
  42255. var size = matricesWeights.length;
  42256. for (var i = 0; i < size; i += 4) {
  42257. var weight = 0.0;
  42258. var firstZeroWeight = -1;
  42259. for (var j = 0; j < 4; j++) {
  42260. var w = matricesWeights[i + j];
  42261. weight += w;
  42262. if (w < epsilon && firstZeroWeight < 0) {
  42263. firstZeroWeight = j;
  42264. }
  42265. }
  42266. if (matricesWeightsExtra) {
  42267. for (var j = 0; j < 4; j++) {
  42268. var w = matricesWeightsExtra[i + j];
  42269. weight += w;
  42270. if (w < epsilon && firstZeroWeight < 0) {
  42271. firstZeroWeight = j + 4;
  42272. }
  42273. }
  42274. }
  42275. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  42276. firstZeroWeight = influencers - 1;
  42277. }
  42278. if (weight > epsilon) {
  42279. var mweight = 1.0 / weight;
  42280. for (var j = 0; j < 4; j++) {
  42281. matricesWeights[i + j] *= mweight;
  42282. }
  42283. if (matricesWeightsExtra) {
  42284. for (var j = 0; j < 4; j++) {
  42285. matricesWeightsExtra[i + j] *= mweight;
  42286. }
  42287. }
  42288. }
  42289. else {
  42290. if (firstZeroWeight >= 4) {
  42291. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  42292. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  42293. }
  42294. else {
  42295. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  42296. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  42297. }
  42298. }
  42299. }
  42300. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  42301. if (parsedGeometry.matricesWeightsExtra) {
  42302. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  42303. }
  42304. };
  42305. /**
  42306. * Create a new geometry from persisted data (Using .babylon file format)
  42307. * @param parsedVertexData defines the persisted data
  42308. * @param scene defines the hosting scene
  42309. * @param rootUrl defines the root url to use to load assets (like delayed data)
  42310. * @returns the new geometry object
  42311. */
  42312. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  42313. if (scene.getGeometryByID(parsedVertexData.id)) {
  42314. return null; // null since geometry could be something else than a box...
  42315. }
  42316. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  42317. if (BABYLON.Tags) {
  42318. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  42319. }
  42320. if (parsedVertexData.delayLoadingFile) {
  42321. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  42322. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  42323. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  42324. geometry._delayInfo = [];
  42325. if (parsedVertexData.hasUVs) {
  42326. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  42327. }
  42328. if (parsedVertexData.hasUVs2) {
  42329. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  42330. }
  42331. if (parsedVertexData.hasUVs3) {
  42332. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  42333. }
  42334. if (parsedVertexData.hasUVs4) {
  42335. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  42336. }
  42337. if (parsedVertexData.hasUVs5) {
  42338. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  42339. }
  42340. if (parsedVertexData.hasUVs6) {
  42341. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  42342. }
  42343. if (parsedVertexData.hasColors) {
  42344. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  42345. }
  42346. if (parsedVertexData.hasMatricesIndices) {
  42347. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42348. }
  42349. if (parsedVertexData.hasMatricesWeights) {
  42350. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42351. }
  42352. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  42353. }
  42354. else {
  42355. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  42356. }
  42357. scene.pushGeometry(geometry, true);
  42358. return geometry;
  42359. };
  42360. return Geometry;
  42361. }());
  42362. BABYLON.Geometry = Geometry;
  42363. // Primitives
  42364. /// Abstract class
  42365. /**
  42366. * Abstract class used to provide common services for all typed geometries
  42367. * @hidden
  42368. */
  42369. var _PrimitiveGeometry = /** @class */ (function (_super) {
  42370. __extends(_PrimitiveGeometry, _super);
  42371. /**
  42372. * Creates a new typed geometry
  42373. * @param id defines the unique ID of the geometry
  42374. * @param scene defines the hosting scene
  42375. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42376. * @param mesh defines the hosting mesh (can be null)
  42377. */
  42378. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  42379. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  42380. if (mesh === void 0) { mesh = null; }
  42381. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  42382. _this._canBeRegenerated = _canBeRegenerated;
  42383. _this._beingRegenerated = true;
  42384. _this.regenerate();
  42385. _this._beingRegenerated = false;
  42386. return _this;
  42387. }
  42388. /**
  42389. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  42390. * @returns true if the geometry can be regenerated
  42391. */
  42392. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  42393. return this._canBeRegenerated;
  42394. };
  42395. /**
  42396. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  42397. */
  42398. _PrimitiveGeometry.prototype.regenerate = function () {
  42399. if (!this._canBeRegenerated) {
  42400. return;
  42401. }
  42402. this._beingRegenerated = true;
  42403. this.setAllVerticesData(this._regenerateVertexData(), false);
  42404. this._beingRegenerated = false;
  42405. };
  42406. /**
  42407. * Clone the geometry
  42408. * @param id defines the unique ID of the new geometry
  42409. * @returns the new geometry
  42410. */
  42411. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  42412. return _super.prototype.copy.call(this, id);
  42413. };
  42414. // overrides
  42415. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  42416. if (!this._beingRegenerated) {
  42417. return;
  42418. }
  42419. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  42420. };
  42421. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  42422. if (!this._beingRegenerated) {
  42423. return;
  42424. }
  42425. _super.prototype.setVerticesData.call(this, kind, data, false);
  42426. };
  42427. // to override
  42428. /** @hidden */
  42429. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  42430. throw new Error("Abstract method");
  42431. };
  42432. _PrimitiveGeometry.prototype.copy = function (id) {
  42433. throw new Error("Must be overriden in sub-classes.");
  42434. };
  42435. _PrimitiveGeometry.prototype.serialize = function () {
  42436. var serializationObject = _super.prototype.serialize.call(this);
  42437. serializationObject.canBeRegenerated = this.canBeRegenerated();
  42438. return serializationObject;
  42439. };
  42440. return _PrimitiveGeometry;
  42441. }(Geometry));
  42442. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  42443. /**
  42444. * Creates a ribbon geometry
  42445. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  42446. */
  42447. var RibbonGeometry = /** @class */ (function (_super) {
  42448. __extends(RibbonGeometry, _super);
  42449. /**
  42450. * Creates a ribbon geometry
  42451. * @param id defines the unique ID of the geometry
  42452. * @param scene defines the hosting scene
  42453. * @param pathArray defines the array of paths to use
  42454. * @param closeArray defines if the last path and the first path must be joined
  42455. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  42456. * @param offset defines the offset between points
  42457. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42458. * @param mesh defines the hosting mesh (can be null)
  42459. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42460. */
  42461. function RibbonGeometry(id, scene,
  42462. /**
  42463. * Defines the array of paths to use
  42464. */
  42465. pathArray,
  42466. /**
  42467. * Defines if the last and first points of each path in your pathArray must be joined
  42468. */
  42469. closeArray,
  42470. /**
  42471. * Defines if the last and first points of each path in your pathArray must be joined
  42472. */
  42473. closePath,
  42474. /**
  42475. * Defines the offset between points
  42476. */
  42477. offset, canBeRegenerated, mesh,
  42478. /**
  42479. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42480. */
  42481. side) {
  42482. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42483. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42484. _this.pathArray = pathArray;
  42485. _this.closeArray = closeArray;
  42486. _this.closePath = closePath;
  42487. _this.offset = offset;
  42488. _this.side = side;
  42489. return _this;
  42490. }
  42491. /** @hidden */
  42492. RibbonGeometry.prototype._regenerateVertexData = function () {
  42493. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  42494. };
  42495. RibbonGeometry.prototype.copy = function (id) {
  42496. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  42497. };
  42498. return RibbonGeometry;
  42499. }(_PrimitiveGeometry));
  42500. BABYLON.RibbonGeometry = RibbonGeometry;
  42501. /**
  42502. * Creates a box geometry
  42503. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42504. */
  42505. var BoxGeometry = /** @class */ (function (_super) {
  42506. __extends(BoxGeometry, _super);
  42507. /**
  42508. * Creates a box geometry
  42509. * @param id defines the unique ID of the geometry
  42510. * @param scene defines the hosting scene
  42511. * @param size defines the zise of the box (width, height and depth are the same)
  42512. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42513. * @param mesh defines the hosting mesh (can be null)
  42514. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42515. */
  42516. function BoxGeometry(id, scene,
  42517. /**
  42518. * Defines the zise of the box (width, height and depth are the same)
  42519. */
  42520. size, canBeRegenerated, mesh,
  42521. /**
  42522. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42523. */
  42524. side) {
  42525. if (mesh === void 0) { mesh = null; }
  42526. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42527. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42528. _this.size = size;
  42529. _this.side = side;
  42530. return _this;
  42531. }
  42532. /** @hidden */
  42533. BoxGeometry.prototype._regenerateVertexData = function () {
  42534. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42535. };
  42536. BoxGeometry.prototype.copy = function (id) {
  42537. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42538. };
  42539. BoxGeometry.prototype.serialize = function () {
  42540. var serializationObject = _super.prototype.serialize.call(this);
  42541. serializationObject.size = this.size;
  42542. return serializationObject;
  42543. };
  42544. BoxGeometry.Parse = function (parsedBox, scene) {
  42545. if (scene.getGeometryByID(parsedBox.id)) {
  42546. return null; // null since geometry could be something else than a box...
  42547. }
  42548. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42549. if (BABYLON.Tags) {
  42550. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42551. }
  42552. scene.pushGeometry(box, true);
  42553. return box;
  42554. };
  42555. return BoxGeometry;
  42556. }(_PrimitiveGeometry));
  42557. BABYLON.BoxGeometry = BoxGeometry;
  42558. /**
  42559. * Creates a sphere geometry
  42560. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42561. */
  42562. var SphereGeometry = /** @class */ (function (_super) {
  42563. __extends(SphereGeometry, _super);
  42564. /**
  42565. * Create a new sphere geometry
  42566. * @param id defines the unique ID of the geometry
  42567. * @param scene defines the hosting scene
  42568. * @param segments defines the number of segments to use to create the sphere
  42569. * @param diameter defines the diameter of the sphere
  42570. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42571. * @param mesh defines the hosting mesh (can be null)
  42572. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42573. */
  42574. function SphereGeometry(id, scene,
  42575. /**
  42576. * Defines the number of segments to use to create the sphere
  42577. */
  42578. segments,
  42579. /**
  42580. * Defines the diameter of the sphere
  42581. */
  42582. diameter, canBeRegenerated, mesh,
  42583. /**
  42584. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42585. */
  42586. side) {
  42587. if (mesh === void 0) { mesh = null; }
  42588. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42589. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42590. _this.segments = segments;
  42591. _this.diameter = diameter;
  42592. _this.side = side;
  42593. return _this;
  42594. }
  42595. /** @hidden */
  42596. SphereGeometry.prototype._regenerateVertexData = function () {
  42597. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42598. };
  42599. SphereGeometry.prototype.copy = function (id) {
  42600. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42601. };
  42602. SphereGeometry.prototype.serialize = function () {
  42603. var serializationObject = _super.prototype.serialize.call(this);
  42604. serializationObject.segments = this.segments;
  42605. serializationObject.diameter = this.diameter;
  42606. return serializationObject;
  42607. };
  42608. SphereGeometry.Parse = function (parsedSphere, scene) {
  42609. if (scene.getGeometryByID(parsedSphere.id)) {
  42610. return null; // null since geometry could be something else than a sphere...
  42611. }
  42612. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42613. if (BABYLON.Tags) {
  42614. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42615. }
  42616. scene.pushGeometry(sphere, true);
  42617. return sphere;
  42618. };
  42619. return SphereGeometry;
  42620. }(_PrimitiveGeometry));
  42621. BABYLON.SphereGeometry = SphereGeometry;
  42622. /**
  42623. * Creates a disc geometry
  42624. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42625. */
  42626. var DiscGeometry = /** @class */ (function (_super) {
  42627. __extends(DiscGeometry, _super);
  42628. /**
  42629. * Creates a new disc geometry
  42630. * @param id defines the unique ID of the geometry
  42631. * @param scene defines the hosting scene
  42632. * @param radius defines the radius of the disc
  42633. * @param tessellation defines the tesselation factor to apply to the disc
  42634. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42635. * @param mesh defines the hosting mesh (can be null)
  42636. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42637. */
  42638. function DiscGeometry(id, scene,
  42639. /**
  42640. * Defines the radius of the disc
  42641. */
  42642. radius,
  42643. /**
  42644. * Defines the tesselation factor to apply to the disc
  42645. */
  42646. tessellation, canBeRegenerated, mesh,
  42647. /**
  42648. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42649. */
  42650. side) {
  42651. if (mesh === void 0) { mesh = null; }
  42652. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42653. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42654. _this.radius = radius;
  42655. _this.tessellation = tessellation;
  42656. _this.side = side;
  42657. return _this;
  42658. }
  42659. /** @hidden */
  42660. DiscGeometry.prototype._regenerateVertexData = function () {
  42661. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42662. };
  42663. DiscGeometry.prototype.copy = function (id) {
  42664. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42665. };
  42666. return DiscGeometry;
  42667. }(_PrimitiveGeometry));
  42668. BABYLON.DiscGeometry = DiscGeometry;
  42669. /**
  42670. * Creates a new cylinder geometry
  42671. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42672. */
  42673. var CylinderGeometry = /** @class */ (function (_super) {
  42674. __extends(CylinderGeometry, _super);
  42675. /**
  42676. * Creates a new cylinder geometry
  42677. * @param id defines the unique ID of the geometry
  42678. * @param scene defines the hosting scene
  42679. * @param height defines the height of the cylinder
  42680. * @param diameterTop defines the diameter of the cylinder's top cap
  42681. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42682. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42683. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42684. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42685. * @param mesh defines the hosting mesh (can be null)
  42686. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42687. */
  42688. function CylinderGeometry(id, scene,
  42689. /**
  42690. * Defines the height of the cylinder
  42691. */
  42692. height,
  42693. /**
  42694. * Defines the diameter of the cylinder's top cap
  42695. */
  42696. diameterTop,
  42697. /**
  42698. * Defines the diameter of the cylinder's bottom cap
  42699. */
  42700. diameterBottom,
  42701. /**
  42702. * Defines the tessellation factor to apply to the cylinder
  42703. */
  42704. tessellation,
  42705. /**
  42706. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42707. */
  42708. subdivisions, canBeRegenerated, mesh,
  42709. /**
  42710. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42711. */
  42712. side) {
  42713. if (subdivisions === void 0) { subdivisions = 1; }
  42714. if (mesh === void 0) { mesh = null; }
  42715. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42716. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42717. _this.height = height;
  42718. _this.diameterTop = diameterTop;
  42719. _this.diameterBottom = diameterBottom;
  42720. _this.tessellation = tessellation;
  42721. _this.subdivisions = subdivisions;
  42722. _this.side = side;
  42723. return _this;
  42724. }
  42725. /** @hidden */
  42726. CylinderGeometry.prototype._regenerateVertexData = function () {
  42727. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42728. };
  42729. CylinderGeometry.prototype.copy = function (id) {
  42730. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42731. };
  42732. CylinderGeometry.prototype.serialize = function () {
  42733. var serializationObject = _super.prototype.serialize.call(this);
  42734. serializationObject.height = this.height;
  42735. serializationObject.diameterTop = this.diameterTop;
  42736. serializationObject.diameterBottom = this.diameterBottom;
  42737. serializationObject.tessellation = this.tessellation;
  42738. return serializationObject;
  42739. };
  42740. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42741. if (scene.getGeometryByID(parsedCylinder.id)) {
  42742. return null; // null since geometry could be something else than a cylinder...
  42743. }
  42744. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42745. if (BABYLON.Tags) {
  42746. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42747. }
  42748. scene.pushGeometry(cylinder, true);
  42749. return cylinder;
  42750. };
  42751. return CylinderGeometry;
  42752. }(_PrimitiveGeometry));
  42753. BABYLON.CylinderGeometry = CylinderGeometry;
  42754. /**
  42755. * Creates a new torus geometry
  42756. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42757. */
  42758. var TorusGeometry = /** @class */ (function (_super) {
  42759. __extends(TorusGeometry, _super);
  42760. /**
  42761. * Creates a new torus geometry
  42762. * @param id defines the unique ID of the geometry
  42763. * @param scene defines the hosting scene
  42764. * @param diameter defines the diameter of the torus
  42765. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42766. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42767. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42768. * @param mesh defines the hosting mesh (can be null)
  42769. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42770. */
  42771. function TorusGeometry(id, scene,
  42772. /**
  42773. * Defines the diameter of the torus
  42774. */
  42775. diameter,
  42776. /**
  42777. * Defines the thickness of the torus (ie. internal diameter)
  42778. */
  42779. thickness,
  42780. /**
  42781. * Defines the tesselation factor to apply to the torus
  42782. */
  42783. tessellation, canBeRegenerated, mesh,
  42784. /**
  42785. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42786. */
  42787. side) {
  42788. if (mesh === void 0) { mesh = null; }
  42789. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42790. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42791. _this.diameter = diameter;
  42792. _this.thickness = thickness;
  42793. _this.tessellation = tessellation;
  42794. _this.side = side;
  42795. return _this;
  42796. }
  42797. /** @hidden */
  42798. TorusGeometry.prototype._regenerateVertexData = function () {
  42799. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42800. };
  42801. TorusGeometry.prototype.copy = function (id) {
  42802. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42803. };
  42804. TorusGeometry.prototype.serialize = function () {
  42805. var serializationObject = _super.prototype.serialize.call(this);
  42806. serializationObject.diameter = this.diameter;
  42807. serializationObject.thickness = this.thickness;
  42808. serializationObject.tessellation = this.tessellation;
  42809. return serializationObject;
  42810. };
  42811. TorusGeometry.Parse = function (parsedTorus, scene) {
  42812. if (scene.getGeometryByID(parsedTorus.id)) {
  42813. return null; // null since geometry could be something else than a torus...
  42814. }
  42815. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42816. if (BABYLON.Tags) {
  42817. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42818. }
  42819. scene.pushGeometry(torus, true);
  42820. return torus;
  42821. };
  42822. return TorusGeometry;
  42823. }(_PrimitiveGeometry));
  42824. BABYLON.TorusGeometry = TorusGeometry;
  42825. /**
  42826. * Creates a new ground geometry
  42827. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42828. */
  42829. var GroundGeometry = /** @class */ (function (_super) {
  42830. __extends(GroundGeometry, _super);
  42831. /**
  42832. * Creates a new ground geometry
  42833. * @param id defines the unique ID of the geometry
  42834. * @param scene defines the hosting scene
  42835. * @param width defines the width of the ground
  42836. * @param height defines the height of the ground
  42837. * @param subdivisions defines the subdivisions to apply to the ground
  42838. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42839. * @param mesh defines the hosting mesh (can be null)
  42840. */
  42841. function GroundGeometry(id, scene,
  42842. /**
  42843. * Defines the width of the ground
  42844. */
  42845. width,
  42846. /**
  42847. * Defines the height of the ground
  42848. */
  42849. height,
  42850. /**
  42851. * Defines the subdivisions to apply to the ground
  42852. */
  42853. subdivisions, canBeRegenerated, mesh) {
  42854. if (mesh === void 0) { mesh = null; }
  42855. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42856. _this.width = width;
  42857. _this.height = height;
  42858. _this.subdivisions = subdivisions;
  42859. return _this;
  42860. }
  42861. /** @hidden */
  42862. GroundGeometry.prototype._regenerateVertexData = function () {
  42863. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42864. };
  42865. GroundGeometry.prototype.copy = function (id) {
  42866. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42867. };
  42868. GroundGeometry.prototype.serialize = function () {
  42869. var serializationObject = _super.prototype.serialize.call(this);
  42870. serializationObject.width = this.width;
  42871. serializationObject.height = this.height;
  42872. serializationObject.subdivisions = this.subdivisions;
  42873. return serializationObject;
  42874. };
  42875. GroundGeometry.Parse = function (parsedGround, scene) {
  42876. if (scene.getGeometryByID(parsedGround.id)) {
  42877. return null; // null since geometry could be something else than a ground...
  42878. }
  42879. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42880. if (BABYLON.Tags) {
  42881. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42882. }
  42883. scene.pushGeometry(ground, true);
  42884. return ground;
  42885. };
  42886. return GroundGeometry;
  42887. }(_PrimitiveGeometry));
  42888. BABYLON.GroundGeometry = GroundGeometry;
  42889. /**
  42890. * Creates a tiled ground geometry
  42891. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42892. */
  42893. var TiledGroundGeometry = /** @class */ (function (_super) {
  42894. __extends(TiledGroundGeometry, _super);
  42895. /**
  42896. * Creates a tiled ground geometry
  42897. * @param id defines the unique ID of the geometry
  42898. * @param scene defines the hosting scene
  42899. * @param xmin defines the minimum value on X axis
  42900. * @param zmin defines the minimum value on Z axis
  42901. * @param xmax defines the maximum value on X axis
  42902. * @param zmax defines the maximum value on Z axis
  42903. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42904. * @param precision defines the precision to use when computing the tiles
  42905. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42906. * @param mesh defines the hosting mesh (can be null)
  42907. */
  42908. function TiledGroundGeometry(id, scene,
  42909. /**
  42910. * Defines the minimum value on X axis
  42911. */
  42912. xmin,
  42913. /**
  42914. * Defines the minimum value on Z axis
  42915. */
  42916. zmin,
  42917. /**
  42918. * Defines the maximum value on X axis
  42919. */
  42920. xmax,
  42921. /**
  42922. * Defines the maximum value on Z axis
  42923. */
  42924. zmax,
  42925. /**
  42926. * Defines the subdivisions to apply to the ground
  42927. */
  42928. subdivisions,
  42929. /**
  42930. * Defines the precision to use when computing the tiles
  42931. */
  42932. precision, canBeRegenerated, mesh) {
  42933. if (mesh === void 0) { mesh = null; }
  42934. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42935. _this.xmin = xmin;
  42936. _this.zmin = zmin;
  42937. _this.xmax = xmax;
  42938. _this.zmax = zmax;
  42939. _this.subdivisions = subdivisions;
  42940. _this.precision = precision;
  42941. return _this;
  42942. }
  42943. /** @hidden */
  42944. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42945. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42946. };
  42947. TiledGroundGeometry.prototype.copy = function (id) {
  42948. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42949. };
  42950. return TiledGroundGeometry;
  42951. }(_PrimitiveGeometry));
  42952. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42953. /**
  42954. * Creates a plane geometry
  42955. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42956. */
  42957. var PlaneGeometry = /** @class */ (function (_super) {
  42958. __extends(PlaneGeometry, _super);
  42959. /**
  42960. * Creates a plane geometry
  42961. * @param id defines the unique ID of the geometry
  42962. * @param scene defines the hosting scene
  42963. * @param size defines the size of the plane (width === height)
  42964. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42965. * @param mesh defines the hosting mesh (can be null)
  42966. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42967. */
  42968. function PlaneGeometry(id, scene,
  42969. /**
  42970. * Defines the size of the plane (width === height)
  42971. */
  42972. size, canBeRegenerated, mesh,
  42973. /**
  42974. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42975. */
  42976. side) {
  42977. if (mesh === void 0) { mesh = null; }
  42978. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42979. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42980. _this.size = size;
  42981. _this.side = side;
  42982. return _this;
  42983. }
  42984. /** @hidden */
  42985. PlaneGeometry.prototype._regenerateVertexData = function () {
  42986. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42987. };
  42988. PlaneGeometry.prototype.copy = function (id) {
  42989. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42990. };
  42991. PlaneGeometry.prototype.serialize = function () {
  42992. var serializationObject = _super.prototype.serialize.call(this);
  42993. serializationObject.size = this.size;
  42994. return serializationObject;
  42995. };
  42996. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42997. if (scene.getGeometryByID(parsedPlane.id)) {
  42998. return null; // null since geometry could be something else than a ground...
  42999. }
  43000. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  43001. if (BABYLON.Tags) {
  43002. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  43003. }
  43004. scene.pushGeometry(plane, true);
  43005. return plane;
  43006. };
  43007. return PlaneGeometry;
  43008. }(_PrimitiveGeometry));
  43009. BABYLON.PlaneGeometry = PlaneGeometry;
  43010. /**
  43011. * Creates a torus knot geometry
  43012. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  43013. */
  43014. var TorusKnotGeometry = /** @class */ (function (_super) {
  43015. __extends(TorusKnotGeometry, _super);
  43016. /**
  43017. * Creates a torus knot geometry
  43018. * @param id defines the unique ID of the geometry
  43019. * @param scene defines the hosting scene
  43020. * @param radius defines the radius of the torus knot
  43021. * @param tube defines the thickness of the torus knot tube
  43022. * @param radialSegments defines the number of radial segments
  43023. * @param tubularSegments defines the number of tubular segments
  43024. * @param p defines the first number of windings
  43025. * @param q defines the second number of windings
  43026. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  43027. * @param mesh defines the hosting mesh (can be null)
  43028. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  43029. */
  43030. function TorusKnotGeometry(id, scene,
  43031. /**
  43032. * Defines the radius of the torus knot
  43033. */
  43034. radius,
  43035. /**
  43036. * Defines the thickness of the torus knot tube
  43037. */
  43038. tube,
  43039. /**
  43040. * Defines the number of radial segments
  43041. */
  43042. radialSegments,
  43043. /**
  43044. * Defines the number of tubular segments
  43045. */
  43046. tubularSegments,
  43047. /**
  43048. * Defines the first number of windings
  43049. */
  43050. p,
  43051. /**
  43052. * Defines the second number of windings
  43053. */
  43054. q, canBeRegenerated, mesh,
  43055. /**
  43056. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  43057. */
  43058. side) {
  43059. if (mesh === void 0) { mesh = null; }
  43060. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  43061. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  43062. _this.radius = radius;
  43063. _this.tube = tube;
  43064. _this.radialSegments = radialSegments;
  43065. _this.tubularSegments = tubularSegments;
  43066. _this.p = p;
  43067. _this.q = q;
  43068. _this.side = side;
  43069. return _this;
  43070. }
  43071. /** @hidden */
  43072. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  43073. 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 });
  43074. };
  43075. TorusKnotGeometry.prototype.copy = function (id) {
  43076. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  43077. };
  43078. TorusKnotGeometry.prototype.serialize = function () {
  43079. var serializationObject = _super.prototype.serialize.call(this);
  43080. serializationObject.radius = this.radius;
  43081. serializationObject.tube = this.tube;
  43082. serializationObject.radialSegments = this.radialSegments;
  43083. serializationObject.tubularSegments = this.tubularSegments;
  43084. serializationObject.p = this.p;
  43085. serializationObject.q = this.q;
  43086. return serializationObject;
  43087. };
  43088. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  43089. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  43090. return null; // null since geometry could be something else than a ground...
  43091. }
  43092. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  43093. if (BABYLON.Tags) {
  43094. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  43095. }
  43096. scene.pushGeometry(torusKnot, true);
  43097. return torusKnot;
  43098. };
  43099. return TorusKnotGeometry;
  43100. }(_PrimitiveGeometry));
  43101. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  43102. //}
  43103. })(BABYLON || (BABYLON = {}));
  43104. //# sourceMappingURL=babylon.geometry.js.map
  43105. var BABYLON;
  43106. (function (BABYLON) {
  43107. /**
  43108. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  43109. */
  43110. var PerformanceMonitor = /** @class */ (function () {
  43111. /**
  43112. * constructor
  43113. * @param frameSampleSize The number of samples required to saturate the sliding window
  43114. */
  43115. function PerformanceMonitor(frameSampleSize) {
  43116. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  43117. this._enabled = true;
  43118. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  43119. }
  43120. /**
  43121. * Samples current frame
  43122. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  43123. */
  43124. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  43125. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  43126. if (!this._enabled) {
  43127. return;
  43128. }
  43129. if (this._lastFrameTimeMs != null) {
  43130. var dt = timeMs - this._lastFrameTimeMs;
  43131. this._rollingFrameTime.add(dt);
  43132. }
  43133. this._lastFrameTimeMs = timeMs;
  43134. };
  43135. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  43136. /**
  43137. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  43138. */
  43139. get: function () {
  43140. return this._rollingFrameTime.average;
  43141. },
  43142. enumerable: true,
  43143. configurable: true
  43144. });
  43145. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  43146. /**
  43147. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  43148. */
  43149. get: function () {
  43150. return this._rollingFrameTime.variance;
  43151. },
  43152. enumerable: true,
  43153. configurable: true
  43154. });
  43155. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  43156. /**
  43157. * Returns the frame time of the most recent frame
  43158. */
  43159. get: function () {
  43160. return this._rollingFrameTime.history(0);
  43161. },
  43162. enumerable: true,
  43163. configurable: true
  43164. });
  43165. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  43166. /**
  43167. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  43168. */
  43169. get: function () {
  43170. return 1000.0 / this._rollingFrameTime.average;
  43171. },
  43172. enumerable: true,
  43173. configurable: true
  43174. });
  43175. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  43176. /**
  43177. * Returns the average framerate in frames per second using the most recent frame time
  43178. */
  43179. get: function () {
  43180. var history = this._rollingFrameTime.history(0);
  43181. if (history === 0) {
  43182. return 0;
  43183. }
  43184. return 1000.0 / history;
  43185. },
  43186. enumerable: true,
  43187. configurable: true
  43188. });
  43189. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  43190. /**
  43191. * Returns true if enough samples have been taken to completely fill the sliding window
  43192. */
  43193. get: function () {
  43194. return this._rollingFrameTime.isSaturated();
  43195. },
  43196. enumerable: true,
  43197. configurable: true
  43198. });
  43199. /**
  43200. * Enables contributions to the sliding window sample set
  43201. */
  43202. PerformanceMonitor.prototype.enable = function () {
  43203. this._enabled = true;
  43204. };
  43205. /**
  43206. * Disables contributions to the sliding window sample set
  43207. * Samples will not be interpolated over the disabled period
  43208. */
  43209. PerformanceMonitor.prototype.disable = function () {
  43210. this._enabled = false;
  43211. //clear last sample to avoid interpolating over the disabled period when next enabled
  43212. this._lastFrameTimeMs = null;
  43213. };
  43214. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  43215. /**
  43216. * Returns true if sampling is enabled
  43217. */
  43218. get: function () {
  43219. return this._enabled;
  43220. },
  43221. enumerable: true,
  43222. configurable: true
  43223. });
  43224. /**
  43225. * Resets performance monitor
  43226. */
  43227. PerformanceMonitor.prototype.reset = function () {
  43228. //clear last sample to avoid interpolating over the disabled period when next enabled
  43229. this._lastFrameTimeMs = null;
  43230. //wipe record
  43231. this._rollingFrameTime.reset();
  43232. };
  43233. return PerformanceMonitor;
  43234. }());
  43235. BABYLON.PerformanceMonitor = PerformanceMonitor;
  43236. /**
  43237. * RollingAverage
  43238. *
  43239. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  43240. */
  43241. var RollingAverage = /** @class */ (function () {
  43242. /**
  43243. * constructor
  43244. * @param length The number of samples required to saturate the sliding window
  43245. */
  43246. function RollingAverage(length) {
  43247. this._samples = new Array(length);
  43248. this.reset();
  43249. }
  43250. /**
  43251. * Adds a sample to the sample set
  43252. * @param v The sample value
  43253. */
  43254. RollingAverage.prototype.add = function (v) {
  43255. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  43256. var delta;
  43257. //we need to check if we've already wrapped round
  43258. if (this.isSaturated()) {
  43259. //remove bottom of stack from mean
  43260. var bottomValue = this._samples[this._pos];
  43261. delta = bottomValue - this.average;
  43262. this.average -= delta / (this._sampleCount - 1);
  43263. this._m2 -= delta * (bottomValue - this.average);
  43264. }
  43265. else {
  43266. this._sampleCount++;
  43267. }
  43268. //add new value to mean
  43269. delta = v - this.average;
  43270. this.average += delta / (this._sampleCount);
  43271. this._m2 += delta * (v - this.average);
  43272. //set the new variance
  43273. this.variance = this._m2 / (this._sampleCount - 1);
  43274. this._samples[this._pos] = v;
  43275. this._pos++;
  43276. this._pos %= this._samples.length; //positive wrap around
  43277. };
  43278. /**
  43279. * Returns previously added values or null if outside of history or outside the sliding window domain
  43280. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  43281. * @return Value previously recorded with add() or null if outside of range
  43282. */
  43283. RollingAverage.prototype.history = function (i) {
  43284. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  43285. return 0;
  43286. }
  43287. var i0 = this._wrapPosition(this._pos - 1.0);
  43288. return this._samples[this._wrapPosition(i0 - i)];
  43289. };
  43290. /**
  43291. * Returns true if enough samples have been taken to completely fill the sliding window
  43292. * @return true if sample-set saturated
  43293. */
  43294. RollingAverage.prototype.isSaturated = function () {
  43295. return this._sampleCount >= this._samples.length;
  43296. };
  43297. /**
  43298. * Resets the rolling average (equivalent to 0 samples taken so far)
  43299. */
  43300. RollingAverage.prototype.reset = function () {
  43301. this.average = 0;
  43302. this.variance = 0;
  43303. this._sampleCount = 0;
  43304. this._pos = 0;
  43305. this._m2 = 0;
  43306. };
  43307. /**
  43308. * Wraps a value around the sample range boundaries
  43309. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  43310. * @return Wrapped position in sample range
  43311. */
  43312. RollingAverage.prototype._wrapPosition = function (i) {
  43313. var max = this._samples.length;
  43314. return ((i % max) + max) % max;
  43315. };
  43316. return RollingAverage;
  43317. }());
  43318. BABYLON.RollingAverage = RollingAverage;
  43319. })(BABYLON || (BABYLON = {}));
  43320. //# sourceMappingURL=babylon.performanceMonitor.js.map
  43321. var BABYLON;
  43322. (function (BABYLON) {
  43323. /**
  43324. * "Static Class" containing the most commonly used helper while dealing with material for
  43325. * rendering purpose.
  43326. *
  43327. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  43328. *
  43329. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  43330. */
  43331. var MaterialHelper = /** @class */ (function () {
  43332. function MaterialHelper() {
  43333. }
  43334. /**
  43335. * Bind the current view position to an effect.
  43336. * @param effect The effect to be bound
  43337. * @param scene The scene the eyes position is used from
  43338. */
  43339. MaterialHelper.BindEyePosition = function (effect, scene) {
  43340. if (scene._forcedViewPosition) {
  43341. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  43342. return;
  43343. }
  43344. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  43345. };
  43346. /**
  43347. * Helps preparing the defines values about the UVs in used in the effect.
  43348. * UVs are shared as much as we can accross channels in the shaders.
  43349. * @param texture The texture we are preparing the UVs for
  43350. * @param defines The defines to update
  43351. * @param key The channel key "diffuse", "specular"... used in the shader
  43352. */
  43353. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  43354. defines._needUVs = true;
  43355. defines[key] = true;
  43356. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  43357. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  43358. if (texture.coordinatesIndex === 0) {
  43359. defines["MAINUV1"] = true;
  43360. }
  43361. else {
  43362. defines["MAINUV2"] = true;
  43363. }
  43364. }
  43365. else {
  43366. defines[key + "DIRECTUV"] = 0;
  43367. }
  43368. };
  43369. /**
  43370. * Binds a texture matrix value to its corrsponding uniform
  43371. * @param texture The texture to bind the matrix for
  43372. * @param uniformBuffer The uniform buffer receivin the data
  43373. * @param key The channel key "diffuse", "specular"... used in the shader
  43374. */
  43375. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  43376. var matrix = texture.getTextureMatrix();
  43377. if (!matrix.isIdentityAs3x2()) {
  43378. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  43379. }
  43380. };
  43381. /**
  43382. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  43383. * @param mesh defines the current mesh
  43384. * @param scene defines the current scene
  43385. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  43386. * @param pointsCloud defines if point cloud rendering has to be turned on
  43387. * @param fogEnabled defines if fog has to be turned on
  43388. * @param alphaTest defines if alpha testing has to be turned on
  43389. * @param defines defines the current list of defines
  43390. */
  43391. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  43392. if (defines._areMiscDirty) {
  43393. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  43394. defines["POINTSIZE"] = pointsCloud;
  43395. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  43396. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  43397. defines["ALPHATEST"] = alphaTest;
  43398. }
  43399. };
  43400. /**
  43401. * Helper used to prepare the list of defines associated with frame values for shader compilation
  43402. * @param scene defines the current scene
  43403. * @param engine defines the current engine
  43404. * @param defines specifies the list of active defines
  43405. * @param useInstances defines if instances have to be turned on
  43406. * @param useClipPlane defines if clip plane have to be turned on
  43407. */
  43408. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  43409. if (useClipPlane === void 0) { useClipPlane = null; }
  43410. var changed = false;
  43411. var useClipPlane1 = false;
  43412. var useClipPlane2 = false;
  43413. var useClipPlane3 = false;
  43414. var useClipPlane4 = false;
  43415. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  43416. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  43417. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  43418. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  43419. if (defines["CLIPPLANE"] !== useClipPlane1) {
  43420. defines["CLIPPLANE"] = useClipPlane1;
  43421. changed = true;
  43422. }
  43423. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  43424. defines["CLIPPLANE2"] = useClipPlane2;
  43425. changed = true;
  43426. }
  43427. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  43428. defines["CLIPPLANE3"] = useClipPlane3;
  43429. changed = true;
  43430. }
  43431. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  43432. defines["CLIPPLANE4"] = useClipPlane4;
  43433. changed = true;
  43434. }
  43435. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  43436. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  43437. changed = true;
  43438. }
  43439. if (defines["INSTANCES"] !== useInstances) {
  43440. defines["INSTANCES"] = useInstances;
  43441. changed = true;
  43442. }
  43443. if (changed) {
  43444. defines.markAsUnprocessed();
  43445. }
  43446. };
  43447. /**
  43448. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  43449. * @param mesh The mesh containing the geometry data we will draw
  43450. * @param defines The defines to update
  43451. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  43452. * @param useBones Precise whether bones should be used or not (override mesh info)
  43453. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  43454. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  43455. * @returns false if defines are considered not dirty and have not been checked
  43456. */
  43457. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  43458. if (useMorphTargets === void 0) { useMorphTargets = false; }
  43459. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  43460. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  43461. return false;
  43462. }
  43463. defines._normals = defines._needNormals;
  43464. defines._uvs = defines._needUVs;
  43465. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  43466. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  43467. defines["TANGENT"] = true;
  43468. }
  43469. if (defines._needUVs) {
  43470. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  43471. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  43472. }
  43473. else {
  43474. defines["UV1"] = false;
  43475. defines["UV2"] = false;
  43476. }
  43477. if (useVertexColor) {
  43478. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  43479. defines["VERTEXCOLOR"] = hasVertexColors;
  43480. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  43481. }
  43482. if (useBones) {
  43483. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43484. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  43485. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  43486. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  43487. defines["BONETEXTURE"] = true;
  43488. }
  43489. else {
  43490. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  43491. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  43492. }
  43493. }
  43494. else {
  43495. defines["NUM_BONE_INFLUENCERS"] = 0;
  43496. defines["BonesPerMesh"] = 0;
  43497. }
  43498. }
  43499. if (useMorphTargets) {
  43500. var manager = mesh.morphTargetManager;
  43501. if (manager) {
  43502. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43503. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43504. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43505. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43506. }
  43507. else {
  43508. defines["MORPHTARGETS_TANGENT"] = false;
  43509. defines["MORPHTARGETS_NORMAL"] = false;
  43510. defines["MORPHTARGETS"] = false;
  43511. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43512. }
  43513. }
  43514. return true;
  43515. };
  43516. /**
  43517. * Prepares the defines related to the light information passed in parameter
  43518. * @param scene The scene we are intending to draw
  43519. * @param mesh The mesh the effect is compiling for
  43520. * @param defines The defines to update
  43521. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43522. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43523. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43524. * @returns true if normals will be required for the rest of the effect
  43525. */
  43526. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43527. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43528. if (disableLighting === void 0) { disableLighting = false; }
  43529. if (!defines._areLightsDirty) {
  43530. return defines._needNormals;
  43531. }
  43532. var lightIndex = 0;
  43533. var needNormals = false;
  43534. var needRebuild = false;
  43535. var lightmapMode = false;
  43536. var shadowEnabled = false;
  43537. var specularEnabled = false;
  43538. if (scene.lightsEnabled && !disableLighting) {
  43539. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43540. var light = _a[_i];
  43541. needNormals = true;
  43542. if (defines["LIGHT" + lightIndex] === undefined) {
  43543. needRebuild = true;
  43544. }
  43545. defines["LIGHT" + lightIndex] = true;
  43546. defines["SPOTLIGHT" + lightIndex] = false;
  43547. defines["HEMILIGHT" + lightIndex] = false;
  43548. defines["POINTLIGHT" + lightIndex] = false;
  43549. defines["DIRLIGHT" + lightIndex] = false;
  43550. light.prepareLightSpecificDefines(defines, lightIndex);
  43551. // FallOff.
  43552. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43553. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43554. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43555. switch (light.falloffType) {
  43556. case BABYLON.Light.FALLOFF_GLTF:
  43557. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43558. break;
  43559. case BABYLON.Light.FALLOFF_PHYSICAL:
  43560. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43561. break;
  43562. case BABYLON.Light.FALLOFF_STANDARD:
  43563. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43564. break;
  43565. }
  43566. // Specular
  43567. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43568. specularEnabled = true;
  43569. }
  43570. // Shadows
  43571. defines["SHADOW" + lightIndex] = false;
  43572. defines["SHADOWPCF" + lightIndex] = false;
  43573. defines["SHADOWPCSS" + lightIndex] = false;
  43574. defines["SHADOWPOISSON" + lightIndex] = false;
  43575. defines["SHADOWESM" + lightIndex] = false;
  43576. defines["SHADOWCUBE" + lightIndex] = false;
  43577. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43578. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43579. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43580. var shadowGenerator = light.getShadowGenerator();
  43581. if (shadowGenerator) {
  43582. var shadowMap = shadowGenerator.getShadowMap();
  43583. if (shadowMap) {
  43584. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43585. shadowEnabled = true;
  43586. shadowGenerator.prepareDefines(defines, lightIndex);
  43587. }
  43588. }
  43589. }
  43590. }
  43591. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43592. lightmapMode = true;
  43593. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43594. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43595. }
  43596. else {
  43597. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43598. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43599. }
  43600. lightIndex++;
  43601. if (lightIndex === maxSimultaneousLights) {
  43602. break;
  43603. }
  43604. }
  43605. }
  43606. defines["SPECULARTERM"] = specularEnabled;
  43607. defines["SHADOWS"] = shadowEnabled;
  43608. // Resetting all other lights if any
  43609. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43610. if (defines["LIGHT" + index] !== undefined) {
  43611. defines["LIGHT" + index] = false;
  43612. defines["HEMILIGHT" + lightIndex] = false;
  43613. defines["POINTLIGHT" + lightIndex] = false;
  43614. defines["DIRLIGHT" + lightIndex] = false;
  43615. defines["SPOTLIGHT" + lightIndex] = false;
  43616. defines["SHADOW" + lightIndex] = false;
  43617. }
  43618. }
  43619. var caps = scene.getEngine().getCaps();
  43620. if (defines["SHADOWFLOAT"] === undefined) {
  43621. needRebuild = true;
  43622. }
  43623. defines["SHADOWFLOAT"] = shadowEnabled &&
  43624. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43625. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43626. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43627. if (needRebuild) {
  43628. defines.rebuild();
  43629. }
  43630. return needNormals;
  43631. };
  43632. /**
  43633. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43634. * that won t be acctive due to defines being turned off.
  43635. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43636. * @param samplersList The samplers list
  43637. * @param defines The defines helping in the list generation
  43638. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43639. */
  43640. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43641. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43642. var uniformsList;
  43643. var uniformBuffersList = null;
  43644. if (uniformsListOrOptions.uniformsNames) {
  43645. var options = uniformsListOrOptions;
  43646. uniformsList = options.uniformsNames;
  43647. uniformBuffersList = options.uniformBuffersNames;
  43648. samplersList = options.samplers;
  43649. defines = options.defines;
  43650. maxSimultaneousLights = options.maxSimultaneousLights;
  43651. }
  43652. else {
  43653. uniformsList = uniformsListOrOptions;
  43654. if (!samplersList) {
  43655. samplersList = [];
  43656. }
  43657. }
  43658. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43659. if (!defines["LIGHT" + lightIndex]) {
  43660. break;
  43661. }
  43662. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43663. if (uniformBuffersList) {
  43664. uniformBuffersList.push("Light" + lightIndex);
  43665. }
  43666. samplersList.push("shadowSampler" + lightIndex);
  43667. samplersList.push("depthSampler" + lightIndex);
  43668. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43669. samplersList.push("projectionLightSampler" + lightIndex);
  43670. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43671. }
  43672. }
  43673. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43674. uniformsList.push("morphTargetInfluences");
  43675. }
  43676. };
  43677. /**
  43678. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43679. * @param defines The defines to update while falling back
  43680. * @param fallbacks The authorized effect fallbacks
  43681. * @param maxSimultaneousLights The maximum number of lights allowed
  43682. * @param rank the current rank of the Effect
  43683. * @returns The newly affected rank
  43684. */
  43685. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43686. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43687. if (rank === void 0) { rank = 0; }
  43688. var lightFallbackRank = 0;
  43689. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43690. if (!defines["LIGHT" + lightIndex]) {
  43691. break;
  43692. }
  43693. if (lightIndex > 0) {
  43694. lightFallbackRank = rank + lightIndex;
  43695. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43696. }
  43697. if (!defines["SHADOWS"]) {
  43698. if (defines["SHADOW" + lightIndex]) {
  43699. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43700. }
  43701. if (defines["SHADOWPCF" + lightIndex]) {
  43702. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43703. }
  43704. if (defines["SHADOWPCSS" + lightIndex]) {
  43705. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43706. }
  43707. if (defines["SHADOWPOISSON" + lightIndex]) {
  43708. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43709. }
  43710. if (defines["SHADOWESM" + lightIndex]) {
  43711. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43712. }
  43713. }
  43714. }
  43715. return lightFallbackRank++;
  43716. };
  43717. /**
  43718. * Prepares the list of attributes required for morph targets according to the effect defines.
  43719. * @param attribs The current list of supported attribs
  43720. * @param mesh The mesh to prepare the morph targets attributes for
  43721. * @param defines The current Defines of the effect
  43722. */
  43723. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43724. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43725. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43726. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43727. var manager = mesh.morphTargetManager;
  43728. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43729. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43730. for (var index = 0; index < influencers; index++) {
  43731. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43732. if (normal) {
  43733. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43734. }
  43735. if (tangent) {
  43736. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43737. }
  43738. if (attribs.length > maxAttributesCount) {
  43739. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43740. }
  43741. }
  43742. }
  43743. };
  43744. /**
  43745. * Prepares the list of attributes required for bones according to the effect defines.
  43746. * @param attribs The current list of supported attribs
  43747. * @param mesh The mesh to prepare the bones attributes for
  43748. * @param defines The current Defines of the effect
  43749. * @param fallbacks The current efffect fallback strategy
  43750. */
  43751. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43752. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43753. fallbacks.addCPUSkinningFallback(0, mesh);
  43754. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43755. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43756. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43757. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43758. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43759. }
  43760. }
  43761. };
  43762. /**
  43763. * Prepares the list of attributes required for instances according to the effect defines.
  43764. * @param attribs The current list of supported attribs
  43765. * @param defines The current Defines of the effect
  43766. */
  43767. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43768. if (defines["INSTANCES"]) {
  43769. attribs.push("world0");
  43770. attribs.push("world1");
  43771. attribs.push("world2");
  43772. attribs.push("world3");
  43773. }
  43774. };
  43775. /**
  43776. * Binds the light shadow information to the effect for the given mesh.
  43777. * @param light The light containing the generator
  43778. * @param scene The scene the lights belongs to
  43779. * @param mesh The mesh we are binding the information to render
  43780. * @param lightIndex The light index in the effect used to render the mesh
  43781. * @param effect The effect we are binding the data to
  43782. */
  43783. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43784. if (light.shadowEnabled && mesh.receiveShadows) {
  43785. var shadowGenerator = light.getShadowGenerator();
  43786. if (shadowGenerator) {
  43787. shadowGenerator.bindShadowLight(lightIndex, effect);
  43788. }
  43789. }
  43790. };
  43791. /**
  43792. * Binds the light information to the effect.
  43793. * @param light The light containing the generator
  43794. * @param effect The effect we are binding the data to
  43795. * @param lightIndex The light index in the effect used to render
  43796. */
  43797. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43798. light.transferToEffect(effect, lightIndex + "");
  43799. };
  43800. /**
  43801. * Binds the lights information from the scene to the effect for the given mesh.
  43802. * @param scene The scene the lights belongs to
  43803. * @param mesh The mesh we are binding the information to render
  43804. * @param effect The effect we are binding the data to
  43805. * @param defines The generated defines for the effect
  43806. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43807. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43808. */
  43809. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43810. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43811. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43812. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43813. for (var i = 0; i < len; i++) {
  43814. var light = mesh._lightSources[i];
  43815. var iAsString = i.toString();
  43816. var scaledIntensity = light.getScaledIntensity();
  43817. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43818. MaterialHelper.BindLightProperties(light, effect, i);
  43819. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43820. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43821. if (defines["SPECULARTERM"]) {
  43822. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43823. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43824. }
  43825. // Shadows
  43826. if (scene.shadowsEnabled) {
  43827. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43828. }
  43829. light._uniformBuffer.update();
  43830. }
  43831. };
  43832. /**
  43833. * Binds the fog information from the scene to the effect for the given mesh.
  43834. * @param scene The scene the lights belongs to
  43835. * @param mesh The mesh we are binding the information to render
  43836. * @param effect The effect we are binding the data to
  43837. * @param linearSpace Defines if the fog effect is applied in linear space
  43838. */
  43839. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43840. if (linearSpace === void 0) { linearSpace = false; }
  43841. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43842. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43843. // Convert fog color to linear space if used in a linear space computed shader.
  43844. if (linearSpace) {
  43845. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43846. effect.setColor3("vFogColor", this._tempFogColor);
  43847. }
  43848. else {
  43849. effect.setColor3("vFogColor", scene.fogColor);
  43850. }
  43851. }
  43852. };
  43853. /**
  43854. * Binds the bones information from the mesh to the effect.
  43855. * @param mesh The mesh we are binding the information to render
  43856. * @param effect The effect we are binding the data to
  43857. */
  43858. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43859. if (!effect || !mesh) {
  43860. return;
  43861. }
  43862. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43863. mesh.computeBonesUsingShaders = false;
  43864. }
  43865. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43866. var skeleton = mesh.skeleton;
  43867. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43868. var boneTexture = skeleton.getTransformMatrixTexture();
  43869. effect.setTexture("boneSampler", boneTexture);
  43870. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43871. }
  43872. else {
  43873. var matrices = skeleton.getTransformMatrices(mesh);
  43874. if (matrices) {
  43875. effect.setMatrices("mBones", matrices);
  43876. }
  43877. }
  43878. }
  43879. };
  43880. /**
  43881. * Binds the morph targets information from the mesh to the effect.
  43882. * @param abstractMesh The mesh we are binding the information to render
  43883. * @param effect The effect we are binding the data to
  43884. */
  43885. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43886. var manager = abstractMesh.morphTargetManager;
  43887. if (!abstractMesh || !manager) {
  43888. return;
  43889. }
  43890. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43891. };
  43892. /**
  43893. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43894. * @param defines The generated defines used in the effect
  43895. * @param effect The effect we are binding the data to
  43896. * @param scene The scene we are willing to render with logarithmic scale for
  43897. */
  43898. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43899. if (defines["LOGARITHMICDEPTH"]) {
  43900. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43901. }
  43902. };
  43903. /**
  43904. * Binds the clip plane information from the scene to the effect.
  43905. * @param scene The scene the clip plane information are extracted from
  43906. * @param effect The effect we are binding the data to
  43907. */
  43908. MaterialHelper.BindClipPlane = function (effect, scene) {
  43909. if (scene.clipPlane) {
  43910. var clipPlane = scene.clipPlane;
  43911. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43912. }
  43913. if (scene.clipPlane2) {
  43914. var clipPlane = scene.clipPlane2;
  43915. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43916. }
  43917. if (scene.clipPlane3) {
  43918. var clipPlane = scene.clipPlane3;
  43919. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43920. }
  43921. if (scene.clipPlane4) {
  43922. var clipPlane = scene.clipPlane4;
  43923. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43924. }
  43925. };
  43926. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43927. return MaterialHelper;
  43928. }());
  43929. BABYLON.MaterialHelper = MaterialHelper;
  43930. })(BABYLON || (BABYLON = {}));
  43931. //# sourceMappingURL=babylon.materialHelper.js.map
  43932. var BABYLON;
  43933. (function (BABYLON) {
  43934. /**
  43935. * Base class of materials working in push mode in babylon JS
  43936. * @hidden
  43937. */
  43938. var PushMaterial = /** @class */ (function (_super) {
  43939. __extends(PushMaterial, _super);
  43940. function PushMaterial(name, scene) {
  43941. var _this = _super.call(this, name, scene) || this;
  43942. _this._normalMatrix = new BABYLON.Matrix();
  43943. /**
  43944. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43945. * This means that the material can keep using a previous shader while a new one is being compiled.
  43946. * This is mostly used when shader parallel compilation is supported (true by default)
  43947. */
  43948. _this.allowShaderHotSwapping = true;
  43949. _this._storeEffectOnSubMeshes = true;
  43950. return _this;
  43951. }
  43952. PushMaterial.prototype.getEffect = function () {
  43953. return this._activeEffect;
  43954. };
  43955. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43956. if (!mesh) {
  43957. return false;
  43958. }
  43959. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43960. return true;
  43961. }
  43962. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43963. };
  43964. /**
  43965. * Binds the given world matrix to the active effect
  43966. *
  43967. * @param world the matrix to bind
  43968. */
  43969. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43970. this._activeEffect.setMatrix("world", world);
  43971. };
  43972. /**
  43973. * Binds the given normal matrix to the active effect
  43974. *
  43975. * @param normalMatrix the matrix to bind
  43976. */
  43977. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43978. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43979. };
  43980. PushMaterial.prototype.bind = function (world, mesh) {
  43981. if (!mesh) {
  43982. return;
  43983. }
  43984. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43985. };
  43986. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43987. if (effect === void 0) { effect = null; }
  43988. _super.prototype._afterBind.call(this, mesh);
  43989. this.getScene()._cachedEffect = effect;
  43990. };
  43991. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43992. if (visibility === void 0) { visibility = 1; }
  43993. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43994. };
  43995. return PushMaterial;
  43996. }(BABYLON.Material));
  43997. BABYLON.PushMaterial = PushMaterial;
  43998. })(BABYLON || (BABYLON = {}));
  43999. //# sourceMappingURL=babylon.pushMaterial.js.map
  44000. var BABYLON;
  44001. (function (BABYLON) {
  44002. /** @hidden */
  44003. var StandardMaterialDefines = /** @class */ (function (_super) {
  44004. __extends(StandardMaterialDefines, _super);
  44005. function StandardMaterialDefines() {
  44006. var _this = _super.call(this) || this;
  44007. _this.MAINUV1 = false;
  44008. _this.MAINUV2 = false;
  44009. _this.DIFFUSE = false;
  44010. _this.DIFFUSEDIRECTUV = 0;
  44011. _this.AMBIENT = false;
  44012. _this.AMBIENTDIRECTUV = 0;
  44013. _this.OPACITY = false;
  44014. _this.OPACITYDIRECTUV = 0;
  44015. _this.OPACITYRGB = false;
  44016. _this.REFLECTION = false;
  44017. _this.EMISSIVE = false;
  44018. _this.EMISSIVEDIRECTUV = 0;
  44019. _this.SPECULAR = false;
  44020. _this.SPECULARDIRECTUV = 0;
  44021. _this.BUMP = false;
  44022. _this.BUMPDIRECTUV = 0;
  44023. _this.PARALLAX = false;
  44024. _this.PARALLAXOCCLUSION = false;
  44025. _this.SPECULAROVERALPHA = false;
  44026. _this.CLIPPLANE = false;
  44027. _this.CLIPPLANE2 = false;
  44028. _this.CLIPPLANE3 = false;
  44029. _this.CLIPPLANE4 = false;
  44030. _this.ALPHATEST = false;
  44031. _this.DEPTHPREPASS = false;
  44032. _this.ALPHAFROMDIFFUSE = false;
  44033. _this.POINTSIZE = false;
  44034. _this.FOG = false;
  44035. _this.SPECULARTERM = false;
  44036. _this.DIFFUSEFRESNEL = false;
  44037. _this.OPACITYFRESNEL = false;
  44038. _this.REFLECTIONFRESNEL = false;
  44039. _this.REFRACTIONFRESNEL = false;
  44040. _this.EMISSIVEFRESNEL = false;
  44041. _this.FRESNEL = false;
  44042. _this.NORMAL = false;
  44043. _this.UV1 = false;
  44044. _this.UV2 = false;
  44045. _this.VERTEXCOLOR = false;
  44046. _this.VERTEXALPHA = false;
  44047. _this.NUM_BONE_INFLUENCERS = 0;
  44048. _this.BonesPerMesh = 0;
  44049. _this.BONETEXTURE = false;
  44050. _this.INSTANCES = false;
  44051. _this.GLOSSINESS = false;
  44052. _this.ROUGHNESS = false;
  44053. _this.EMISSIVEASILLUMINATION = false;
  44054. _this.LINKEMISSIVEWITHDIFFUSE = false;
  44055. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  44056. _this.LIGHTMAP = false;
  44057. _this.LIGHTMAPDIRECTUV = 0;
  44058. _this.OBJECTSPACE_NORMALMAP = false;
  44059. _this.USELIGHTMAPASSHADOWMAP = false;
  44060. _this.REFLECTIONMAP_3D = false;
  44061. _this.REFLECTIONMAP_SPHERICAL = false;
  44062. _this.REFLECTIONMAP_PLANAR = false;
  44063. _this.REFLECTIONMAP_CUBIC = false;
  44064. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  44065. _this.REFLECTIONMAP_PROJECTION = false;
  44066. _this.REFLECTIONMAP_SKYBOX = false;
  44067. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  44068. _this.REFLECTIONMAP_EXPLICIT = false;
  44069. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  44070. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  44071. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  44072. _this.INVERTCUBICMAP = false;
  44073. _this.LOGARITHMICDEPTH = false;
  44074. _this.REFRACTION = false;
  44075. _this.REFRACTIONMAP_3D = false;
  44076. _this.REFLECTIONOVERALPHA = false;
  44077. _this.TWOSIDEDLIGHTING = false;
  44078. _this.SHADOWFLOAT = false;
  44079. _this.MORPHTARGETS = false;
  44080. _this.MORPHTARGETS_NORMAL = false;
  44081. _this.MORPHTARGETS_TANGENT = false;
  44082. _this.NUM_MORPH_INFLUENCERS = 0;
  44083. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  44084. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  44085. _this.IMAGEPROCESSING = false;
  44086. _this.VIGNETTE = false;
  44087. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  44088. _this.VIGNETTEBLENDMODEOPAQUE = false;
  44089. _this.TONEMAPPING = false;
  44090. _this.TONEMAPPING_ACES = false;
  44091. _this.CONTRAST = false;
  44092. _this.COLORCURVES = false;
  44093. _this.COLORGRADING = false;
  44094. _this.COLORGRADING3D = false;
  44095. _this.SAMPLER3DGREENDEPTH = false;
  44096. _this.SAMPLER3DBGRMAP = false;
  44097. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  44098. /**
  44099. * If the reflection texture on this material is in linear color space
  44100. * @hidden
  44101. */
  44102. _this.IS_REFLECTION_LINEAR = false;
  44103. /**
  44104. * If the refraction texture on this material is in linear color space
  44105. * @hidden
  44106. */
  44107. _this.IS_REFRACTION_LINEAR = false;
  44108. _this.EXPOSURE = false;
  44109. _this.rebuild();
  44110. return _this;
  44111. }
  44112. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  44113. var modes = [
  44114. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  44115. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  44116. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  44117. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  44118. ];
  44119. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  44120. var mode = modes_1[_i];
  44121. this[mode] = (mode === modeToEnable);
  44122. }
  44123. };
  44124. return StandardMaterialDefines;
  44125. }(BABYLON.MaterialDefines));
  44126. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  44127. /**
  44128. * This is the default material used in Babylon. It is the best trade off between quality
  44129. * and performances.
  44130. * @see http://doc.babylonjs.com/babylon101/materials
  44131. */
  44132. var StandardMaterial = /** @class */ (function (_super) {
  44133. __extends(StandardMaterial, _super);
  44134. /**
  44135. * Instantiates a new standard material.
  44136. * This is the default material used in Babylon. It is the best trade off between quality
  44137. * and performances.
  44138. * @see http://doc.babylonjs.com/babylon101/materials
  44139. * @param name Define the name of the material in the scene
  44140. * @param scene Define the scene the material belong to
  44141. */
  44142. function StandardMaterial(name, scene) {
  44143. var _this = _super.call(this, name, scene) || this;
  44144. /**
  44145. * The color of the material lit by the environmental background lighting.
  44146. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  44147. */
  44148. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  44149. /**
  44150. * The basic color of the material as viewed under a light.
  44151. */
  44152. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  44153. /**
  44154. * Define how the color and intensity of the highlight given by the light in the material.
  44155. */
  44156. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  44157. /**
  44158. * Define the color of the material as if self lit.
  44159. * This will be mixed in the final result even in the absence of light.
  44160. */
  44161. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  44162. /**
  44163. * Defines how sharp are the highlights in the material.
  44164. * The bigger the value the sharper giving a more glossy feeling to the result.
  44165. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  44166. */
  44167. _this.specularPower = 64;
  44168. _this._useAlphaFromDiffuseTexture = false;
  44169. _this._useEmissiveAsIllumination = false;
  44170. _this._linkEmissiveWithDiffuse = false;
  44171. _this._useSpecularOverAlpha = false;
  44172. _this._useReflectionOverAlpha = false;
  44173. _this._disableLighting = false;
  44174. _this._useObjectSpaceNormalMap = false;
  44175. _this._useParallax = false;
  44176. _this._useParallaxOcclusion = false;
  44177. /**
  44178. * 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.
  44179. */
  44180. _this.parallaxScaleBias = 0.05;
  44181. _this._roughness = 0;
  44182. /**
  44183. * In case of refraction, define the value of the indice of refraction.
  44184. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44185. */
  44186. _this.indexOfRefraction = 0.98;
  44187. /**
  44188. * Invert the refraction texture alongside the y axis.
  44189. * It can be useful with procedural textures or probe for instance.
  44190. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44191. */
  44192. _this.invertRefractionY = true;
  44193. /**
  44194. * Defines the alpha limits in alpha test mode.
  44195. */
  44196. _this.alphaCutOff = 0.4;
  44197. _this._useLightmapAsShadowmap = false;
  44198. _this._useReflectionFresnelFromSpecular = false;
  44199. _this._useGlossinessFromSpecularMapAlpha = false;
  44200. _this._maxSimultaneousLights = 4;
  44201. _this._invertNormalMapX = false;
  44202. _this._invertNormalMapY = false;
  44203. _this._twoSidedLighting = false;
  44204. _this._renderTargets = new BABYLON.SmartArray(16);
  44205. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  44206. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  44207. // Setup the default processing configuration to the scene.
  44208. _this._attachImageProcessingConfiguration(null);
  44209. _this.getRenderTargetTextures = function () {
  44210. _this._renderTargets.reset();
  44211. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  44212. _this._renderTargets.push(_this._reflectionTexture);
  44213. }
  44214. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  44215. _this._renderTargets.push(_this._refractionTexture);
  44216. }
  44217. return _this._renderTargets;
  44218. };
  44219. return _this;
  44220. }
  44221. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  44222. /**
  44223. * Gets the image processing configuration used either in this material.
  44224. */
  44225. get: function () {
  44226. return this._imageProcessingConfiguration;
  44227. },
  44228. /**
  44229. * Sets the Default image processing configuration used either in the this material.
  44230. *
  44231. * If sets to null, the scene one is in use.
  44232. */
  44233. set: function (value) {
  44234. this._attachImageProcessingConfiguration(value);
  44235. // Ensure the effect will be rebuilt.
  44236. this._markAllSubMeshesAsTexturesDirty();
  44237. },
  44238. enumerable: true,
  44239. configurable: true
  44240. });
  44241. /**
  44242. * Attaches a new image processing configuration to the Standard Material.
  44243. * @param configuration
  44244. */
  44245. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  44246. var _this = this;
  44247. if (configuration === this._imageProcessingConfiguration) {
  44248. return;
  44249. }
  44250. // Detaches observer.
  44251. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44252. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44253. }
  44254. // Pick the scene configuration if needed.
  44255. if (!configuration) {
  44256. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  44257. }
  44258. else {
  44259. this._imageProcessingConfiguration = configuration;
  44260. }
  44261. // Attaches observer.
  44262. if (this._imageProcessingConfiguration) {
  44263. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  44264. _this._markAllSubMeshesAsImageProcessingDirty();
  44265. });
  44266. }
  44267. };
  44268. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  44269. /**
  44270. * Gets wether the color curves effect is enabled.
  44271. */
  44272. get: function () {
  44273. return this.imageProcessingConfiguration.colorCurvesEnabled;
  44274. },
  44275. /**
  44276. * Sets wether the color curves effect is enabled.
  44277. */
  44278. set: function (value) {
  44279. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  44280. },
  44281. enumerable: true,
  44282. configurable: true
  44283. });
  44284. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  44285. /**
  44286. * Gets wether the color grading effect is enabled.
  44287. */
  44288. get: function () {
  44289. return this.imageProcessingConfiguration.colorGradingEnabled;
  44290. },
  44291. /**
  44292. * Gets wether the color grading effect is enabled.
  44293. */
  44294. set: function (value) {
  44295. this.imageProcessingConfiguration.colorGradingEnabled = value;
  44296. },
  44297. enumerable: true,
  44298. configurable: true
  44299. });
  44300. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  44301. /**
  44302. * Gets wether tonemapping is enabled or not.
  44303. */
  44304. get: function () {
  44305. return this._imageProcessingConfiguration.toneMappingEnabled;
  44306. },
  44307. /**
  44308. * Sets wether tonemapping is enabled or not
  44309. */
  44310. set: function (value) {
  44311. this._imageProcessingConfiguration.toneMappingEnabled = value;
  44312. },
  44313. enumerable: true,
  44314. configurable: true
  44315. });
  44316. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  44317. /**
  44318. * The camera exposure used on this material.
  44319. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44320. * This corresponds to a photographic exposure.
  44321. */
  44322. get: function () {
  44323. return this._imageProcessingConfiguration.exposure;
  44324. },
  44325. /**
  44326. * The camera exposure used on this material.
  44327. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44328. * This corresponds to a photographic exposure.
  44329. */
  44330. set: function (value) {
  44331. this._imageProcessingConfiguration.exposure = value;
  44332. },
  44333. enumerable: true,
  44334. configurable: true
  44335. });
  44336. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  44337. /**
  44338. * Gets The camera contrast used on this material.
  44339. */
  44340. get: function () {
  44341. return this._imageProcessingConfiguration.contrast;
  44342. },
  44343. /**
  44344. * Sets The camera contrast used on this material.
  44345. */
  44346. set: function (value) {
  44347. this._imageProcessingConfiguration.contrast = value;
  44348. },
  44349. enumerable: true,
  44350. configurable: true
  44351. });
  44352. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  44353. /**
  44354. * Gets the Color Grading 2D Lookup Texture.
  44355. */
  44356. get: function () {
  44357. return this._imageProcessingConfiguration.colorGradingTexture;
  44358. },
  44359. /**
  44360. * Sets the Color Grading 2D Lookup Texture.
  44361. */
  44362. set: function (value) {
  44363. this._imageProcessingConfiguration.colorGradingTexture = value;
  44364. },
  44365. enumerable: true,
  44366. configurable: true
  44367. });
  44368. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  44369. /**
  44370. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44371. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44372. * 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;
  44373. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44374. */
  44375. get: function () {
  44376. return this._imageProcessingConfiguration.colorCurves;
  44377. },
  44378. /**
  44379. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44380. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44381. * 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;
  44382. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44383. */
  44384. set: function (value) {
  44385. this._imageProcessingConfiguration.colorCurves = value;
  44386. },
  44387. enumerable: true,
  44388. configurable: true
  44389. });
  44390. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  44391. /**
  44392. * Gets a boolean indicating that current material needs to register RTT
  44393. */
  44394. get: function () {
  44395. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44396. return true;
  44397. }
  44398. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44399. return true;
  44400. }
  44401. return false;
  44402. },
  44403. enumerable: true,
  44404. configurable: true
  44405. });
  44406. /**
  44407. * Gets the current class name of the material e.g. "StandardMaterial"
  44408. * Mainly use in serialization.
  44409. * @returns the class name
  44410. */
  44411. StandardMaterial.prototype.getClassName = function () {
  44412. return "StandardMaterial";
  44413. };
  44414. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  44415. /**
  44416. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  44417. * You can try switching to logarithmic depth.
  44418. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  44419. */
  44420. get: function () {
  44421. return this._useLogarithmicDepth;
  44422. },
  44423. set: function (value) {
  44424. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44425. this._markAllSubMeshesAsMiscDirty();
  44426. },
  44427. enumerable: true,
  44428. configurable: true
  44429. });
  44430. /**
  44431. * Specifies if the material will require alpha blending
  44432. * @returns a boolean specifying if alpha blending is needed
  44433. */
  44434. StandardMaterial.prototype.needAlphaBlending = function () {
  44435. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  44436. };
  44437. /**
  44438. * Specifies if this material should be rendered in alpha test mode
  44439. * @returns a boolean specifying if an alpha test is needed.
  44440. */
  44441. StandardMaterial.prototype.needAlphaTesting = function () {
  44442. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  44443. };
  44444. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  44445. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  44446. };
  44447. /**
  44448. * Get the texture used for alpha test purpose.
  44449. * @returns the diffuse texture in case of the standard material.
  44450. */
  44451. StandardMaterial.prototype.getAlphaTestTexture = function () {
  44452. return this._diffuseTexture;
  44453. };
  44454. /**
  44455. * Get if the submesh is ready to be used and all its information available.
  44456. * Child classes can use it to update shaders
  44457. * @param mesh defines the mesh to check
  44458. * @param subMesh defines which submesh to check
  44459. * @param useInstances specifies that instances should be used
  44460. * @returns a boolean indicating that the submesh is ready or not
  44461. */
  44462. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44463. if (useInstances === void 0) { useInstances = false; }
  44464. if (subMesh.effect && this.isFrozen) {
  44465. if (this._wasPreviouslyReady) {
  44466. return true;
  44467. }
  44468. }
  44469. if (!subMesh._materialDefines) {
  44470. subMesh._materialDefines = new StandardMaterialDefines();
  44471. }
  44472. var scene = this.getScene();
  44473. var defines = subMesh._materialDefines;
  44474. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44475. if (defines._renderId === scene.getRenderId()) {
  44476. return true;
  44477. }
  44478. }
  44479. var engine = scene.getEngine();
  44480. // Lights
  44481. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44482. // Textures
  44483. if (defines._areTexturesDirty) {
  44484. defines._needUVs = false;
  44485. defines.MAINUV1 = false;
  44486. defines.MAINUV2 = false;
  44487. if (scene.texturesEnabled) {
  44488. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44489. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  44490. return false;
  44491. }
  44492. else {
  44493. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  44494. }
  44495. }
  44496. else {
  44497. defines.DIFFUSE = false;
  44498. }
  44499. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44500. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44501. return false;
  44502. }
  44503. else {
  44504. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44505. }
  44506. }
  44507. else {
  44508. defines.AMBIENT = false;
  44509. }
  44510. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44511. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44512. return false;
  44513. }
  44514. else {
  44515. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44516. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44517. }
  44518. }
  44519. else {
  44520. defines.OPACITY = false;
  44521. }
  44522. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44523. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44524. return false;
  44525. }
  44526. else {
  44527. defines._needNormals = true;
  44528. defines.REFLECTION = true;
  44529. defines.ROUGHNESS = (this._roughness > 0);
  44530. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44531. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44532. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44533. switch (this._reflectionTexture.coordinatesMode) {
  44534. case BABYLON.Texture.EXPLICIT_MODE:
  44535. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44536. break;
  44537. case BABYLON.Texture.PLANAR_MODE:
  44538. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44539. break;
  44540. case BABYLON.Texture.PROJECTION_MODE:
  44541. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44542. break;
  44543. case BABYLON.Texture.SKYBOX_MODE:
  44544. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44545. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44546. break;
  44547. case BABYLON.Texture.SPHERICAL_MODE:
  44548. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44549. break;
  44550. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44551. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44552. break;
  44553. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44554. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44555. break;
  44556. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44557. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44558. break;
  44559. case BABYLON.Texture.CUBIC_MODE:
  44560. case BABYLON.Texture.INVCUBIC_MODE:
  44561. default:
  44562. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44563. break;
  44564. }
  44565. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44566. }
  44567. }
  44568. else {
  44569. defines.REFLECTION = false;
  44570. }
  44571. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44572. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44573. return false;
  44574. }
  44575. else {
  44576. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44577. }
  44578. }
  44579. else {
  44580. defines.EMISSIVE = false;
  44581. }
  44582. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44583. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44584. return false;
  44585. }
  44586. else {
  44587. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44588. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44589. }
  44590. }
  44591. else {
  44592. defines.LIGHTMAP = false;
  44593. }
  44594. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44595. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44596. return false;
  44597. }
  44598. else {
  44599. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44600. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44601. }
  44602. }
  44603. else {
  44604. defines.SPECULAR = false;
  44605. }
  44606. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44607. // Bump texure can not be not blocking.
  44608. if (!this._bumpTexture.isReady()) {
  44609. return false;
  44610. }
  44611. else {
  44612. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44613. defines.PARALLAX = this._useParallax;
  44614. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44615. }
  44616. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44617. }
  44618. else {
  44619. defines.BUMP = false;
  44620. }
  44621. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44622. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44623. return false;
  44624. }
  44625. else {
  44626. defines._needUVs = true;
  44627. defines.REFRACTION = true;
  44628. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44629. }
  44630. }
  44631. else {
  44632. defines.REFRACTION = false;
  44633. }
  44634. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44635. }
  44636. else {
  44637. defines.DIFFUSE = false;
  44638. defines.AMBIENT = false;
  44639. defines.OPACITY = false;
  44640. defines.REFLECTION = false;
  44641. defines.EMISSIVE = false;
  44642. defines.LIGHTMAP = false;
  44643. defines.BUMP = false;
  44644. defines.REFRACTION = false;
  44645. }
  44646. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44647. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44648. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44649. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44650. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44651. }
  44652. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44653. if (!this._imageProcessingConfiguration.isReady()) {
  44654. return false;
  44655. }
  44656. this._imageProcessingConfiguration.prepareDefines(defines);
  44657. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44658. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44659. }
  44660. if (defines._areFresnelDirty) {
  44661. if (StandardMaterial.FresnelEnabled) {
  44662. // Fresnel
  44663. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44664. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44665. this._reflectionFresnelParameters) {
  44666. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44667. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44668. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44669. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44670. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44671. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44672. defines._needNormals = true;
  44673. defines.FRESNEL = true;
  44674. }
  44675. }
  44676. else {
  44677. defines.FRESNEL = false;
  44678. }
  44679. }
  44680. // Misc.
  44681. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44682. // Attribs
  44683. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44684. // Values that need to be evaluated on every frame
  44685. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44686. // Get correct effect
  44687. if (defines.isDirty) {
  44688. defines.markAsProcessed();
  44689. // Fallbacks
  44690. var fallbacks = new BABYLON.EffectFallbacks();
  44691. if (defines.REFLECTION) {
  44692. fallbacks.addFallback(0, "REFLECTION");
  44693. }
  44694. if (defines.SPECULAR) {
  44695. fallbacks.addFallback(0, "SPECULAR");
  44696. }
  44697. if (defines.BUMP) {
  44698. fallbacks.addFallback(0, "BUMP");
  44699. }
  44700. if (defines.PARALLAX) {
  44701. fallbacks.addFallback(1, "PARALLAX");
  44702. }
  44703. if (defines.PARALLAXOCCLUSION) {
  44704. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44705. }
  44706. if (defines.SPECULAROVERALPHA) {
  44707. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44708. }
  44709. if (defines.FOG) {
  44710. fallbacks.addFallback(1, "FOG");
  44711. }
  44712. if (defines.POINTSIZE) {
  44713. fallbacks.addFallback(0, "POINTSIZE");
  44714. }
  44715. if (defines.LOGARITHMICDEPTH) {
  44716. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44717. }
  44718. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44719. if (defines.SPECULARTERM) {
  44720. fallbacks.addFallback(0, "SPECULARTERM");
  44721. }
  44722. if (defines.DIFFUSEFRESNEL) {
  44723. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44724. }
  44725. if (defines.OPACITYFRESNEL) {
  44726. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44727. }
  44728. if (defines.REFLECTIONFRESNEL) {
  44729. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44730. }
  44731. if (defines.EMISSIVEFRESNEL) {
  44732. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44733. }
  44734. if (defines.FRESNEL) {
  44735. fallbacks.addFallback(4, "FRESNEL");
  44736. }
  44737. //Attributes
  44738. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44739. if (defines.NORMAL) {
  44740. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44741. }
  44742. if (defines.UV1) {
  44743. attribs.push(BABYLON.VertexBuffer.UVKind);
  44744. }
  44745. if (defines.UV2) {
  44746. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44747. }
  44748. if (defines.VERTEXCOLOR) {
  44749. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44750. }
  44751. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44752. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44753. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44754. var shaderName = "default";
  44755. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44756. "vFogInfos", "vFogColor", "pointSize",
  44757. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44758. "mBones",
  44759. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44760. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44761. "vReflectionPosition", "vReflectionSize",
  44762. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44763. ];
  44764. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44765. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44766. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44767. var uniformBuffers = ["Material", "Scene"];
  44768. if (BABYLON.ImageProcessingConfiguration) {
  44769. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44770. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44771. }
  44772. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44773. uniformsNames: uniforms,
  44774. uniformBuffersNames: uniformBuffers,
  44775. samplers: samplers,
  44776. defines: defines,
  44777. maxSimultaneousLights: this._maxSimultaneousLights
  44778. });
  44779. if (this.customShaderNameResolve) {
  44780. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44781. }
  44782. var join = defines.toString();
  44783. var previousEffect = subMesh.effect;
  44784. var effect = scene.getEngine().createEffect(shaderName, {
  44785. attributes: attribs,
  44786. uniformsNames: uniforms,
  44787. uniformBuffersNames: uniformBuffers,
  44788. samplers: samplers,
  44789. defines: join,
  44790. fallbacks: fallbacks,
  44791. onCompiled: this.onCompiled,
  44792. onError: this.onError,
  44793. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44794. }, engine);
  44795. if (effect) {
  44796. // Use previous effect while new one is compiling
  44797. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44798. effect = previousEffect;
  44799. defines.markAsUnprocessed();
  44800. }
  44801. else {
  44802. scene.resetCachedMaterial();
  44803. subMesh.setEffect(effect, defines);
  44804. this.buildUniformLayout();
  44805. }
  44806. }
  44807. }
  44808. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44809. return false;
  44810. }
  44811. defines._renderId = scene.getRenderId();
  44812. this._wasPreviouslyReady = true;
  44813. return true;
  44814. };
  44815. /**
  44816. * Builds the material UBO layouts.
  44817. * Used internally during the effect preparation.
  44818. */
  44819. StandardMaterial.prototype.buildUniformLayout = function () {
  44820. // Order is important !
  44821. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44822. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44823. this._uniformBuffer.addUniform("opacityParts", 4);
  44824. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44825. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44826. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44827. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44828. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44829. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44830. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44831. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44832. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44833. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44834. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44835. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44836. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44837. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44838. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44839. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44840. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44841. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44842. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44843. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44844. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44845. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44846. this._uniformBuffer.addUniform("specularMatrix", 16);
  44847. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44848. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44849. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44850. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44851. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44852. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44853. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44854. this._uniformBuffer.addUniform("pointSize", 1);
  44855. this._uniformBuffer.create();
  44856. };
  44857. /**
  44858. * Unbinds the material from the mesh
  44859. */
  44860. StandardMaterial.prototype.unbind = function () {
  44861. if (this._activeEffect) {
  44862. var needFlag = false;
  44863. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44864. this._activeEffect.setTexture("reflection2DSampler", null);
  44865. needFlag = true;
  44866. }
  44867. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44868. this._activeEffect.setTexture("refraction2DSampler", null);
  44869. needFlag = true;
  44870. }
  44871. if (needFlag) {
  44872. this._markAllSubMeshesAsTexturesDirty();
  44873. }
  44874. }
  44875. _super.prototype.unbind.call(this);
  44876. };
  44877. /**
  44878. * Binds the submesh to this material by preparing the effect and shader to draw
  44879. * @param world defines the world transformation matrix
  44880. * @param mesh defines the mesh containing the submesh
  44881. * @param subMesh defines the submesh to bind the material to
  44882. */
  44883. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44884. var scene = this.getScene();
  44885. var defines = subMesh._materialDefines;
  44886. if (!defines) {
  44887. return;
  44888. }
  44889. var effect = subMesh.effect;
  44890. if (!effect) {
  44891. return;
  44892. }
  44893. this._activeEffect = effect;
  44894. // Matrices
  44895. this.bindOnlyWorldMatrix(world);
  44896. // Normal Matrix
  44897. if (defines.OBJECTSPACE_NORMALMAP) {
  44898. world.toNormalMatrix(this._normalMatrix);
  44899. this.bindOnlyNormalMatrix(this._normalMatrix);
  44900. }
  44901. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44902. // Bones
  44903. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44904. if (mustRebind) {
  44905. this._uniformBuffer.bindToEffect(effect, "Material");
  44906. this.bindViewProjection(effect);
  44907. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44908. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44909. // Fresnel
  44910. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44911. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44912. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44913. }
  44914. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44915. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44916. }
  44917. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44918. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44919. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44920. }
  44921. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44922. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44923. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44924. }
  44925. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44926. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44927. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44928. }
  44929. }
  44930. // Textures
  44931. if (scene.texturesEnabled) {
  44932. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44933. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44934. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44935. if (this._diffuseTexture.hasAlpha) {
  44936. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44937. }
  44938. }
  44939. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44940. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44941. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44942. }
  44943. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44944. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44945. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44946. }
  44947. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44948. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44949. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44950. if (this._reflectionTexture.boundingBoxSize) {
  44951. var cubeTexture = this._reflectionTexture;
  44952. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44953. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44954. }
  44955. }
  44956. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44957. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44958. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44959. }
  44960. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44961. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44962. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44963. }
  44964. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44965. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44966. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44967. }
  44968. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44969. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44970. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44971. if (scene._mirroredCameraPosition) {
  44972. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44973. }
  44974. else {
  44975. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44976. }
  44977. }
  44978. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44979. var depth = 1.0;
  44980. if (!this._refractionTexture.isCube) {
  44981. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44982. if (this._refractionTexture.depth) {
  44983. depth = this._refractionTexture.depth;
  44984. }
  44985. }
  44986. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44987. }
  44988. }
  44989. // Point size
  44990. if (this.pointsCloud) {
  44991. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44992. }
  44993. if (defines.SPECULARTERM) {
  44994. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44995. }
  44996. this._uniformBuffer.updateColor3("vEmissiveColor", StandardMaterial.EmissiveTextureEnabled ? this.emissiveColor : BABYLON.Color3.BlackReadOnly);
  44997. // Diffuse
  44998. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44999. }
  45000. // Textures
  45001. if (scene.texturesEnabled) {
  45002. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  45003. effect.setTexture("diffuseSampler", this._diffuseTexture);
  45004. }
  45005. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  45006. effect.setTexture("ambientSampler", this._ambientTexture);
  45007. }
  45008. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  45009. effect.setTexture("opacitySampler", this._opacityTexture);
  45010. }
  45011. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  45012. if (this._reflectionTexture.isCube) {
  45013. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  45014. }
  45015. else {
  45016. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  45017. }
  45018. }
  45019. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  45020. effect.setTexture("emissiveSampler", this._emissiveTexture);
  45021. }
  45022. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  45023. effect.setTexture("lightmapSampler", this._lightmapTexture);
  45024. }
  45025. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  45026. effect.setTexture("specularSampler", this._specularTexture);
  45027. }
  45028. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  45029. effect.setTexture("bumpSampler", this._bumpTexture);
  45030. }
  45031. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  45032. var depth = 1.0;
  45033. if (this._refractionTexture.isCube) {
  45034. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  45035. }
  45036. else {
  45037. effect.setTexture("refraction2DSampler", this._refractionTexture);
  45038. }
  45039. }
  45040. }
  45041. // Clip plane
  45042. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  45043. // Colors
  45044. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  45045. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  45046. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  45047. }
  45048. if (mustRebind || !this.isFrozen) {
  45049. // Lights
  45050. if (scene.lightsEnabled && !this._disableLighting) {
  45051. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  45052. }
  45053. // View
  45054. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  45055. this.bindView(effect);
  45056. }
  45057. // Fog
  45058. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  45059. // Morph targets
  45060. if (defines.NUM_MORPH_INFLUENCERS) {
  45061. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  45062. }
  45063. // Log. depth
  45064. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  45065. // image processing
  45066. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  45067. this._imageProcessingConfiguration.bind(this._activeEffect);
  45068. }
  45069. }
  45070. this._uniformBuffer.update();
  45071. this._afterBind(mesh, this._activeEffect);
  45072. };
  45073. /**
  45074. * Get the list of animatables in the material.
  45075. * @returns the list of animatables object used in the material
  45076. */
  45077. StandardMaterial.prototype.getAnimatables = function () {
  45078. var results = [];
  45079. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  45080. results.push(this._diffuseTexture);
  45081. }
  45082. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  45083. results.push(this._ambientTexture);
  45084. }
  45085. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  45086. results.push(this._opacityTexture);
  45087. }
  45088. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  45089. results.push(this._reflectionTexture);
  45090. }
  45091. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  45092. results.push(this._emissiveTexture);
  45093. }
  45094. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  45095. results.push(this._specularTexture);
  45096. }
  45097. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  45098. results.push(this._bumpTexture);
  45099. }
  45100. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  45101. results.push(this._lightmapTexture);
  45102. }
  45103. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  45104. results.push(this._refractionTexture);
  45105. }
  45106. return results;
  45107. };
  45108. /**
  45109. * Gets the active textures from the material
  45110. * @returns an array of textures
  45111. */
  45112. StandardMaterial.prototype.getActiveTextures = function () {
  45113. var activeTextures = _super.prototype.getActiveTextures.call(this);
  45114. if (this._diffuseTexture) {
  45115. activeTextures.push(this._diffuseTexture);
  45116. }
  45117. if (this._ambientTexture) {
  45118. activeTextures.push(this._ambientTexture);
  45119. }
  45120. if (this._opacityTexture) {
  45121. activeTextures.push(this._opacityTexture);
  45122. }
  45123. if (this._reflectionTexture) {
  45124. activeTextures.push(this._reflectionTexture);
  45125. }
  45126. if (this._emissiveTexture) {
  45127. activeTextures.push(this._emissiveTexture);
  45128. }
  45129. if (this._specularTexture) {
  45130. activeTextures.push(this._specularTexture);
  45131. }
  45132. if (this._bumpTexture) {
  45133. activeTextures.push(this._bumpTexture);
  45134. }
  45135. if (this._lightmapTexture) {
  45136. activeTextures.push(this._lightmapTexture);
  45137. }
  45138. if (this._refractionTexture) {
  45139. activeTextures.push(this._refractionTexture);
  45140. }
  45141. return activeTextures;
  45142. };
  45143. /**
  45144. * Specifies if the material uses a texture
  45145. * @param texture defines the texture to check against the material
  45146. * @returns a boolean specifying if the material uses the texture
  45147. */
  45148. StandardMaterial.prototype.hasTexture = function (texture) {
  45149. if (_super.prototype.hasTexture.call(this, texture)) {
  45150. return true;
  45151. }
  45152. if (this._diffuseTexture === texture) {
  45153. return true;
  45154. }
  45155. if (this._ambientTexture === texture) {
  45156. return true;
  45157. }
  45158. if (this._opacityTexture === texture) {
  45159. return true;
  45160. }
  45161. if (this._reflectionTexture === texture) {
  45162. return true;
  45163. }
  45164. if (this._emissiveTexture === texture) {
  45165. return true;
  45166. }
  45167. if (this._specularTexture === texture) {
  45168. return true;
  45169. }
  45170. if (this._bumpTexture === texture) {
  45171. return true;
  45172. }
  45173. if (this._lightmapTexture === texture) {
  45174. return true;
  45175. }
  45176. if (this._refractionTexture === texture) {
  45177. return true;
  45178. }
  45179. return false;
  45180. };
  45181. /**
  45182. * Disposes the material
  45183. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  45184. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  45185. */
  45186. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  45187. if (forceDisposeTextures) {
  45188. if (this._diffuseTexture) {
  45189. this._diffuseTexture.dispose();
  45190. }
  45191. if (this._ambientTexture) {
  45192. this._ambientTexture.dispose();
  45193. }
  45194. if (this._opacityTexture) {
  45195. this._opacityTexture.dispose();
  45196. }
  45197. if (this._reflectionTexture) {
  45198. this._reflectionTexture.dispose();
  45199. }
  45200. if (this._emissiveTexture) {
  45201. this._emissiveTexture.dispose();
  45202. }
  45203. if (this._specularTexture) {
  45204. this._specularTexture.dispose();
  45205. }
  45206. if (this._bumpTexture) {
  45207. this._bumpTexture.dispose();
  45208. }
  45209. if (this._lightmapTexture) {
  45210. this._lightmapTexture.dispose();
  45211. }
  45212. if (this._refractionTexture) {
  45213. this._refractionTexture.dispose();
  45214. }
  45215. }
  45216. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45217. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45218. }
  45219. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  45220. };
  45221. /**
  45222. * Makes a duplicate of the material, and gives it a new name
  45223. * @param name defines the new name for the duplicated material
  45224. * @returns the cloned material
  45225. */
  45226. StandardMaterial.prototype.clone = function (name) {
  45227. var _this = this;
  45228. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  45229. result.name = name;
  45230. result.id = name;
  45231. return result;
  45232. };
  45233. /**
  45234. * Serializes this material in a JSON representation
  45235. * @returns the serialized material object
  45236. */
  45237. StandardMaterial.prototype.serialize = function () {
  45238. return BABYLON.SerializationHelper.Serialize(this);
  45239. };
  45240. /**
  45241. * Creates a standard material from parsed material data
  45242. * @param source defines the JSON representation of the material
  45243. * @param scene defines the hosting scene
  45244. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  45245. * @returns a new standard material
  45246. */
  45247. StandardMaterial.Parse = function (source, scene, rootUrl) {
  45248. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  45249. };
  45250. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  45251. /**
  45252. * Are diffuse textures enabled in the application.
  45253. */
  45254. get: function () {
  45255. return StandardMaterial._DiffuseTextureEnabled;
  45256. },
  45257. set: function (value) {
  45258. if (StandardMaterial._DiffuseTextureEnabled === value) {
  45259. return;
  45260. }
  45261. StandardMaterial._DiffuseTextureEnabled = value;
  45262. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45263. },
  45264. enumerable: true,
  45265. configurable: true
  45266. });
  45267. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  45268. /**
  45269. * Are ambient textures enabled in the application.
  45270. */
  45271. get: function () {
  45272. return StandardMaterial._AmbientTextureEnabled;
  45273. },
  45274. set: function (value) {
  45275. if (StandardMaterial._AmbientTextureEnabled === value) {
  45276. return;
  45277. }
  45278. StandardMaterial._AmbientTextureEnabled = value;
  45279. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45280. },
  45281. enumerable: true,
  45282. configurable: true
  45283. });
  45284. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  45285. /**
  45286. * Are opacity textures enabled in the application.
  45287. */
  45288. get: function () {
  45289. return StandardMaterial._OpacityTextureEnabled;
  45290. },
  45291. set: function (value) {
  45292. if (StandardMaterial._OpacityTextureEnabled === value) {
  45293. return;
  45294. }
  45295. StandardMaterial._OpacityTextureEnabled = value;
  45296. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45297. },
  45298. enumerable: true,
  45299. configurable: true
  45300. });
  45301. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  45302. /**
  45303. * Are reflection textures enabled in the application.
  45304. */
  45305. get: function () {
  45306. return StandardMaterial._ReflectionTextureEnabled;
  45307. },
  45308. set: function (value) {
  45309. if (StandardMaterial._ReflectionTextureEnabled === value) {
  45310. return;
  45311. }
  45312. StandardMaterial._ReflectionTextureEnabled = value;
  45313. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45314. },
  45315. enumerable: true,
  45316. configurable: true
  45317. });
  45318. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  45319. /**
  45320. * Are emissive textures enabled in the application.
  45321. */
  45322. get: function () {
  45323. return StandardMaterial._EmissiveTextureEnabled;
  45324. },
  45325. set: function (value) {
  45326. if (StandardMaterial._EmissiveTextureEnabled === value) {
  45327. return;
  45328. }
  45329. StandardMaterial._EmissiveTextureEnabled = value;
  45330. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45331. },
  45332. enumerable: true,
  45333. configurable: true
  45334. });
  45335. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  45336. /**
  45337. * Are specular textures enabled in the application.
  45338. */
  45339. get: function () {
  45340. return StandardMaterial._SpecularTextureEnabled;
  45341. },
  45342. set: function (value) {
  45343. if (StandardMaterial._SpecularTextureEnabled === value) {
  45344. return;
  45345. }
  45346. StandardMaterial._SpecularTextureEnabled = value;
  45347. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45348. },
  45349. enumerable: true,
  45350. configurable: true
  45351. });
  45352. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  45353. /**
  45354. * Are bump textures enabled in the application.
  45355. */
  45356. get: function () {
  45357. return StandardMaterial._BumpTextureEnabled;
  45358. },
  45359. set: function (value) {
  45360. if (StandardMaterial._BumpTextureEnabled === value) {
  45361. return;
  45362. }
  45363. StandardMaterial._BumpTextureEnabled = value;
  45364. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45365. },
  45366. enumerable: true,
  45367. configurable: true
  45368. });
  45369. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  45370. /**
  45371. * Are lightmap textures enabled in the application.
  45372. */
  45373. get: function () {
  45374. return StandardMaterial._LightmapTextureEnabled;
  45375. },
  45376. set: function (value) {
  45377. if (StandardMaterial._LightmapTextureEnabled === value) {
  45378. return;
  45379. }
  45380. StandardMaterial._LightmapTextureEnabled = value;
  45381. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45382. },
  45383. enumerable: true,
  45384. configurable: true
  45385. });
  45386. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  45387. /**
  45388. * Are refraction textures enabled in the application.
  45389. */
  45390. get: function () {
  45391. return StandardMaterial._RefractionTextureEnabled;
  45392. },
  45393. set: function (value) {
  45394. if (StandardMaterial._RefractionTextureEnabled === value) {
  45395. return;
  45396. }
  45397. StandardMaterial._RefractionTextureEnabled = value;
  45398. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45399. },
  45400. enumerable: true,
  45401. configurable: true
  45402. });
  45403. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  45404. /**
  45405. * Are color grading textures enabled in the application.
  45406. */
  45407. get: function () {
  45408. return StandardMaterial._ColorGradingTextureEnabled;
  45409. },
  45410. set: function (value) {
  45411. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  45412. return;
  45413. }
  45414. StandardMaterial._ColorGradingTextureEnabled = value;
  45415. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45416. },
  45417. enumerable: true,
  45418. configurable: true
  45419. });
  45420. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  45421. /**
  45422. * Are fresnels enabled in the application.
  45423. */
  45424. get: function () {
  45425. return StandardMaterial._FresnelEnabled;
  45426. },
  45427. set: function (value) {
  45428. if (StandardMaterial._FresnelEnabled === value) {
  45429. return;
  45430. }
  45431. StandardMaterial._FresnelEnabled = value;
  45432. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  45433. },
  45434. enumerable: true,
  45435. configurable: true
  45436. });
  45437. // Flags used to enable or disable a type of texture for all Standard Materials
  45438. StandardMaterial._DiffuseTextureEnabled = true;
  45439. StandardMaterial._AmbientTextureEnabled = true;
  45440. StandardMaterial._OpacityTextureEnabled = true;
  45441. StandardMaterial._ReflectionTextureEnabled = true;
  45442. StandardMaterial._EmissiveTextureEnabled = true;
  45443. StandardMaterial._SpecularTextureEnabled = true;
  45444. StandardMaterial._BumpTextureEnabled = true;
  45445. StandardMaterial._LightmapTextureEnabled = true;
  45446. StandardMaterial._RefractionTextureEnabled = true;
  45447. StandardMaterial._ColorGradingTextureEnabled = true;
  45448. StandardMaterial._FresnelEnabled = true;
  45449. __decorate([
  45450. BABYLON.serializeAsTexture("diffuseTexture")
  45451. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  45452. __decorate([
  45453. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45454. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  45455. __decorate([
  45456. BABYLON.serializeAsTexture("ambientTexture")
  45457. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  45458. __decorate([
  45459. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45460. ], StandardMaterial.prototype, "ambientTexture", void 0);
  45461. __decorate([
  45462. BABYLON.serializeAsTexture("opacityTexture")
  45463. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  45464. __decorate([
  45465. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45466. ], StandardMaterial.prototype, "opacityTexture", void 0);
  45467. __decorate([
  45468. BABYLON.serializeAsTexture("reflectionTexture")
  45469. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  45470. __decorate([
  45471. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45472. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  45473. __decorate([
  45474. BABYLON.serializeAsTexture("emissiveTexture")
  45475. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  45476. __decorate([
  45477. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45478. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  45479. __decorate([
  45480. BABYLON.serializeAsTexture("specularTexture")
  45481. ], StandardMaterial.prototype, "_specularTexture", void 0);
  45482. __decorate([
  45483. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45484. ], StandardMaterial.prototype, "specularTexture", void 0);
  45485. __decorate([
  45486. BABYLON.serializeAsTexture("bumpTexture")
  45487. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  45488. __decorate([
  45489. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45490. ], StandardMaterial.prototype, "bumpTexture", void 0);
  45491. __decorate([
  45492. BABYLON.serializeAsTexture("lightmapTexture")
  45493. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  45494. __decorate([
  45495. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45496. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  45497. __decorate([
  45498. BABYLON.serializeAsTexture("refractionTexture")
  45499. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45500. __decorate([
  45501. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45502. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45503. __decorate([
  45504. BABYLON.serializeAsColor3("ambient")
  45505. ], StandardMaterial.prototype, "ambientColor", void 0);
  45506. __decorate([
  45507. BABYLON.serializeAsColor3("diffuse")
  45508. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45509. __decorate([
  45510. BABYLON.serializeAsColor3("specular")
  45511. ], StandardMaterial.prototype, "specularColor", void 0);
  45512. __decorate([
  45513. BABYLON.serializeAsColor3("emissive")
  45514. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45515. __decorate([
  45516. BABYLON.serialize()
  45517. ], StandardMaterial.prototype, "specularPower", void 0);
  45518. __decorate([
  45519. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45520. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45521. __decorate([
  45522. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45523. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45524. __decorate([
  45525. BABYLON.serialize("useEmissiveAsIllumination")
  45526. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45527. __decorate([
  45528. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45529. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45530. __decorate([
  45531. BABYLON.serialize("linkEmissiveWithDiffuse")
  45532. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45533. __decorate([
  45534. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45535. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45536. __decorate([
  45537. BABYLON.serialize("useSpecularOverAlpha")
  45538. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45539. __decorate([
  45540. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45541. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45542. __decorate([
  45543. BABYLON.serialize("useReflectionOverAlpha")
  45544. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45545. __decorate([
  45546. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45547. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45548. __decorate([
  45549. BABYLON.serialize("disableLighting")
  45550. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45551. __decorate([
  45552. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45553. ], StandardMaterial.prototype, "disableLighting", void 0);
  45554. __decorate([
  45555. BABYLON.serialize("useObjectSpaceNormalMap")
  45556. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45557. __decorate([
  45558. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45559. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45560. __decorate([
  45561. BABYLON.serialize("useParallax")
  45562. ], StandardMaterial.prototype, "_useParallax", void 0);
  45563. __decorate([
  45564. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45565. ], StandardMaterial.prototype, "useParallax", void 0);
  45566. __decorate([
  45567. BABYLON.serialize("useParallaxOcclusion")
  45568. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45569. __decorate([
  45570. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45571. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45572. __decorate([
  45573. BABYLON.serialize()
  45574. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45575. __decorate([
  45576. BABYLON.serialize("roughness")
  45577. ], StandardMaterial.prototype, "_roughness", void 0);
  45578. __decorate([
  45579. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45580. ], StandardMaterial.prototype, "roughness", void 0);
  45581. __decorate([
  45582. BABYLON.serialize()
  45583. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45584. __decorate([
  45585. BABYLON.serialize()
  45586. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45587. __decorate([
  45588. BABYLON.serialize()
  45589. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45590. __decorate([
  45591. BABYLON.serialize("useLightmapAsShadowmap")
  45592. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45593. __decorate([
  45594. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45595. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45596. __decorate([
  45597. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45598. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45599. __decorate([
  45600. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45601. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45602. __decorate([
  45603. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45604. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45605. __decorate([
  45606. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45607. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45608. __decorate([
  45609. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45610. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45611. __decorate([
  45612. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45613. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45614. __decorate([
  45615. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45616. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45617. __decorate([
  45618. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45619. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45620. __decorate([
  45621. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45622. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45623. __decorate([
  45624. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45625. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45626. __decorate([
  45627. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45628. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45629. __decorate([
  45630. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45631. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45632. __decorate([
  45633. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45634. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45635. __decorate([
  45636. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45637. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45638. __decorate([
  45639. BABYLON.serialize("maxSimultaneousLights")
  45640. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45641. __decorate([
  45642. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45643. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45644. __decorate([
  45645. BABYLON.serialize("invertNormalMapX")
  45646. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45647. __decorate([
  45648. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45649. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45650. __decorate([
  45651. BABYLON.serialize("invertNormalMapY")
  45652. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45653. __decorate([
  45654. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45655. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45656. __decorate([
  45657. BABYLON.serialize("twoSidedLighting")
  45658. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45659. __decorate([
  45660. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45661. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45662. __decorate([
  45663. BABYLON.serialize()
  45664. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45665. return StandardMaterial;
  45666. }(BABYLON.PushMaterial));
  45667. BABYLON.StandardMaterial = StandardMaterial;
  45668. })(BABYLON || (BABYLON = {}));
  45669. //# sourceMappingURL=babylon.standardMaterial.js.map
  45670. var BABYLON;
  45671. (function (BABYLON) {
  45672. /**
  45673. * Class representing spherical polynomial coefficients to the 3rd degree
  45674. */
  45675. var SphericalPolynomial = /** @class */ (function () {
  45676. function SphericalPolynomial() {
  45677. /**
  45678. * The x coefficients of the spherical polynomial
  45679. */
  45680. this.x = BABYLON.Vector3.Zero();
  45681. /**
  45682. * The y coefficients of the spherical polynomial
  45683. */
  45684. this.y = BABYLON.Vector3.Zero();
  45685. /**
  45686. * The z coefficients of the spherical polynomial
  45687. */
  45688. this.z = BABYLON.Vector3.Zero();
  45689. /**
  45690. * The xx coefficients of the spherical polynomial
  45691. */
  45692. this.xx = BABYLON.Vector3.Zero();
  45693. /**
  45694. * The yy coefficients of the spherical polynomial
  45695. */
  45696. this.yy = BABYLON.Vector3.Zero();
  45697. /**
  45698. * The zz coefficients of the spherical polynomial
  45699. */
  45700. this.zz = BABYLON.Vector3.Zero();
  45701. /**
  45702. * The xy coefficients of the spherical polynomial
  45703. */
  45704. this.xy = BABYLON.Vector3.Zero();
  45705. /**
  45706. * The yz coefficients of the spherical polynomial
  45707. */
  45708. this.yz = BABYLON.Vector3.Zero();
  45709. /**
  45710. * The zx coefficients of the spherical polynomial
  45711. */
  45712. this.zx = BABYLON.Vector3.Zero();
  45713. }
  45714. /**
  45715. * Adds an ambient color to the spherical polynomial
  45716. * @param color the color to add
  45717. */
  45718. SphericalPolynomial.prototype.addAmbient = function (color) {
  45719. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45720. this.xx = this.xx.add(colorVector);
  45721. this.yy = this.yy.add(colorVector);
  45722. this.zz = this.zz.add(colorVector);
  45723. };
  45724. /**
  45725. * Scales the spherical polynomial by the given amount
  45726. * @param scale the amount to scale
  45727. */
  45728. SphericalPolynomial.prototype.scale = function (scale) {
  45729. this.x = this.x.scale(scale);
  45730. this.y = this.y.scale(scale);
  45731. this.z = this.z.scale(scale);
  45732. this.xx = this.xx.scale(scale);
  45733. this.yy = this.yy.scale(scale);
  45734. this.zz = this.zz.scale(scale);
  45735. this.yz = this.yz.scale(scale);
  45736. this.zx = this.zx.scale(scale);
  45737. this.xy = this.xy.scale(scale);
  45738. };
  45739. /**
  45740. * Gets the spherical polynomial from harmonics
  45741. * @param harmonics the spherical harmonics
  45742. * @returns the spherical polynomial
  45743. */
  45744. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45745. var result = new SphericalPolynomial();
  45746. result.x = harmonics.l11.scale(1.02333);
  45747. result.y = harmonics.l1_1.scale(1.02333);
  45748. result.z = harmonics.l10.scale(1.02333);
  45749. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45750. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45751. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45752. result.yz = harmonics.l2_1.scale(0.858086);
  45753. result.zx = harmonics.l21.scale(0.858086);
  45754. result.xy = harmonics.l2_2.scale(0.858086);
  45755. result.scale(1.0 / Math.PI);
  45756. return result;
  45757. };
  45758. /**
  45759. * Constructs a spherical polynomial from an array.
  45760. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45761. * @returns the spherical polynomial
  45762. */
  45763. SphericalPolynomial.FromArray = function (data) {
  45764. var sp = new SphericalPolynomial();
  45765. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45766. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45767. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45768. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45769. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45770. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45771. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45772. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45773. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45774. return sp;
  45775. };
  45776. return SphericalPolynomial;
  45777. }());
  45778. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45779. /**
  45780. * Class representing spherical harmonics coefficients to the 3rd degree
  45781. */
  45782. var SphericalHarmonics = /** @class */ (function () {
  45783. function SphericalHarmonics() {
  45784. /**
  45785. * The l0,0 coefficients of the spherical harmonics
  45786. */
  45787. this.l00 = BABYLON.Vector3.Zero();
  45788. /**
  45789. * The l1,-1 coefficients of the spherical harmonics
  45790. */
  45791. this.l1_1 = BABYLON.Vector3.Zero();
  45792. /**
  45793. * The l1,0 coefficients of the spherical harmonics
  45794. */
  45795. this.l10 = BABYLON.Vector3.Zero();
  45796. /**
  45797. * The l1,1 coefficients of the spherical harmonics
  45798. */
  45799. this.l11 = BABYLON.Vector3.Zero();
  45800. /**
  45801. * The l2,-2 coefficients of the spherical harmonics
  45802. */
  45803. this.l2_2 = BABYLON.Vector3.Zero();
  45804. /**
  45805. * The l2,-1 coefficients of the spherical harmonics
  45806. */
  45807. this.l2_1 = BABYLON.Vector3.Zero();
  45808. /**
  45809. * The l2,0 coefficients of the spherical harmonics
  45810. */
  45811. this.l20 = BABYLON.Vector3.Zero();
  45812. /**
  45813. * The l2,1 coefficients of the spherical harmonics
  45814. */
  45815. this.l21 = BABYLON.Vector3.Zero();
  45816. /**
  45817. * The l2,2 coefficients of the spherical harmonics
  45818. */
  45819. this.lL22 = BABYLON.Vector3.Zero();
  45820. }
  45821. /**
  45822. * Adds a light to the spherical harmonics
  45823. * @param direction the direction of the light
  45824. * @param color the color of the light
  45825. * @param deltaSolidAngle the delta solid angle of the light
  45826. */
  45827. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45828. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45829. var c = colorVector.scale(deltaSolidAngle);
  45830. this.l00 = this.l00.add(c.scale(0.282095));
  45831. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45832. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45833. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45834. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45835. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45836. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45837. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45838. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45839. };
  45840. /**
  45841. * Scales the spherical harmonics by the given amount
  45842. * @param scale the amount to scale
  45843. */
  45844. SphericalHarmonics.prototype.scale = function (scale) {
  45845. this.l00 = this.l00.scale(scale);
  45846. this.l1_1 = this.l1_1.scale(scale);
  45847. this.l10 = this.l10.scale(scale);
  45848. this.l11 = this.l11.scale(scale);
  45849. this.l2_2 = this.l2_2.scale(scale);
  45850. this.l2_1 = this.l2_1.scale(scale);
  45851. this.l20 = this.l20.scale(scale);
  45852. this.l21 = this.l21.scale(scale);
  45853. this.lL22 = this.lL22.scale(scale);
  45854. };
  45855. /**
  45856. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45857. *
  45858. * ```
  45859. * E_lm = A_l * L_lm
  45860. * ```
  45861. *
  45862. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45863. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45864. * the scaling factors are given in equation 9.
  45865. */
  45866. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45867. // Constant (Band 0)
  45868. this.l00 = this.l00.scale(3.141593);
  45869. // Linear (Band 1)
  45870. this.l1_1 = this.l1_1.scale(2.094395);
  45871. this.l10 = this.l10.scale(2.094395);
  45872. this.l11 = this.l11.scale(2.094395);
  45873. // Quadratic (Band 2)
  45874. this.l2_2 = this.l2_2.scale(0.785398);
  45875. this.l2_1 = this.l2_1.scale(0.785398);
  45876. this.l20 = this.l20.scale(0.785398);
  45877. this.l21 = this.l21.scale(0.785398);
  45878. this.lL22 = this.lL22.scale(0.785398);
  45879. };
  45880. /**
  45881. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45882. *
  45883. * ```
  45884. * L = (1/pi) * E * rho
  45885. * ```
  45886. *
  45887. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45888. */
  45889. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45890. this.scale(1.0 / Math.PI);
  45891. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45892. // (The pixel shader must apply albedo after texture fetches, etc).
  45893. };
  45894. /**
  45895. * Gets the spherical harmonics from polynomial
  45896. * @param polynomial the spherical polynomial
  45897. * @returns the spherical harmonics
  45898. */
  45899. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45900. var result = new SphericalHarmonics();
  45901. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45902. result.l1_1 = polynomial.y.scale(0.977204);
  45903. result.l10 = polynomial.z.scale(0.977204);
  45904. result.l11 = polynomial.x.scale(0.977204);
  45905. result.l2_2 = polynomial.xy.scale(1.16538);
  45906. result.l2_1 = polynomial.yz.scale(1.16538);
  45907. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45908. result.l21 = polynomial.zx.scale(1.16538);
  45909. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45910. result.scale(Math.PI);
  45911. return result;
  45912. };
  45913. /**
  45914. * Constructs a spherical harmonics from an array.
  45915. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45916. * @returns the spherical harmonics
  45917. */
  45918. SphericalHarmonics.FromArray = function (data) {
  45919. var sh = new SphericalHarmonics();
  45920. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45921. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45922. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45923. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45924. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45925. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45926. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45927. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45928. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45929. return sh;
  45930. };
  45931. return SphericalHarmonics;
  45932. }());
  45933. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45934. })(BABYLON || (BABYLON = {}));
  45935. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45936. var BABYLON;
  45937. (function (BABYLON) {
  45938. var FileFaceOrientation = /** @class */ (function () {
  45939. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45940. this.name = name;
  45941. this.worldAxisForNormal = worldAxisForNormal;
  45942. this.worldAxisForFileX = worldAxisForFileX;
  45943. this.worldAxisForFileY = worldAxisForFileY;
  45944. }
  45945. return FileFaceOrientation;
  45946. }());
  45947. /**
  45948. * Helper class dealing with the extraction of spherical polynomial dataArray
  45949. * from a cube map.
  45950. */
  45951. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45952. function CubeMapToSphericalPolynomialTools() {
  45953. }
  45954. /**
  45955. * Converts a texture to the according Spherical Polynomial data.
  45956. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45957. *
  45958. * @param texture The texture to extract the information from.
  45959. * @return The Spherical Polynomial data.
  45960. */
  45961. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45962. if (!texture.isCube) {
  45963. // Only supports cube Textures currently.
  45964. return null;
  45965. }
  45966. var size = texture.getSize().width;
  45967. var right = texture.readPixels(0);
  45968. var left = texture.readPixels(1);
  45969. var up;
  45970. var down;
  45971. if (texture.isRenderTarget) {
  45972. up = texture.readPixels(3);
  45973. down = texture.readPixels(2);
  45974. }
  45975. else {
  45976. up = texture.readPixels(2);
  45977. down = texture.readPixels(3);
  45978. }
  45979. var front = texture.readPixels(4);
  45980. var back = texture.readPixels(5);
  45981. var gammaSpace = texture.gammaSpace;
  45982. // Always read as RGBA.
  45983. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45984. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45985. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45986. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45987. }
  45988. var cubeInfo = {
  45989. size: size,
  45990. right: right,
  45991. left: left,
  45992. up: up,
  45993. down: down,
  45994. front: front,
  45995. back: back,
  45996. format: format,
  45997. type: type,
  45998. gammaSpace: gammaSpace,
  45999. };
  46000. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  46001. };
  46002. /**
  46003. * Converts a cubemap to the according Spherical Polynomial data.
  46004. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46005. *
  46006. * @param cubeInfo The Cube map to extract the information from.
  46007. * @return The Spherical Polynomial data.
  46008. */
  46009. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  46010. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  46011. var totalSolidAngle = 0.0;
  46012. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  46013. var du = 2.0 / cubeInfo.size;
  46014. var dv = du;
  46015. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  46016. var minUV = du * 0.5 - 1.0;
  46017. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  46018. var fileFace = this.FileFaces[faceIndex];
  46019. var dataArray = cubeInfo[fileFace.name];
  46020. var v = minUV;
  46021. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  46022. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  46023. // Because SP is still linear, so summation is fine in that basis.
  46024. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  46025. for (var y = 0; y < cubeInfo.size; y++) {
  46026. var u = minUV;
  46027. for (var x = 0; x < cubeInfo.size; x++) {
  46028. // World direction (not normalised)
  46029. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  46030. worldDirection.normalize();
  46031. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  46032. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  46033. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  46034. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  46035. // Handle Integer types.
  46036. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  46037. r /= 255;
  46038. g /= 255;
  46039. b /= 255;
  46040. }
  46041. // Handle Gamma space textures.
  46042. if (cubeInfo.gammaSpace) {
  46043. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  46044. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  46045. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  46046. }
  46047. var color = new BABYLON.Color3(r, g, b);
  46048. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  46049. totalSolidAngle += deltaSolidAngle;
  46050. u += du;
  46051. }
  46052. v += dv;
  46053. }
  46054. }
  46055. // Solid angle for entire sphere is 4*pi
  46056. var sphereSolidAngle = 4.0 * Math.PI;
  46057. // Adjust the solid angle to allow for how many faces we processed.
  46058. var facesProcessed = 6.0;
  46059. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  46060. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  46061. // This is needed because the numerical integration over the cube uses a
  46062. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  46063. // and also to compensate for accumulative error due to float precision in the summation.
  46064. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  46065. sphericalHarmonics.scale(correctionFactor);
  46066. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  46067. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  46068. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  46069. };
  46070. CubeMapToSphericalPolynomialTools.FileFaces = [
  46071. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  46072. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  46073. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  46074. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  46075. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  46076. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  46077. ];
  46078. return CubeMapToSphericalPolynomialTools;
  46079. }());
  46080. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  46081. })(BABYLON || (BABYLON = {}));
  46082. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  46083. var BABYLON;
  46084. (function (BABYLON) {
  46085. /**
  46086. * Manages the defines for the PBR Material.
  46087. * @hiddenChildren
  46088. */
  46089. var PBRMaterialDefines = /** @class */ (function (_super) {
  46090. __extends(PBRMaterialDefines, _super);
  46091. /**
  46092. * Initializes the PBR Material defines.
  46093. */
  46094. function PBRMaterialDefines() {
  46095. var _this = _super.call(this) || this;
  46096. _this.PBR = true;
  46097. _this.MAINUV1 = false;
  46098. _this.MAINUV2 = false;
  46099. _this.UV1 = false;
  46100. _this.UV2 = false;
  46101. _this.ALBEDO = false;
  46102. _this.ALBEDODIRECTUV = 0;
  46103. _this.VERTEXCOLOR = false;
  46104. _this.AMBIENT = false;
  46105. _this.AMBIENTDIRECTUV = 0;
  46106. _this.AMBIENTINGRAYSCALE = false;
  46107. _this.OPACITY = false;
  46108. _this.VERTEXALPHA = false;
  46109. _this.OPACITYDIRECTUV = 0;
  46110. _this.OPACITYRGB = false;
  46111. _this.ALPHATEST = false;
  46112. _this.DEPTHPREPASS = false;
  46113. _this.ALPHABLEND = false;
  46114. _this.ALPHAFROMALBEDO = false;
  46115. _this.ALPHATESTVALUE = "0.5";
  46116. _this.SPECULAROVERALPHA = false;
  46117. _this.RADIANCEOVERALPHA = false;
  46118. _this.ALPHAFRESNEL = false;
  46119. _this.LINEARALPHAFRESNEL = false;
  46120. _this.PREMULTIPLYALPHA = false;
  46121. _this.EMISSIVE = false;
  46122. _this.EMISSIVEDIRECTUV = 0;
  46123. _this.REFLECTIVITY = false;
  46124. _this.REFLECTIVITYDIRECTUV = 0;
  46125. _this.SPECULARTERM = false;
  46126. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  46127. _this.MICROSURFACEAUTOMATIC = false;
  46128. _this.LODBASEDMICROSFURACE = false;
  46129. _this.MICROSURFACEMAP = false;
  46130. _this.MICROSURFACEMAPDIRECTUV = 0;
  46131. _this.METALLICWORKFLOW = false;
  46132. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  46133. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  46134. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  46135. _this.AOSTOREINMETALMAPRED = false;
  46136. _this.ENVIRONMENTBRDF = false;
  46137. _this.NORMAL = false;
  46138. _this.TANGENT = false;
  46139. _this.BUMP = false;
  46140. _this.BUMPDIRECTUV = 0;
  46141. _this.OBJECTSPACE_NORMALMAP = false;
  46142. _this.PARALLAX = false;
  46143. _this.PARALLAXOCCLUSION = false;
  46144. _this.NORMALXYSCALE = true;
  46145. _this.LIGHTMAP = false;
  46146. _this.LIGHTMAPDIRECTUV = 0;
  46147. _this.USELIGHTMAPASSHADOWMAP = false;
  46148. _this.GAMMALIGHTMAP = false;
  46149. _this.REFLECTION = false;
  46150. _this.REFLECTIONMAP_3D = false;
  46151. _this.REFLECTIONMAP_SPHERICAL = false;
  46152. _this.REFLECTIONMAP_PLANAR = false;
  46153. _this.REFLECTIONMAP_CUBIC = false;
  46154. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46155. _this.REFLECTIONMAP_PROJECTION = false;
  46156. _this.REFLECTIONMAP_SKYBOX = false;
  46157. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46158. _this.REFLECTIONMAP_EXPLICIT = false;
  46159. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46160. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46161. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46162. _this.INVERTCUBICMAP = false;
  46163. _this.USESPHERICALFROMREFLECTIONMAP = false;
  46164. _this.USESPHERICALINVERTEX = false;
  46165. _this.REFLECTIONMAP_OPPOSITEZ = false;
  46166. _this.LODINREFLECTIONALPHA = false;
  46167. _this.GAMMAREFLECTION = false;
  46168. _this.RGBDREFLECTION = false;
  46169. _this.RADIANCEOCCLUSION = false;
  46170. _this.HORIZONOCCLUSION = false;
  46171. _this.REFRACTION = false;
  46172. _this.REFRACTIONMAP_3D = false;
  46173. _this.REFRACTIONMAP_OPPOSITEZ = false;
  46174. _this.LODINREFRACTIONALPHA = false;
  46175. _this.GAMMAREFRACTION = false;
  46176. _this.RGBDREFRACTION = false;
  46177. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  46178. _this.INSTANCES = false;
  46179. _this.NUM_BONE_INFLUENCERS = 0;
  46180. _this.BonesPerMesh = 0;
  46181. _this.BONETEXTURE = false;
  46182. _this.NONUNIFORMSCALING = false;
  46183. _this.MORPHTARGETS = false;
  46184. _this.MORPHTARGETS_NORMAL = false;
  46185. _this.MORPHTARGETS_TANGENT = false;
  46186. _this.NUM_MORPH_INFLUENCERS = 0;
  46187. _this.IMAGEPROCESSING = false;
  46188. _this.VIGNETTE = false;
  46189. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  46190. _this.VIGNETTEBLENDMODEOPAQUE = false;
  46191. _this.TONEMAPPING = false;
  46192. _this.TONEMAPPING_ACES = false;
  46193. _this.CONTRAST = false;
  46194. _this.COLORCURVES = false;
  46195. _this.COLORGRADING = false;
  46196. _this.COLORGRADING3D = false;
  46197. _this.SAMPLER3DGREENDEPTH = false;
  46198. _this.SAMPLER3DBGRMAP = false;
  46199. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  46200. _this.EXPOSURE = false;
  46201. _this.USEPHYSICALLIGHTFALLOFF = false;
  46202. _this.USEGLTFLIGHTFALLOFF = false;
  46203. _this.TWOSIDEDLIGHTING = false;
  46204. _this.SHADOWFLOAT = false;
  46205. _this.CLIPPLANE = false;
  46206. _this.CLIPPLANE2 = false;
  46207. _this.CLIPPLANE3 = false;
  46208. _this.CLIPPLANE4 = false;
  46209. _this.POINTSIZE = false;
  46210. _this.FOG = false;
  46211. _this.LOGARITHMICDEPTH = false;
  46212. _this.FORCENORMALFORWARD = false;
  46213. _this.SPECULARAA = false;
  46214. _this.UNLIT = false;
  46215. _this.rebuild();
  46216. return _this;
  46217. }
  46218. /**
  46219. * Resets the PBR Material defines.
  46220. */
  46221. PBRMaterialDefines.prototype.reset = function () {
  46222. _super.prototype.reset.call(this);
  46223. this.ALPHATESTVALUE = "0.5";
  46224. this.PBR = true;
  46225. };
  46226. return PBRMaterialDefines;
  46227. }(BABYLON.MaterialDefines));
  46228. /**
  46229. * The Physically based material base class of BJS.
  46230. *
  46231. * This offers the main features of a standard PBR material.
  46232. * For more information, please refer to the documentation :
  46233. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  46234. */
  46235. var PBRBaseMaterial = /** @class */ (function (_super) {
  46236. __extends(PBRBaseMaterial, _super);
  46237. /**
  46238. * Instantiates a new PBRMaterial instance.
  46239. *
  46240. * @param name The material name
  46241. * @param scene The scene the material will be use in.
  46242. */
  46243. function PBRBaseMaterial(name, scene) {
  46244. var _this = _super.call(this, name, scene) || this;
  46245. /**
  46246. * Intensity of the direct lights e.g. the four lights available in your scene.
  46247. * This impacts both the direct diffuse and specular highlights.
  46248. */
  46249. _this._directIntensity = 1.0;
  46250. /**
  46251. * Intensity of the emissive part of the material.
  46252. * This helps controlling the emissive effect without modifying the emissive color.
  46253. */
  46254. _this._emissiveIntensity = 1.0;
  46255. /**
  46256. * Intensity of the environment e.g. how much the environment will light the object
  46257. * either through harmonics for rough material or through the refelction for shiny ones.
  46258. */
  46259. _this._environmentIntensity = 1.0;
  46260. /**
  46261. * This is a special control allowing the reduction of the specular highlights coming from the
  46262. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46263. */
  46264. _this._specularIntensity = 1.0;
  46265. /**
  46266. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  46267. */
  46268. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  46269. /**
  46270. * Debug Control allowing disabling the bump map on this material.
  46271. */
  46272. _this._disableBumpMap = false;
  46273. /**
  46274. * AKA Occlusion Texture Intensity in other nomenclature.
  46275. */
  46276. _this._ambientTextureStrength = 1.0;
  46277. /**
  46278. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46279. * 1 means it completely occludes it
  46280. * 0 mean it has no impact
  46281. */
  46282. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46283. /**
  46284. * The color of a material in ambient lighting.
  46285. */
  46286. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  46287. /**
  46288. * AKA Diffuse Color in other nomenclature.
  46289. */
  46290. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  46291. /**
  46292. * AKA Specular Color in other nomenclature.
  46293. */
  46294. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46295. /**
  46296. * The color applied when light is reflected from a material.
  46297. */
  46298. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  46299. /**
  46300. * The color applied when light is emitted from a material.
  46301. */
  46302. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  46303. /**
  46304. * AKA Glossiness in other nomenclature.
  46305. */
  46306. _this._microSurface = 0.9;
  46307. /**
  46308. * source material index of refraction (IOR)' / 'destination material IOR.
  46309. */
  46310. _this._indexOfRefraction = 0.66;
  46311. /**
  46312. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  46313. */
  46314. _this._invertRefractionY = false;
  46315. /**
  46316. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46317. * Materials half opaque for instance using refraction could benefit from this control.
  46318. */
  46319. _this._linkRefractionWithTransparency = false;
  46320. /**
  46321. * Specifies that the material will use the light map as a show map.
  46322. */
  46323. _this._useLightmapAsShadowmap = false;
  46324. /**
  46325. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  46326. * makes the reflect vector face the model (under horizon).
  46327. */
  46328. _this._useHorizonOcclusion = true;
  46329. /**
  46330. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  46331. * too much the area relying on ambient texture to define their ambient occlusion.
  46332. */
  46333. _this._useRadianceOcclusion = true;
  46334. /**
  46335. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46336. */
  46337. _this._useAlphaFromAlbedoTexture = false;
  46338. /**
  46339. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  46340. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46341. */
  46342. _this._useSpecularOverAlpha = true;
  46343. /**
  46344. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46345. */
  46346. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  46347. /**
  46348. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46349. */
  46350. _this._useRoughnessFromMetallicTextureAlpha = true;
  46351. /**
  46352. * Specifies if the metallic texture contains the roughness information in its green channel.
  46353. */
  46354. _this._useRoughnessFromMetallicTextureGreen = false;
  46355. /**
  46356. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46357. */
  46358. _this._useMetallnessFromMetallicTextureBlue = false;
  46359. /**
  46360. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46361. */
  46362. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  46363. /**
  46364. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46365. */
  46366. _this._useAmbientInGrayScale = false;
  46367. /**
  46368. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46369. * The material will try to infer what glossiness each pixel should be.
  46370. */
  46371. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  46372. /**
  46373. * Defines the falloff type used in this material.
  46374. * It by default is Physical.
  46375. */
  46376. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  46377. /**
  46378. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  46379. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  46380. */
  46381. _this._useRadianceOverAlpha = true;
  46382. /**
  46383. * Allows using an object space normal map (instead of tangent space).
  46384. */
  46385. _this._useObjectSpaceNormalMap = false;
  46386. /**
  46387. * Allows using the bump map in parallax mode.
  46388. */
  46389. _this._useParallax = false;
  46390. /**
  46391. * Allows using the bump map in parallax occlusion mode.
  46392. */
  46393. _this._useParallaxOcclusion = false;
  46394. /**
  46395. * Controls the scale bias of the parallax mode.
  46396. */
  46397. _this._parallaxScaleBias = 0.05;
  46398. /**
  46399. * If sets to true, disables all the lights affecting the material.
  46400. */
  46401. _this._disableLighting = false;
  46402. /**
  46403. * Number of Simultaneous lights allowed on the material.
  46404. */
  46405. _this._maxSimultaneousLights = 4;
  46406. /**
  46407. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  46408. */
  46409. _this._invertNormalMapX = false;
  46410. /**
  46411. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  46412. */
  46413. _this._invertNormalMapY = false;
  46414. /**
  46415. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46416. */
  46417. _this._twoSidedLighting = false;
  46418. /**
  46419. * Defines the alpha limits in alpha test mode.
  46420. */
  46421. _this._alphaCutOff = 0.4;
  46422. /**
  46423. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46424. */
  46425. _this._forceAlphaTest = false;
  46426. /**
  46427. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46428. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  46429. */
  46430. _this._useAlphaFresnel = false;
  46431. /**
  46432. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46433. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  46434. */
  46435. _this._useLinearAlphaFresnel = false;
  46436. /**
  46437. * The transparency mode of the material.
  46438. */
  46439. _this._transparencyMode = null;
  46440. /**
  46441. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  46442. * from cos thetav and roughness:
  46443. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  46444. */
  46445. _this._environmentBRDFTexture = null;
  46446. /**
  46447. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  46448. */
  46449. _this._forceIrradianceInFragment = false;
  46450. /**
  46451. * Force normal to face away from face.
  46452. */
  46453. _this._forceNormalForward = false;
  46454. /**
  46455. * Enables specular anti aliasing in the PBR shader.
  46456. * It will both interacts on the Geometry for analytical and IBL lighting.
  46457. * It also prefilter the roughness map based on the bump values.
  46458. */
  46459. _this._enableSpecularAntiAliasing = false;
  46460. /**
  46461. * Stores the available render targets.
  46462. */
  46463. _this._renderTargets = new BABYLON.SmartArray(16);
  46464. /**
  46465. * Sets the global ambient color for the material used in lighting calculations.
  46466. */
  46467. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  46468. /**
  46469. * If set to true, no lighting calculations will be applied.
  46470. */
  46471. _this._unlit = false;
  46472. // Setup the default processing configuration to the scene.
  46473. _this._attachImageProcessingConfiguration(null);
  46474. _this.getRenderTargetTextures = function () {
  46475. _this._renderTargets.reset();
  46476. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  46477. _this._renderTargets.push(_this._reflectionTexture);
  46478. }
  46479. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  46480. _this._renderTargets.push(_this._refractionTexture);
  46481. }
  46482. return _this._renderTargets;
  46483. };
  46484. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  46485. return _this;
  46486. }
  46487. /**
  46488. * Attaches a new image processing configuration to the PBR Material.
  46489. * @param configuration
  46490. */
  46491. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  46492. var _this = this;
  46493. if (configuration === this._imageProcessingConfiguration) {
  46494. return;
  46495. }
  46496. // Detaches observer.
  46497. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46498. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46499. }
  46500. // Pick the scene configuration if needed.
  46501. if (!configuration) {
  46502. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46503. }
  46504. else {
  46505. this._imageProcessingConfiguration = configuration;
  46506. }
  46507. // Attaches observer.
  46508. if (this._imageProcessingConfiguration) {
  46509. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46510. _this._markAllSubMeshesAsImageProcessingDirty();
  46511. });
  46512. }
  46513. };
  46514. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46515. /**
  46516. * Gets a boolean indicating that current material needs to register RTT
  46517. */
  46518. get: function () {
  46519. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46520. return true;
  46521. }
  46522. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46523. return true;
  46524. }
  46525. return false;
  46526. },
  46527. enumerable: true,
  46528. configurable: true
  46529. });
  46530. /**
  46531. * Gets the name of the material class.
  46532. */
  46533. PBRBaseMaterial.prototype.getClassName = function () {
  46534. return "PBRBaseMaterial";
  46535. };
  46536. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46537. /**
  46538. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46539. */
  46540. get: function () {
  46541. return this._useLogarithmicDepth;
  46542. },
  46543. /**
  46544. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46545. */
  46546. set: function (value) {
  46547. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46548. },
  46549. enumerable: true,
  46550. configurable: true
  46551. });
  46552. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46553. /**
  46554. * Gets the current transparency mode.
  46555. */
  46556. get: function () {
  46557. return this._transparencyMode;
  46558. },
  46559. /**
  46560. * Sets the transparency mode of the material.
  46561. *
  46562. * | Value | Type | Description |
  46563. * | ----- | ----------------------------------- | ----------- |
  46564. * | 0 | OPAQUE | |
  46565. * | 1 | ALPHATEST | |
  46566. * | 2 | ALPHABLEND | |
  46567. * | 3 | ALPHATESTANDBLEND | |
  46568. *
  46569. */
  46570. set: function (value) {
  46571. if (this._transparencyMode === value) {
  46572. return;
  46573. }
  46574. this._transparencyMode = value;
  46575. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46576. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46577. },
  46578. enumerable: true,
  46579. configurable: true
  46580. });
  46581. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46582. /**
  46583. * Returns true if alpha blending should be disabled.
  46584. */
  46585. get: function () {
  46586. return (this._linkRefractionWithTransparency ||
  46587. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46588. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46589. },
  46590. enumerable: true,
  46591. configurable: true
  46592. });
  46593. /**
  46594. * Specifies whether or not this material should be rendered in alpha blend mode.
  46595. */
  46596. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46597. if (this._disableAlphaBlending) {
  46598. return false;
  46599. }
  46600. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46601. };
  46602. /**
  46603. * Specifies if the mesh will require alpha blending.
  46604. * @param mesh - BJS mesh.
  46605. */
  46606. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46607. if (this._disableAlphaBlending) {
  46608. return false;
  46609. }
  46610. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46611. };
  46612. /**
  46613. * Specifies whether or not this material should be rendered in alpha test mode.
  46614. */
  46615. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46616. if (this._forceAlphaTest) {
  46617. return true;
  46618. }
  46619. if (this._linkRefractionWithTransparency) {
  46620. return false;
  46621. }
  46622. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46623. };
  46624. /**
  46625. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46626. */
  46627. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46628. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46629. };
  46630. /**
  46631. * Gets the texture used for the alpha test.
  46632. */
  46633. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46634. return this._albedoTexture;
  46635. };
  46636. /**
  46637. * Specifies that the submesh is ready to be used.
  46638. * @param mesh - BJS mesh.
  46639. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46640. * @param useInstances - Specifies that instances should be used.
  46641. * @returns - boolean indicating that the submesh is ready or not.
  46642. */
  46643. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46644. if (subMesh.effect && this.isFrozen) {
  46645. if (this._wasPreviouslyReady) {
  46646. return true;
  46647. }
  46648. }
  46649. if (!subMesh._materialDefines) {
  46650. subMesh._materialDefines = new PBRMaterialDefines();
  46651. }
  46652. var defines = subMesh._materialDefines;
  46653. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46654. if (defines._renderId === this.getScene().getRenderId()) {
  46655. return true;
  46656. }
  46657. }
  46658. var scene = this.getScene();
  46659. var engine = scene.getEngine();
  46660. if (defines._areTexturesDirty) {
  46661. if (scene.texturesEnabled) {
  46662. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46663. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46664. return false;
  46665. }
  46666. }
  46667. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46668. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46669. return false;
  46670. }
  46671. }
  46672. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46673. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46674. return false;
  46675. }
  46676. }
  46677. var reflectionTexture = this._getReflectionTexture();
  46678. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46679. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46680. return false;
  46681. }
  46682. }
  46683. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46684. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46685. return false;
  46686. }
  46687. }
  46688. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46689. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46690. return false;
  46691. }
  46692. }
  46693. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46694. if (this._metallicTexture) {
  46695. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46696. return false;
  46697. }
  46698. }
  46699. else if (this._reflectivityTexture) {
  46700. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46701. return false;
  46702. }
  46703. }
  46704. if (this._microSurfaceTexture) {
  46705. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46706. return false;
  46707. }
  46708. }
  46709. }
  46710. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46711. // Bump texture cannot be not blocking.
  46712. if (!this._bumpTexture.isReady()) {
  46713. return false;
  46714. }
  46715. }
  46716. var refractionTexture = this._getRefractionTexture();
  46717. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46718. if (!refractionTexture.isReadyOrNotBlocking()) {
  46719. return false;
  46720. }
  46721. }
  46722. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46723. // This is blocking.
  46724. if (!this._environmentBRDFTexture.isReady()) {
  46725. return false;
  46726. }
  46727. }
  46728. }
  46729. }
  46730. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46731. if (!this._imageProcessingConfiguration.isReady()) {
  46732. return false;
  46733. }
  46734. }
  46735. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46736. mesh.createNormals(true);
  46737. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46738. }
  46739. var previousEffect = subMesh.effect;
  46740. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46741. if (effect) {
  46742. // Use previous effect while new one is compiling
  46743. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46744. effect = previousEffect;
  46745. defines.markAsUnprocessed();
  46746. }
  46747. else {
  46748. scene.resetCachedMaterial();
  46749. subMesh.setEffect(effect, defines);
  46750. this.buildUniformLayout();
  46751. }
  46752. }
  46753. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46754. return false;
  46755. }
  46756. defines._renderId = scene.getRenderId();
  46757. this._wasPreviouslyReady = true;
  46758. return true;
  46759. };
  46760. /**
  46761. * Specifies if the material uses metallic roughness workflow.
  46762. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46763. */
  46764. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46765. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46766. return true;
  46767. }
  46768. return false;
  46769. };
  46770. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46771. if (onCompiled === void 0) { onCompiled = null; }
  46772. if (onError === void 0) { onError = null; }
  46773. if (useInstances === void 0) { useInstances = null; }
  46774. if (useClipPlane === void 0) { useClipPlane = null; }
  46775. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46776. if (!defines.isDirty) {
  46777. return null;
  46778. }
  46779. defines.markAsProcessed();
  46780. var scene = this.getScene();
  46781. var engine = scene.getEngine();
  46782. // Fallbacks
  46783. var fallbacks = new BABYLON.EffectFallbacks();
  46784. var fallbackRank = 0;
  46785. if (defines.USESPHERICALINVERTEX) {
  46786. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46787. }
  46788. if (defines.FOG) {
  46789. fallbacks.addFallback(fallbackRank, "FOG");
  46790. }
  46791. if (defines.SPECULARAA) {
  46792. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46793. }
  46794. if (defines.POINTSIZE) {
  46795. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46796. }
  46797. if (defines.LOGARITHMICDEPTH) {
  46798. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46799. }
  46800. if (defines.PARALLAX) {
  46801. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46802. }
  46803. if (defines.PARALLAXOCCLUSION) {
  46804. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46805. }
  46806. if (defines.ENVIRONMENTBRDF) {
  46807. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46808. }
  46809. if (defines.TANGENT) {
  46810. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46811. }
  46812. if (defines.BUMP) {
  46813. fallbacks.addFallback(fallbackRank++, "BUMP");
  46814. }
  46815. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46816. if (defines.SPECULARTERM) {
  46817. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46818. }
  46819. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46820. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46821. }
  46822. if (defines.LIGHTMAP) {
  46823. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46824. }
  46825. if (defines.NORMAL) {
  46826. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46827. }
  46828. if (defines.AMBIENT) {
  46829. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46830. }
  46831. if (defines.EMISSIVE) {
  46832. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46833. }
  46834. if (defines.VERTEXCOLOR) {
  46835. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46836. }
  46837. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46838. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46839. }
  46840. if (defines.MORPHTARGETS) {
  46841. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46842. }
  46843. //Attributes
  46844. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46845. if (defines.NORMAL) {
  46846. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46847. }
  46848. if (defines.TANGENT) {
  46849. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46850. }
  46851. if (defines.UV1) {
  46852. attribs.push(BABYLON.VertexBuffer.UVKind);
  46853. }
  46854. if (defines.UV2) {
  46855. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46856. }
  46857. if (defines.VERTEXCOLOR) {
  46858. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46859. }
  46860. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46861. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46862. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46863. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46864. "vFogInfos", "vFogColor", "pointSize",
  46865. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46866. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46867. "mBones",
  46868. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46869. "vLightingIntensity",
  46870. "logarithmicDepthConstant",
  46871. "vSphericalX", "vSphericalY", "vSphericalZ",
  46872. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46873. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46874. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46875. "vTangentSpaceParams", "boneTextureWidth"
  46876. ];
  46877. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46878. "bumpSampler", "lightmapSampler", "opacitySampler",
  46879. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46880. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46881. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46882. var uniformBuffers = ["Material", "Scene"];
  46883. if (BABYLON.ImageProcessingConfiguration) {
  46884. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46885. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46886. }
  46887. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46888. uniformsNames: uniforms,
  46889. uniformBuffersNames: uniformBuffers,
  46890. samplers: samplers,
  46891. defines: defines,
  46892. maxSimultaneousLights: this._maxSimultaneousLights
  46893. });
  46894. var join = defines.toString();
  46895. return engine.createEffect("pbr", {
  46896. attributes: attribs,
  46897. uniformsNames: uniforms,
  46898. uniformBuffersNames: uniformBuffers,
  46899. samplers: samplers,
  46900. defines: join,
  46901. fallbacks: fallbacks,
  46902. onCompiled: onCompiled,
  46903. onError: onError,
  46904. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46905. }, engine);
  46906. };
  46907. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46908. if (useInstances === void 0) { useInstances = null; }
  46909. if (useClipPlane === void 0) { useClipPlane = null; }
  46910. var scene = this.getScene();
  46911. var engine = scene.getEngine();
  46912. // Lights
  46913. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46914. defines._needNormals = true;
  46915. // Textures
  46916. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46917. if (defines._areTexturesDirty) {
  46918. defines._needUVs = false;
  46919. if (scene.texturesEnabled) {
  46920. if (scene.getEngine().getCaps().textureLOD) {
  46921. defines.LODBASEDMICROSFURACE = true;
  46922. }
  46923. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46924. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46925. }
  46926. else {
  46927. defines.ALBEDO = false;
  46928. }
  46929. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46930. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46931. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46932. }
  46933. else {
  46934. defines.AMBIENT = false;
  46935. }
  46936. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46937. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46938. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46939. }
  46940. else {
  46941. defines.OPACITY = false;
  46942. }
  46943. var reflectionTexture = this._getReflectionTexture();
  46944. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46945. defines.REFLECTION = true;
  46946. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46947. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46948. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46949. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46950. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46951. defines.INVERTCUBICMAP = true;
  46952. }
  46953. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46954. defines.REFLECTIONMAP_CUBIC = false;
  46955. defines.REFLECTIONMAP_EXPLICIT = false;
  46956. defines.REFLECTIONMAP_PLANAR = false;
  46957. defines.REFLECTIONMAP_PROJECTION = false;
  46958. defines.REFLECTIONMAP_SKYBOX = false;
  46959. defines.REFLECTIONMAP_SPHERICAL = false;
  46960. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46961. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46962. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46963. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46964. switch (reflectionTexture.coordinatesMode) {
  46965. case BABYLON.Texture.EXPLICIT_MODE:
  46966. defines.REFLECTIONMAP_EXPLICIT = true;
  46967. break;
  46968. case BABYLON.Texture.PLANAR_MODE:
  46969. defines.REFLECTIONMAP_PLANAR = true;
  46970. break;
  46971. case BABYLON.Texture.PROJECTION_MODE:
  46972. defines.REFLECTIONMAP_PROJECTION = true;
  46973. break;
  46974. case BABYLON.Texture.SKYBOX_MODE:
  46975. defines.REFLECTIONMAP_SKYBOX = true;
  46976. break;
  46977. case BABYLON.Texture.SPHERICAL_MODE:
  46978. defines.REFLECTIONMAP_SPHERICAL = true;
  46979. break;
  46980. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46981. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46982. break;
  46983. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46984. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46985. break;
  46986. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46987. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46988. break;
  46989. case BABYLON.Texture.CUBIC_MODE:
  46990. case BABYLON.Texture.INVCUBIC_MODE:
  46991. default:
  46992. defines.REFLECTIONMAP_CUBIC = true;
  46993. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46994. break;
  46995. }
  46996. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46997. if (reflectionTexture.sphericalPolynomial) {
  46998. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46999. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  47000. defines.USESPHERICALINVERTEX = false;
  47001. }
  47002. else {
  47003. defines.USESPHERICALINVERTEX = true;
  47004. }
  47005. }
  47006. }
  47007. else {
  47008. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  47009. }
  47010. }
  47011. else {
  47012. defines.REFLECTION = false;
  47013. defines.REFLECTIONMAP_3D = false;
  47014. defines.REFLECTIONMAP_SPHERICAL = false;
  47015. defines.REFLECTIONMAP_PLANAR = false;
  47016. defines.REFLECTIONMAP_CUBIC = false;
  47017. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  47018. defines.REFLECTIONMAP_PROJECTION = false;
  47019. defines.REFLECTIONMAP_SKYBOX = false;
  47020. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  47021. defines.REFLECTIONMAP_EXPLICIT = false;
  47022. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  47023. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  47024. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  47025. defines.INVERTCUBICMAP = false;
  47026. defines.USESPHERICALFROMREFLECTIONMAP = false;
  47027. defines.USESPHERICALINVERTEX = false;
  47028. defines.REFLECTIONMAP_OPPOSITEZ = false;
  47029. defines.LODINREFLECTIONALPHA = false;
  47030. defines.GAMMAREFLECTION = false;
  47031. defines.RGBDREFLECTION = false;
  47032. }
  47033. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47034. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  47035. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  47036. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  47037. }
  47038. else {
  47039. defines.LIGHTMAP = false;
  47040. }
  47041. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47042. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  47043. }
  47044. else {
  47045. defines.EMISSIVE = false;
  47046. }
  47047. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47048. if (this._metallicTexture) {
  47049. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  47050. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  47051. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  47052. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  47053. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  47054. }
  47055. else if (this._reflectivityTexture) {
  47056. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  47057. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  47058. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  47059. }
  47060. else {
  47061. defines.REFLECTIVITY = false;
  47062. }
  47063. if (this._microSurfaceTexture) {
  47064. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  47065. }
  47066. else {
  47067. defines.MICROSURFACEMAP = false;
  47068. }
  47069. }
  47070. else {
  47071. defines.REFLECTIVITY = false;
  47072. defines.MICROSURFACEMAP = false;
  47073. }
  47074. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47075. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  47076. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47077. defines.PARALLAX = true;
  47078. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  47079. }
  47080. else {
  47081. defines.PARALLAX = false;
  47082. }
  47083. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  47084. }
  47085. else {
  47086. defines.BUMP = false;
  47087. }
  47088. var refractionTexture = this._getRefractionTexture();
  47089. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47090. defines.REFRACTION = true;
  47091. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  47092. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  47093. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  47094. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  47095. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  47096. if (this._linkRefractionWithTransparency) {
  47097. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  47098. }
  47099. }
  47100. else {
  47101. defines.REFRACTION = false;
  47102. }
  47103. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47104. defines.ENVIRONMENTBRDF = true;
  47105. }
  47106. else {
  47107. defines.ENVIRONMENTBRDF = false;
  47108. }
  47109. if (this._shouldUseAlphaFromAlbedoTexture()) {
  47110. defines.ALPHAFROMALBEDO = true;
  47111. }
  47112. else {
  47113. defines.ALPHAFROMALBEDO = false;
  47114. }
  47115. }
  47116. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  47117. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  47118. defines.USEPHYSICALLIGHTFALLOFF = false;
  47119. defines.USEGLTFLIGHTFALLOFF = false;
  47120. }
  47121. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  47122. defines.USEPHYSICALLIGHTFALLOFF = false;
  47123. defines.USEGLTFLIGHTFALLOFF = true;
  47124. }
  47125. else {
  47126. defines.USEPHYSICALLIGHTFALLOFF = true;
  47127. defines.USEGLTFLIGHTFALLOFF = false;
  47128. }
  47129. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  47130. if (!this.backFaceCulling && this._twoSidedLighting) {
  47131. defines.TWOSIDEDLIGHTING = true;
  47132. }
  47133. else {
  47134. defines.TWOSIDEDLIGHTING = false;
  47135. }
  47136. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  47137. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  47138. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  47139. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  47140. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  47141. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  47142. }
  47143. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  47144. this._imageProcessingConfiguration.prepareDefines(defines);
  47145. }
  47146. defines.FORCENORMALFORWARD = this._forceNormalForward;
  47147. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  47148. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  47149. // Misc.
  47150. if (defines._areMiscDirty) {
  47151. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  47152. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  47153. }
  47154. // Values that need to be evaluated on every frame
  47155. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  47156. // Attribs
  47157. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  47158. };
  47159. /**
  47160. * Force shader compilation
  47161. */
  47162. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  47163. var _this = this;
  47164. var localOptions = __assign({ clipPlane: false }, options);
  47165. var defines = new PBRMaterialDefines();
  47166. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  47167. if (effect.isReady()) {
  47168. if (onCompiled) {
  47169. onCompiled(this);
  47170. }
  47171. }
  47172. else {
  47173. effect.onCompileObservable.add(function () {
  47174. if (onCompiled) {
  47175. onCompiled(_this);
  47176. }
  47177. });
  47178. }
  47179. };
  47180. /**
  47181. * Initializes the uniform buffer layout for the shader.
  47182. */
  47183. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  47184. // Order is important !
  47185. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  47186. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  47187. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  47188. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  47189. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  47190. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  47191. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  47192. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  47193. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  47194. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  47195. this._uniformBuffer.addUniform("vReflectionSize", 3);
  47196. this._uniformBuffer.addUniform("vBumpInfos", 3);
  47197. this._uniformBuffer.addUniform("albedoMatrix", 16);
  47198. this._uniformBuffer.addUniform("ambientMatrix", 16);
  47199. this._uniformBuffer.addUniform("opacityMatrix", 16);
  47200. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  47201. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  47202. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  47203. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  47204. this._uniformBuffer.addUniform("bumpMatrix", 16);
  47205. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  47206. this._uniformBuffer.addUniform("refractionMatrix", 16);
  47207. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  47208. this._uniformBuffer.addUniform("vReflectionColor", 3);
  47209. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  47210. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  47211. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  47212. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  47213. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  47214. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  47215. this._uniformBuffer.addUniform("pointSize", 1);
  47216. this._uniformBuffer.create();
  47217. };
  47218. /**
  47219. * Unbinds the textures.
  47220. */
  47221. PBRBaseMaterial.prototype.unbind = function () {
  47222. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  47223. this._uniformBuffer.setTexture("reflectionSampler", null);
  47224. }
  47225. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  47226. this._uniformBuffer.setTexture("refractionSampler", null);
  47227. }
  47228. _super.prototype.unbind.call(this);
  47229. };
  47230. /**
  47231. * Binds the submesh data.
  47232. * @param world - The world matrix.
  47233. * @param mesh - The BJS mesh.
  47234. * @param subMesh - A submesh of the BJS mesh.
  47235. */
  47236. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  47237. var scene = this.getScene();
  47238. var defines = subMesh._materialDefines;
  47239. if (!defines) {
  47240. return;
  47241. }
  47242. var effect = subMesh.effect;
  47243. if (!effect) {
  47244. return;
  47245. }
  47246. this._activeEffect = effect;
  47247. // Matrices
  47248. this.bindOnlyWorldMatrix(world);
  47249. // Normal Matrix
  47250. if (defines.OBJECTSPACE_NORMALMAP) {
  47251. world.toNormalMatrix(this._normalMatrix);
  47252. this.bindOnlyNormalMatrix(this._normalMatrix);
  47253. }
  47254. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  47255. // Bones
  47256. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  47257. var reflectionTexture = null;
  47258. if (mustRebind) {
  47259. this._uniformBuffer.bindToEffect(effect, "Material");
  47260. this.bindViewProjection(effect);
  47261. reflectionTexture = this._getReflectionTexture();
  47262. var refractionTexture = this._getRefractionTexture();
  47263. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  47264. // Texture uniforms
  47265. if (scene.texturesEnabled) {
  47266. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47267. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  47268. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  47269. }
  47270. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47271. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  47272. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  47273. }
  47274. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47275. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  47276. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  47277. }
  47278. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47279. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  47280. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  47281. if (reflectionTexture.boundingBoxSize) {
  47282. var cubeTexture = reflectionTexture;
  47283. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  47284. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  47285. }
  47286. var polynomials = reflectionTexture.sphericalPolynomial;
  47287. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  47288. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  47289. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  47290. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  47291. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  47292. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  47293. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  47294. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  47295. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  47296. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  47297. }
  47298. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  47299. }
  47300. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47301. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  47302. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  47303. }
  47304. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47305. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  47306. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  47307. }
  47308. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47309. if (this._metallicTexture) {
  47310. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  47311. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  47312. }
  47313. else if (this._reflectivityTexture) {
  47314. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  47315. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  47316. }
  47317. if (this._microSurfaceTexture) {
  47318. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  47319. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  47320. }
  47321. }
  47322. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47323. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  47324. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  47325. if (scene._mirroredCameraPosition) {
  47326. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  47327. }
  47328. else {
  47329. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  47330. }
  47331. }
  47332. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47333. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  47334. var depth = 1.0;
  47335. if (!refractionTexture.isCube) {
  47336. if (refractionTexture.depth) {
  47337. depth = refractionTexture.depth;
  47338. }
  47339. }
  47340. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  47341. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  47342. }
  47343. }
  47344. // Point size
  47345. if (this.pointsCloud) {
  47346. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  47347. }
  47348. // Colors
  47349. if (defines.METALLICWORKFLOW) {
  47350. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  47351. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  47352. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  47353. }
  47354. else {
  47355. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  47356. }
  47357. this._uniformBuffer.updateColor3("vEmissiveColor", BABYLON.StandardMaterial.EmissiveTextureEnabled ? this._emissiveColor : BABYLON.Color3.BlackReadOnly);
  47358. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  47359. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  47360. // Misc
  47361. this._lightingInfos.x = this._directIntensity;
  47362. this._lightingInfos.y = this._emissiveIntensity;
  47363. this._lightingInfos.z = this._environmentIntensity;
  47364. this._lightingInfos.w = this._specularIntensity;
  47365. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  47366. }
  47367. // Textures
  47368. if (scene.texturesEnabled) {
  47369. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47370. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  47371. }
  47372. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47373. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  47374. }
  47375. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47376. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  47377. }
  47378. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47379. if (defines.LODBASEDMICROSFURACE) {
  47380. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  47381. }
  47382. else {
  47383. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  47384. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  47385. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  47386. }
  47387. }
  47388. if (defines.ENVIRONMENTBRDF) {
  47389. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  47390. }
  47391. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47392. if (defines.LODBASEDMICROSFURACE) {
  47393. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  47394. }
  47395. else {
  47396. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  47397. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  47398. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  47399. }
  47400. }
  47401. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47402. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  47403. }
  47404. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47405. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  47406. }
  47407. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47408. if (this._metallicTexture) {
  47409. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  47410. }
  47411. else if (this._reflectivityTexture) {
  47412. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  47413. }
  47414. if (this._microSurfaceTexture) {
  47415. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  47416. }
  47417. }
  47418. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47419. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  47420. }
  47421. }
  47422. // Clip plane
  47423. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  47424. // Colors
  47425. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  47426. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  47427. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  47428. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  47429. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  47430. }
  47431. if (mustRebind || !this.isFrozen) {
  47432. // Lights
  47433. if (scene.lightsEnabled && !this._disableLighting) {
  47434. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  47435. }
  47436. // View
  47437. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  47438. this.bindView(effect);
  47439. }
  47440. // Fog
  47441. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  47442. // Morph targets
  47443. if (defines.NUM_MORPH_INFLUENCERS) {
  47444. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  47445. }
  47446. // image processing
  47447. this._imageProcessingConfiguration.bind(this._activeEffect);
  47448. // Log. depth
  47449. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  47450. }
  47451. this._uniformBuffer.update();
  47452. this._afterBind(mesh, this._activeEffect);
  47453. };
  47454. /**
  47455. * Returns the animatable textures.
  47456. * @returns - Array of animatable textures.
  47457. */
  47458. PBRBaseMaterial.prototype.getAnimatables = function () {
  47459. var results = [];
  47460. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  47461. results.push(this._albedoTexture);
  47462. }
  47463. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  47464. results.push(this._ambientTexture);
  47465. }
  47466. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  47467. results.push(this._opacityTexture);
  47468. }
  47469. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  47470. results.push(this._reflectionTexture);
  47471. }
  47472. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  47473. results.push(this._emissiveTexture);
  47474. }
  47475. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  47476. results.push(this._metallicTexture);
  47477. }
  47478. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  47479. results.push(this._reflectivityTexture);
  47480. }
  47481. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  47482. results.push(this._bumpTexture);
  47483. }
  47484. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  47485. results.push(this._lightmapTexture);
  47486. }
  47487. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  47488. results.push(this._refractionTexture);
  47489. }
  47490. return results;
  47491. };
  47492. /**
  47493. * Returns the texture used for reflections.
  47494. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  47495. */
  47496. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  47497. if (this._reflectionTexture) {
  47498. return this._reflectionTexture;
  47499. }
  47500. return this.getScene().environmentTexture;
  47501. };
  47502. /**
  47503. * Returns the texture used for refraction or null if none is used.
  47504. * @returns - Refection texture if present. If no refraction texture and refraction
  47505. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47506. */
  47507. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  47508. if (this._refractionTexture) {
  47509. return this._refractionTexture;
  47510. }
  47511. if (this._linkRefractionWithTransparency) {
  47512. return this.getScene().environmentTexture;
  47513. }
  47514. return null;
  47515. };
  47516. /**
  47517. * Disposes the resources of the material.
  47518. * @param forceDisposeEffect - Forces the disposal of effects.
  47519. * @param forceDisposeTextures - Forces the disposal of all textures.
  47520. */
  47521. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47522. if (forceDisposeTextures) {
  47523. if (this._albedoTexture) {
  47524. this._albedoTexture.dispose();
  47525. }
  47526. if (this._ambientTexture) {
  47527. this._ambientTexture.dispose();
  47528. }
  47529. if (this._opacityTexture) {
  47530. this._opacityTexture.dispose();
  47531. }
  47532. if (this._reflectionTexture) {
  47533. this._reflectionTexture.dispose();
  47534. }
  47535. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47536. this._environmentBRDFTexture.dispose();
  47537. }
  47538. if (this._emissiveTexture) {
  47539. this._emissiveTexture.dispose();
  47540. }
  47541. if (this._metallicTexture) {
  47542. this._metallicTexture.dispose();
  47543. }
  47544. if (this._reflectivityTexture) {
  47545. this._reflectivityTexture.dispose();
  47546. }
  47547. if (this._bumpTexture) {
  47548. this._bumpTexture.dispose();
  47549. }
  47550. if (this._lightmapTexture) {
  47551. this._lightmapTexture.dispose();
  47552. }
  47553. if (this._refractionTexture) {
  47554. this._refractionTexture.dispose();
  47555. }
  47556. }
  47557. this._renderTargets.dispose();
  47558. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47559. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47560. }
  47561. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47562. };
  47563. /**
  47564. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47565. */
  47566. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47567. /**
  47568. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47569. * to enhance interoperability with other engines.
  47570. */
  47571. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47572. /**
  47573. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47574. * to enhance interoperability with other materials.
  47575. */
  47576. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47577. /**
  47578. * Stores the reflectivity values based on metallic roughness workflow.
  47579. */
  47580. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47581. __decorate([
  47582. BABYLON.serializeAsImageProcessingConfiguration()
  47583. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47584. __decorate([
  47585. BABYLON.serialize()
  47586. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47587. __decorate([
  47588. BABYLON.serialize()
  47589. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47590. return PBRBaseMaterial;
  47591. }(BABYLON.PushMaterial));
  47592. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47593. })(BABYLON || (BABYLON = {}));
  47594. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47595. var BABYLON;
  47596. (function (BABYLON) {
  47597. /**
  47598. * The Physically based simple base material of BJS.
  47599. *
  47600. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47601. * It is used as the base class for both the specGloss and metalRough conventions.
  47602. */
  47603. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47604. __extends(PBRBaseSimpleMaterial, _super);
  47605. /**
  47606. * Instantiates a new PBRMaterial instance.
  47607. *
  47608. * @param name The material name
  47609. * @param scene The scene the material will be use in.
  47610. */
  47611. function PBRBaseSimpleMaterial(name, scene) {
  47612. var _this = _super.call(this, name, scene) || this;
  47613. /**
  47614. * Number of Simultaneous lights allowed on the material.
  47615. */
  47616. _this.maxSimultaneousLights = 4;
  47617. /**
  47618. * If sets to true, disables all the lights affecting the material.
  47619. */
  47620. _this.disableLighting = false;
  47621. /**
  47622. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47623. */
  47624. _this.invertNormalMapX = false;
  47625. /**
  47626. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47627. */
  47628. _this.invertNormalMapY = false;
  47629. /**
  47630. * Emissivie color used to self-illuminate the model.
  47631. */
  47632. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47633. /**
  47634. * Occlusion Channel Strenght.
  47635. */
  47636. _this.occlusionStrength = 1.0;
  47637. /**
  47638. * If true, the light map contains occlusion information instead of lighting info.
  47639. */
  47640. _this.useLightmapAsShadowmap = false;
  47641. _this._useAlphaFromAlbedoTexture = true;
  47642. _this._useAmbientInGrayScale = true;
  47643. return _this;
  47644. }
  47645. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47646. /**
  47647. * Gets the current double sided mode.
  47648. */
  47649. get: function () {
  47650. return this._twoSidedLighting;
  47651. },
  47652. /**
  47653. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47654. */
  47655. set: function (value) {
  47656. if (this._twoSidedLighting === value) {
  47657. return;
  47658. }
  47659. this._twoSidedLighting = value;
  47660. this.backFaceCulling = !value;
  47661. this._markAllSubMeshesAsTexturesDirty();
  47662. },
  47663. enumerable: true,
  47664. configurable: true
  47665. });
  47666. /**
  47667. * Return the active textures of the material.
  47668. */
  47669. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47670. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47671. if (this.environmentTexture) {
  47672. activeTextures.push(this.environmentTexture);
  47673. }
  47674. if (this.normalTexture) {
  47675. activeTextures.push(this.normalTexture);
  47676. }
  47677. if (this.emissiveTexture) {
  47678. activeTextures.push(this.emissiveTexture);
  47679. }
  47680. if (this.occlusionTexture) {
  47681. activeTextures.push(this.occlusionTexture);
  47682. }
  47683. if (this.lightmapTexture) {
  47684. activeTextures.push(this.lightmapTexture);
  47685. }
  47686. return activeTextures;
  47687. };
  47688. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47689. if (_super.prototype.hasTexture.call(this, texture)) {
  47690. return true;
  47691. }
  47692. if (this.lightmapTexture === texture) {
  47693. return true;
  47694. }
  47695. return false;
  47696. };
  47697. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47698. return "PBRBaseSimpleMaterial";
  47699. };
  47700. __decorate([
  47701. BABYLON.serialize(),
  47702. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47703. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47704. __decorate([
  47705. BABYLON.serialize(),
  47706. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47707. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47708. __decorate([
  47709. BABYLON.serializeAsTexture(),
  47710. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47711. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47712. __decorate([
  47713. BABYLON.serialize(),
  47714. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47715. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47716. __decorate([
  47717. BABYLON.serialize(),
  47718. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47719. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47720. __decorate([
  47721. BABYLON.serializeAsTexture(),
  47722. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47723. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47724. __decorate([
  47725. BABYLON.serializeAsColor3("emissive"),
  47726. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47727. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47728. __decorate([
  47729. BABYLON.serializeAsTexture(),
  47730. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47731. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47732. __decorate([
  47733. BABYLON.serialize(),
  47734. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47735. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47736. __decorate([
  47737. BABYLON.serializeAsTexture(),
  47738. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47739. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47740. __decorate([
  47741. BABYLON.serialize(),
  47742. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47743. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47744. __decorate([
  47745. BABYLON.serialize()
  47746. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47747. __decorate([
  47748. BABYLON.serializeAsTexture(),
  47749. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47750. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47751. __decorate([
  47752. BABYLON.serialize(),
  47753. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47754. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47755. return PBRBaseSimpleMaterial;
  47756. }(BABYLON.PBRBaseMaterial));
  47757. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47758. })(BABYLON || (BABYLON = {}));
  47759. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47760. var BABYLON;
  47761. (function (BABYLON) {
  47762. /**
  47763. * The Physically based material of BJS.
  47764. *
  47765. * This offers the main features of a standard PBR material.
  47766. * For more information, please refer to the documentation :
  47767. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47768. */
  47769. var PBRMaterial = /** @class */ (function (_super) {
  47770. __extends(PBRMaterial, _super);
  47771. /**
  47772. * Instantiates a new PBRMaterial instance.
  47773. *
  47774. * @param name The material name
  47775. * @param scene The scene the material will be use in.
  47776. */
  47777. function PBRMaterial(name, scene) {
  47778. var _this = _super.call(this, name, scene) || this;
  47779. /**
  47780. * Intensity of the direct lights e.g. the four lights available in your scene.
  47781. * This impacts both the direct diffuse and specular highlights.
  47782. */
  47783. _this.directIntensity = 1.0;
  47784. /**
  47785. * Intensity of the emissive part of the material.
  47786. * This helps controlling the emissive effect without modifying the emissive color.
  47787. */
  47788. _this.emissiveIntensity = 1.0;
  47789. /**
  47790. * Intensity of the environment e.g. how much the environment will light the object
  47791. * either through harmonics for rough material or through the refelction for shiny ones.
  47792. */
  47793. _this.environmentIntensity = 1.0;
  47794. /**
  47795. * This is a special control allowing the reduction of the specular highlights coming from the
  47796. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47797. */
  47798. _this.specularIntensity = 1.0;
  47799. /**
  47800. * Debug Control allowing disabling the bump map on this material.
  47801. */
  47802. _this.disableBumpMap = false;
  47803. /**
  47804. * AKA Occlusion Texture Intensity in other nomenclature.
  47805. */
  47806. _this.ambientTextureStrength = 1.0;
  47807. /**
  47808. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47809. * 1 means it completely occludes it
  47810. * 0 mean it has no impact
  47811. */
  47812. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47813. /**
  47814. * The color of a material in ambient lighting.
  47815. */
  47816. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47817. /**
  47818. * AKA Diffuse Color in other nomenclature.
  47819. */
  47820. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47821. /**
  47822. * AKA Specular Color in other nomenclature.
  47823. */
  47824. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47825. /**
  47826. * The color reflected from the material.
  47827. */
  47828. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47829. /**
  47830. * The color emitted from the material.
  47831. */
  47832. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47833. /**
  47834. * AKA Glossiness in other nomenclature.
  47835. */
  47836. _this.microSurface = 1.0;
  47837. /**
  47838. * source material index of refraction (IOR)' / 'destination material IOR.
  47839. */
  47840. _this.indexOfRefraction = 0.66;
  47841. /**
  47842. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47843. */
  47844. _this.invertRefractionY = false;
  47845. /**
  47846. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47847. * Materials half opaque for instance using refraction could benefit from this control.
  47848. */
  47849. _this.linkRefractionWithTransparency = false;
  47850. /**
  47851. * If true, the light map contains occlusion information instead of lighting info.
  47852. */
  47853. _this.useLightmapAsShadowmap = false;
  47854. /**
  47855. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47856. */
  47857. _this.useAlphaFromAlbedoTexture = false;
  47858. /**
  47859. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47860. */
  47861. _this.forceAlphaTest = false;
  47862. /**
  47863. * Defines the alpha limits in alpha test mode.
  47864. */
  47865. _this.alphaCutOff = 0.4;
  47866. /**
  47867. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47868. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47869. */
  47870. _this.useSpecularOverAlpha = true;
  47871. /**
  47872. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47873. */
  47874. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47875. /**
  47876. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47877. */
  47878. _this.useRoughnessFromMetallicTextureAlpha = true;
  47879. /**
  47880. * Specifies if the metallic texture contains the roughness information in its green channel.
  47881. */
  47882. _this.useRoughnessFromMetallicTextureGreen = false;
  47883. /**
  47884. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47885. */
  47886. _this.useMetallnessFromMetallicTextureBlue = false;
  47887. /**
  47888. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47889. */
  47890. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47891. /**
  47892. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47893. */
  47894. _this.useAmbientInGrayScale = false;
  47895. /**
  47896. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47897. * The material will try to infer what glossiness each pixel should be.
  47898. */
  47899. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47900. /**
  47901. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47902. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47903. */
  47904. _this.useRadianceOverAlpha = true;
  47905. /**
  47906. * Allows using an object space normal map (instead of tangent space).
  47907. */
  47908. _this.useObjectSpaceNormalMap = false;
  47909. /**
  47910. * Allows using the bump map in parallax mode.
  47911. */
  47912. _this.useParallax = false;
  47913. /**
  47914. * Allows using the bump map in parallax occlusion mode.
  47915. */
  47916. _this.useParallaxOcclusion = false;
  47917. /**
  47918. * Controls the scale bias of the parallax mode.
  47919. */
  47920. _this.parallaxScaleBias = 0.05;
  47921. /**
  47922. * If sets to true, disables all the lights affecting the material.
  47923. */
  47924. _this.disableLighting = false;
  47925. /**
  47926. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47927. */
  47928. _this.forceIrradianceInFragment = false;
  47929. /**
  47930. * Number of Simultaneous lights allowed on the material.
  47931. */
  47932. _this.maxSimultaneousLights = 4;
  47933. /**
  47934. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47935. */
  47936. _this.invertNormalMapX = false;
  47937. /**
  47938. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47939. */
  47940. _this.invertNormalMapY = false;
  47941. /**
  47942. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47943. */
  47944. _this.twoSidedLighting = false;
  47945. /**
  47946. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47947. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47948. */
  47949. _this.useAlphaFresnel = false;
  47950. /**
  47951. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47952. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47953. */
  47954. _this.useLinearAlphaFresnel = false;
  47955. /**
  47956. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47957. * And/Or occlude the blended part.
  47958. */
  47959. _this.environmentBRDFTexture = null;
  47960. /**
  47961. * Force normal to face away from face.
  47962. */
  47963. _this.forceNormalForward = false;
  47964. /**
  47965. * Enables specular anti aliasing in the PBR shader.
  47966. * It will both interacts on the Geometry for analytical and IBL lighting.
  47967. * It also prefilter the roughness map based on the bump values.
  47968. */
  47969. _this.enableSpecularAntiAliasing = false;
  47970. /**
  47971. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47972. * makes the reflect vector face the model (under horizon).
  47973. */
  47974. _this.useHorizonOcclusion = true;
  47975. /**
  47976. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47977. * too much the area relying on ambient texture to define their ambient occlusion.
  47978. */
  47979. _this.useRadianceOcclusion = true;
  47980. /**
  47981. * If set to true, no lighting calculations will be applied.
  47982. */
  47983. _this.unlit = false;
  47984. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47985. return _this;
  47986. }
  47987. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47988. /**
  47989. * BJS is using an harcoded light falloff based on a manually sets up range.
  47990. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47991. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47992. */
  47993. get: function () {
  47994. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47995. },
  47996. /**
  47997. * BJS is using an harcoded light falloff based on a manually sets up range.
  47998. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47999. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48000. */
  48001. set: function (value) {
  48002. if (value !== this.usePhysicalLightFalloff) {
  48003. // Ensure the effect will be rebuilt.
  48004. this._markAllSubMeshesAsTexturesDirty();
  48005. if (value) {
  48006. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  48007. }
  48008. else {
  48009. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  48010. }
  48011. }
  48012. },
  48013. enumerable: true,
  48014. configurable: true
  48015. });
  48016. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  48017. /**
  48018. * In order to support the falloff compatibility with gltf, a special mode has been added
  48019. * to reproduce the gltf light falloff.
  48020. */
  48021. get: function () {
  48022. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  48023. },
  48024. /**
  48025. * In order to support the falloff compatibility with gltf, a special mode has been added
  48026. * to reproduce the gltf light falloff.
  48027. */
  48028. set: function (value) {
  48029. if (value !== this.useGLTFLightFalloff) {
  48030. // Ensure the effect will be rebuilt.
  48031. this._markAllSubMeshesAsTexturesDirty();
  48032. if (value) {
  48033. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  48034. }
  48035. else {
  48036. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  48037. }
  48038. }
  48039. },
  48040. enumerable: true,
  48041. configurable: true
  48042. });
  48043. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  48044. /**
  48045. * Gets the image processing configuration used either in this material.
  48046. */
  48047. get: function () {
  48048. return this._imageProcessingConfiguration;
  48049. },
  48050. /**
  48051. * Sets the Default image processing configuration used either in the this material.
  48052. *
  48053. * If sets to null, the scene one is in use.
  48054. */
  48055. set: function (value) {
  48056. this._attachImageProcessingConfiguration(value);
  48057. // Ensure the effect will be rebuilt.
  48058. this._markAllSubMeshesAsTexturesDirty();
  48059. },
  48060. enumerable: true,
  48061. configurable: true
  48062. });
  48063. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  48064. /**
  48065. * Gets wether the color curves effect is enabled.
  48066. */
  48067. get: function () {
  48068. return this.imageProcessingConfiguration.colorCurvesEnabled;
  48069. },
  48070. /**
  48071. * Sets wether the color curves effect is enabled.
  48072. */
  48073. set: function (value) {
  48074. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  48075. },
  48076. enumerable: true,
  48077. configurable: true
  48078. });
  48079. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  48080. /**
  48081. * Gets wether the color grading effect is enabled.
  48082. */
  48083. get: function () {
  48084. return this.imageProcessingConfiguration.colorGradingEnabled;
  48085. },
  48086. /**
  48087. * Gets wether the color grading effect is enabled.
  48088. */
  48089. set: function (value) {
  48090. this.imageProcessingConfiguration.colorGradingEnabled = value;
  48091. },
  48092. enumerable: true,
  48093. configurable: true
  48094. });
  48095. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  48096. /**
  48097. * Gets wether tonemapping is enabled or not.
  48098. */
  48099. get: function () {
  48100. return this._imageProcessingConfiguration.toneMappingEnabled;
  48101. },
  48102. /**
  48103. * Sets wether tonemapping is enabled or not
  48104. */
  48105. set: function (value) {
  48106. this._imageProcessingConfiguration.toneMappingEnabled = value;
  48107. },
  48108. enumerable: true,
  48109. configurable: true
  48110. });
  48111. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  48112. /**
  48113. * The camera exposure used on this material.
  48114. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48115. * This corresponds to a photographic exposure.
  48116. */
  48117. get: function () {
  48118. return this._imageProcessingConfiguration.exposure;
  48119. },
  48120. /**
  48121. * The camera exposure used on this material.
  48122. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48123. * This corresponds to a photographic exposure.
  48124. */
  48125. set: function (value) {
  48126. this._imageProcessingConfiguration.exposure = value;
  48127. },
  48128. enumerable: true,
  48129. configurable: true
  48130. });
  48131. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  48132. /**
  48133. * Gets The camera contrast used on this material.
  48134. */
  48135. get: function () {
  48136. return this._imageProcessingConfiguration.contrast;
  48137. },
  48138. /**
  48139. * Sets The camera contrast used on this material.
  48140. */
  48141. set: function (value) {
  48142. this._imageProcessingConfiguration.contrast = value;
  48143. },
  48144. enumerable: true,
  48145. configurable: true
  48146. });
  48147. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  48148. /**
  48149. * Gets the Color Grading 2D Lookup Texture.
  48150. */
  48151. get: function () {
  48152. return this._imageProcessingConfiguration.colorGradingTexture;
  48153. },
  48154. /**
  48155. * Sets the Color Grading 2D Lookup Texture.
  48156. */
  48157. set: function (value) {
  48158. this._imageProcessingConfiguration.colorGradingTexture = value;
  48159. },
  48160. enumerable: true,
  48161. configurable: true
  48162. });
  48163. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  48164. /**
  48165. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48166. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48167. * 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;
  48168. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48169. */
  48170. get: function () {
  48171. return this._imageProcessingConfiguration.colorCurves;
  48172. },
  48173. /**
  48174. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48175. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48176. * 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;
  48177. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48178. */
  48179. set: function (value) {
  48180. this._imageProcessingConfiguration.colorCurves = value;
  48181. },
  48182. enumerable: true,
  48183. configurable: true
  48184. });
  48185. /**
  48186. * Returns the name of this material class.
  48187. */
  48188. PBRMaterial.prototype.getClassName = function () {
  48189. return "PBRMaterial";
  48190. };
  48191. /**
  48192. * Returns an array of the actively used textures.
  48193. * @returns - Array of BaseTextures
  48194. */
  48195. PBRMaterial.prototype.getActiveTextures = function () {
  48196. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48197. if (this._albedoTexture) {
  48198. activeTextures.push(this._albedoTexture);
  48199. }
  48200. if (this._ambientTexture) {
  48201. activeTextures.push(this._ambientTexture);
  48202. }
  48203. if (this._opacityTexture) {
  48204. activeTextures.push(this._opacityTexture);
  48205. }
  48206. if (this._reflectionTexture) {
  48207. activeTextures.push(this._reflectionTexture);
  48208. }
  48209. if (this._emissiveTexture) {
  48210. activeTextures.push(this._emissiveTexture);
  48211. }
  48212. if (this._reflectivityTexture) {
  48213. activeTextures.push(this._reflectivityTexture);
  48214. }
  48215. if (this._metallicTexture) {
  48216. activeTextures.push(this._metallicTexture);
  48217. }
  48218. if (this._microSurfaceTexture) {
  48219. activeTextures.push(this._microSurfaceTexture);
  48220. }
  48221. if (this._bumpTexture) {
  48222. activeTextures.push(this._bumpTexture);
  48223. }
  48224. if (this._lightmapTexture) {
  48225. activeTextures.push(this._lightmapTexture);
  48226. }
  48227. if (this._refractionTexture) {
  48228. activeTextures.push(this._refractionTexture);
  48229. }
  48230. return activeTextures;
  48231. };
  48232. /**
  48233. * Checks to see if a texture is used in the material.
  48234. * @param texture - Base texture to use.
  48235. * @returns - Boolean specifying if a texture is used in the material.
  48236. */
  48237. PBRMaterial.prototype.hasTexture = function (texture) {
  48238. if (_super.prototype.hasTexture.call(this, texture)) {
  48239. return true;
  48240. }
  48241. if (this._albedoTexture === texture) {
  48242. return true;
  48243. }
  48244. if (this._ambientTexture === texture) {
  48245. return true;
  48246. }
  48247. if (this._opacityTexture === texture) {
  48248. return true;
  48249. }
  48250. if (this._reflectionTexture === texture) {
  48251. return true;
  48252. }
  48253. if (this._reflectivityTexture === texture) {
  48254. return true;
  48255. }
  48256. if (this._metallicTexture === texture) {
  48257. return true;
  48258. }
  48259. if (this._microSurfaceTexture === texture) {
  48260. return true;
  48261. }
  48262. if (this._bumpTexture === texture) {
  48263. return true;
  48264. }
  48265. if (this._lightmapTexture === texture) {
  48266. return true;
  48267. }
  48268. if (this._refractionTexture === texture) {
  48269. return true;
  48270. }
  48271. return false;
  48272. };
  48273. /**
  48274. * Makes a duplicate of the current material.
  48275. * @param name - name to use for the new material.
  48276. */
  48277. PBRMaterial.prototype.clone = function (name) {
  48278. var _this = this;
  48279. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  48280. clone.id = name;
  48281. clone.name = name;
  48282. return clone;
  48283. };
  48284. /**
  48285. * Serializes this PBR Material.
  48286. * @returns - An object with the serialized material.
  48287. */
  48288. PBRMaterial.prototype.serialize = function () {
  48289. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48290. serializationObject.customType = "BABYLON.PBRMaterial";
  48291. return serializationObject;
  48292. };
  48293. // Statics
  48294. /**
  48295. * Parses a PBR Material from a serialized object.
  48296. * @param source - Serialized object.
  48297. * @param scene - BJS scene instance.
  48298. * @param rootUrl - url for the scene object
  48299. * @returns - PBRMaterial
  48300. */
  48301. PBRMaterial.Parse = function (source, scene, rootUrl) {
  48302. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  48303. };
  48304. /**
  48305. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48306. */
  48307. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  48308. /**
  48309. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48310. */
  48311. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  48312. /**
  48313. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48314. */
  48315. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  48316. /**
  48317. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48318. * They are also discarded below the alpha cutoff threshold to improve performances.
  48319. */
  48320. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  48321. /**
  48322. * Defines the default value of how much AO map is occluding the analytical lights
  48323. * (point spot...).
  48324. */
  48325. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  48326. __decorate([
  48327. BABYLON.serialize(),
  48328. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48329. ], PBRMaterial.prototype, "directIntensity", void 0);
  48330. __decorate([
  48331. BABYLON.serialize(),
  48332. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48333. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  48334. __decorate([
  48335. BABYLON.serialize(),
  48336. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48337. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  48338. __decorate([
  48339. BABYLON.serialize(),
  48340. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48341. ], PBRMaterial.prototype, "specularIntensity", void 0);
  48342. __decorate([
  48343. BABYLON.serialize(),
  48344. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48345. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  48346. __decorate([
  48347. BABYLON.serializeAsTexture(),
  48348. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48349. ], PBRMaterial.prototype, "albedoTexture", void 0);
  48350. __decorate([
  48351. BABYLON.serializeAsTexture(),
  48352. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48353. ], PBRMaterial.prototype, "ambientTexture", void 0);
  48354. __decorate([
  48355. BABYLON.serialize(),
  48356. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48357. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  48358. __decorate([
  48359. BABYLON.serialize(),
  48360. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48361. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  48362. __decorate([
  48363. BABYLON.serializeAsTexture(),
  48364. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48365. ], PBRMaterial.prototype, "opacityTexture", void 0);
  48366. __decorate([
  48367. BABYLON.serializeAsTexture(),
  48368. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48369. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  48370. __decorate([
  48371. BABYLON.serializeAsTexture(),
  48372. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48373. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  48374. __decorate([
  48375. BABYLON.serializeAsTexture(),
  48376. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48377. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  48378. __decorate([
  48379. BABYLON.serializeAsTexture(),
  48380. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48381. ], PBRMaterial.prototype, "metallicTexture", void 0);
  48382. __decorate([
  48383. BABYLON.serialize(),
  48384. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48385. ], PBRMaterial.prototype, "metallic", void 0);
  48386. __decorate([
  48387. BABYLON.serialize(),
  48388. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48389. ], PBRMaterial.prototype, "roughness", void 0);
  48390. __decorate([
  48391. BABYLON.serializeAsTexture(),
  48392. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48393. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  48394. __decorate([
  48395. BABYLON.serializeAsTexture(),
  48396. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48397. ], PBRMaterial.prototype, "bumpTexture", void 0);
  48398. __decorate([
  48399. BABYLON.serializeAsTexture(),
  48400. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  48401. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  48402. __decorate([
  48403. BABYLON.serializeAsTexture(),
  48404. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48405. ], PBRMaterial.prototype, "refractionTexture", void 0);
  48406. __decorate([
  48407. BABYLON.serializeAsColor3("ambient"),
  48408. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48409. ], PBRMaterial.prototype, "ambientColor", void 0);
  48410. __decorate([
  48411. BABYLON.serializeAsColor3("albedo"),
  48412. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48413. ], PBRMaterial.prototype, "albedoColor", void 0);
  48414. __decorate([
  48415. BABYLON.serializeAsColor3("reflectivity"),
  48416. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48417. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  48418. __decorate([
  48419. BABYLON.serializeAsColor3("reflection"),
  48420. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48421. ], PBRMaterial.prototype, "reflectionColor", void 0);
  48422. __decorate([
  48423. BABYLON.serializeAsColor3("emissive"),
  48424. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48425. ], PBRMaterial.prototype, "emissiveColor", void 0);
  48426. __decorate([
  48427. BABYLON.serialize(),
  48428. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48429. ], PBRMaterial.prototype, "microSurface", void 0);
  48430. __decorate([
  48431. BABYLON.serialize(),
  48432. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48433. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  48434. __decorate([
  48435. BABYLON.serialize(),
  48436. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48437. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  48438. __decorate([
  48439. BABYLON.serialize(),
  48440. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48441. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  48442. __decorate([
  48443. BABYLON.serialize(),
  48444. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48445. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  48446. __decorate([
  48447. BABYLON.serialize(),
  48448. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48449. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  48450. __decorate([
  48451. BABYLON.serialize(),
  48452. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48453. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  48454. __decorate([
  48455. BABYLON.serialize(),
  48456. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48457. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  48458. __decorate([
  48459. BABYLON.serialize(),
  48460. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48461. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  48462. __decorate([
  48463. BABYLON.serialize(),
  48464. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48465. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  48466. __decorate([
  48467. BABYLON.serialize(),
  48468. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48469. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  48470. __decorate([
  48471. BABYLON.serialize(),
  48472. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48473. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  48474. __decorate([
  48475. BABYLON.serialize(),
  48476. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48477. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  48478. __decorate([
  48479. BABYLON.serialize(),
  48480. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48481. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  48482. __decorate([
  48483. BABYLON.serialize(),
  48484. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48485. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  48486. __decorate([
  48487. BABYLON.serialize(),
  48488. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48489. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  48490. __decorate([
  48491. BABYLON.serialize()
  48492. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  48493. __decorate([
  48494. BABYLON.serialize()
  48495. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  48496. __decorate([
  48497. BABYLON.serialize(),
  48498. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48499. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  48500. __decorate([
  48501. BABYLON.serialize(),
  48502. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48503. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  48504. __decorate([
  48505. BABYLON.serialize(),
  48506. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48507. ], PBRMaterial.prototype, "useParallax", void 0);
  48508. __decorate([
  48509. BABYLON.serialize(),
  48510. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48511. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48512. __decorate([
  48513. BABYLON.serialize(),
  48514. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48515. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48516. __decorate([
  48517. BABYLON.serialize(),
  48518. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48519. ], PBRMaterial.prototype, "disableLighting", void 0);
  48520. __decorate([
  48521. BABYLON.serialize(),
  48522. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48523. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48524. __decorate([
  48525. BABYLON.serialize(),
  48526. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48527. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48528. __decorate([
  48529. BABYLON.serialize(),
  48530. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48531. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48532. __decorate([
  48533. BABYLON.serialize(),
  48534. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48535. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48536. __decorate([
  48537. BABYLON.serialize(),
  48538. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48539. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48540. __decorate([
  48541. BABYLON.serialize(),
  48542. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48543. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48544. __decorate([
  48545. BABYLON.serialize(),
  48546. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48547. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48548. __decorate([
  48549. BABYLON.serializeAsTexture(),
  48550. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48551. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48552. __decorate([
  48553. BABYLON.serialize(),
  48554. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48555. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48556. __decorate([
  48557. BABYLON.serialize(),
  48558. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48559. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48560. __decorate([
  48561. BABYLON.serialize(),
  48562. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48563. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48564. __decorate([
  48565. BABYLON.serialize(),
  48566. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48567. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48568. __decorate([
  48569. BABYLON.serialize(),
  48570. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48571. ], PBRMaterial.prototype, "unlit", void 0);
  48572. return PBRMaterial;
  48573. }(BABYLON.PBRBaseMaterial));
  48574. BABYLON.PBRMaterial = PBRMaterial;
  48575. })(BABYLON || (BABYLON = {}));
  48576. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48577. var BABYLON;
  48578. (function (BABYLON) {
  48579. /**
  48580. * The PBR material of BJS following the metal roughness convention.
  48581. *
  48582. * This fits to the PBR convention in the GLTF definition:
  48583. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48584. */
  48585. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48586. __extends(PBRMetallicRoughnessMaterial, _super);
  48587. /**
  48588. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48589. *
  48590. * @param name The material name
  48591. * @param scene The scene the material will be use in.
  48592. */
  48593. function PBRMetallicRoughnessMaterial(name, scene) {
  48594. var _this = _super.call(this, name, scene) || this;
  48595. _this._useRoughnessFromMetallicTextureAlpha = false;
  48596. _this._useRoughnessFromMetallicTextureGreen = true;
  48597. _this._useMetallnessFromMetallicTextureBlue = true;
  48598. _this.metallic = 1.0;
  48599. _this.roughness = 1.0;
  48600. return _this;
  48601. }
  48602. /**
  48603. * Return the currrent class name of the material.
  48604. */
  48605. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48606. return "PBRMetallicRoughnessMaterial";
  48607. };
  48608. /**
  48609. * Return the active textures of the material.
  48610. */
  48611. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48612. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48613. if (this.baseTexture) {
  48614. activeTextures.push(this.baseTexture);
  48615. }
  48616. if (this.metallicRoughnessTexture) {
  48617. activeTextures.push(this.metallicRoughnessTexture);
  48618. }
  48619. return activeTextures;
  48620. };
  48621. /**
  48622. * Checks to see if a texture is used in the material.
  48623. * @param texture - Base texture to use.
  48624. * @returns - Boolean specifying if a texture is used in the material.
  48625. */
  48626. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48627. if (_super.prototype.hasTexture.call(this, texture)) {
  48628. return true;
  48629. }
  48630. if (this.baseTexture === texture) {
  48631. return true;
  48632. }
  48633. if (this.metallicRoughnessTexture === texture) {
  48634. return true;
  48635. }
  48636. return false;
  48637. };
  48638. /**
  48639. * Makes a duplicate of the current material.
  48640. * @param name - name to use for the new material.
  48641. */
  48642. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48643. var _this = this;
  48644. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48645. clone.id = name;
  48646. clone.name = name;
  48647. return clone;
  48648. };
  48649. /**
  48650. * Serialize the material to a parsable JSON object.
  48651. */
  48652. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48653. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48654. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48655. return serializationObject;
  48656. };
  48657. /**
  48658. * Parses a JSON object correponding to the serialize function.
  48659. */
  48660. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48661. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48662. };
  48663. __decorate([
  48664. BABYLON.serializeAsColor3(),
  48665. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48666. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48667. __decorate([
  48668. BABYLON.serializeAsTexture(),
  48669. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48670. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48671. __decorate([
  48672. BABYLON.serialize(),
  48673. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48674. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48675. __decorate([
  48676. BABYLON.serialize(),
  48677. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48678. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48679. __decorate([
  48680. BABYLON.serializeAsTexture(),
  48681. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48682. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48683. return PBRMetallicRoughnessMaterial;
  48684. }(BABYLON.PBRBaseSimpleMaterial));
  48685. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48686. })(BABYLON || (BABYLON = {}));
  48687. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48688. var BABYLON;
  48689. (function (BABYLON) {
  48690. /**
  48691. * The PBR material of BJS following the specular glossiness convention.
  48692. *
  48693. * This fits to the PBR convention in the GLTF definition:
  48694. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48695. */
  48696. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48697. __extends(PBRSpecularGlossinessMaterial, _super);
  48698. /**
  48699. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48700. *
  48701. * @param name The material name
  48702. * @param scene The scene the material will be use in.
  48703. */
  48704. function PBRSpecularGlossinessMaterial(name, scene) {
  48705. var _this = _super.call(this, name, scene) || this;
  48706. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48707. return _this;
  48708. }
  48709. /**
  48710. * Return the currrent class name of the material.
  48711. */
  48712. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48713. return "PBRSpecularGlossinessMaterial";
  48714. };
  48715. /**
  48716. * Return the active textures of the material.
  48717. */
  48718. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48719. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48720. if (this.diffuseTexture) {
  48721. activeTextures.push(this.diffuseTexture);
  48722. }
  48723. if (this.specularGlossinessTexture) {
  48724. activeTextures.push(this.specularGlossinessTexture);
  48725. }
  48726. return activeTextures;
  48727. };
  48728. /**
  48729. * Checks to see if a texture is used in the material.
  48730. * @param texture - Base texture to use.
  48731. * @returns - Boolean specifying if a texture is used in the material.
  48732. */
  48733. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48734. if (_super.prototype.hasTexture.call(this, texture)) {
  48735. return true;
  48736. }
  48737. if (this.diffuseTexture === texture) {
  48738. return true;
  48739. }
  48740. if (this.specularGlossinessTexture === texture) {
  48741. return true;
  48742. }
  48743. return false;
  48744. };
  48745. /**
  48746. * Makes a duplicate of the current material.
  48747. * @param name - name to use for the new material.
  48748. */
  48749. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48750. var _this = this;
  48751. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48752. clone.id = name;
  48753. clone.name = name;
  48754. return clone;
  48755. };
  48756. /**
  48757. * Serialize the material to a parsable JSON object.
  48758. */
  48759. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48760. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48761. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48762. return serializationObject;
  48763. };
  48764. /**
  48765. * Parses a JSON object correponding to the serialize function.
  48766. */
  48767. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48768. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48769. };
  48770. __decorate([
  48771. BABYLON.serializeAsColor3("diffuse"),
  48772. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48773. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48774. __decorate([
  48775. BABYLON.serializeAsTexture(),
  48776. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48777. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48778. __decorate([
  48779. BABYLON.serializeAsColor3("specular"),
  48780. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48781. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48782. __decorate([
  48783. BABYLON.serialize(),
  48784. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48785. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48786. __decorate([
  48787. BABYLON.serializeAsTexture(),
  48788. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48789. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48790. return PBRSpecularGlossinessMaterial;
  48791. }(BABYLON.PBRBaseSimpleMaterial));
  48792. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48793. })(BABYLON || (BABYLON = {}));
  48794. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48795. var BABYLON;
  48796. (function (BABYLON) {
  48797. /**
  48798. * @ignore
  48799. * This is a list of all the different input types that are available in the application.
  48800. * Fo instance: ArcRotateCameraGamepadInput...
  48801. */
  48802. BABYLON.CameraInputTypes = {};
  48803. /**
  48804. * This represents the input manager used within a camera.
  48805. * It helps dealing with all the different kind of input attached to a camera.
  48806. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48807. */
  48808. var CameraInputsManager = /** @class */ (function () {
  48809. /**
  48810. * Instantiate a new Camera Input Manager.
  48811. * @param camera Defines the camera the input manager blongs to
  48812. */
  48813. function CameraInputsManager(camera) {
  48814. this.attached = {};
  48815. this.camera = camera;
  48816. this.checkInputs = function () { };
  48817. }
  48818. /**
  48819. * Add an input method to a camera
  48820. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48821. * @param input camera input method
  48822. */
  48823. CameraInputsManager.prototype.add = function (input) {
  48824. var type = input.getSimpleName();
  48825. if (this.attached[type]) {
  48826. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48827. return;
  48828. }
  48829. this.attached[type] = input;
  48830. input.camera = this.camera;
  48831. //for checkInputs, we are dynamically creating a function
  48832. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48833. if (input.checkInputs) {
  48834. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48835. }
  48836. if (this.attachedElement) {
  48837. input.attachControl(this.attachedElement);
  48838. }
  48839. };
  48840. /**
  48841. * Remove a specific input method from a camera
  48842. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48843. * @param inputToRemove camera input method
  48844. */
  48845. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48846. for (var cam in this.attached) {
  48847. var input = this.attached[cam];
  48848. if (input === inputToRemove) {
  48849. input.detachControl(this.attachedElement);
  48850. input.camera = null;
  48851. delete this.attached[cam];
  48852. this.rebuildInputCheck();
  48853. }
  48854. }
  48855. };
  48856. /**
  48857. * Remove a specific input type from a camera
  48858. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48859. * @param inputType the type of the input to remove
  48860. */
  48861. CameraInputsManager.prototype.removeByType = function (inputType) {
  48862. for (var cam in this.attached) {
  48863. var input = this.attached[cam];
  48864. if (input.getClassName() === inputType) {
  48865. input.detachControl(this.attachedElement);
  48866. input.camera = null;
  48867. delete this.attached[cam];
  48868. this.rebuildInputCheck();
  48869. }
  48870. }
  48871. };
  48872. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48873. var current = this.checkInputs;
  48874. return function () {
  48875. current();
  48876. fn();
  48877. };
  48878. };
  48879. /**
  48880. * Attach the input controls to the currently attached dom element to listen the events from.
  48881. * @param input Defines the input to attach
  48882. */
  48883. CameraInputsManager.prototype.attachInput = function (input) {
  48884. if (this.attachedElement) {
  48885. input.attachControl(this.attachedElement, this.noPreventDefault);
  48886. }
  48887. };
  48888. /**
  48889. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48890. * @param element Defines the dom element to collect the events from
  48891. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48892. */
  48893. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48894. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48895. if (this.attachedElement) {
  48896. return;
  48897. }
  48898. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48899. this.attachedElement = element;
  48900. this.noPreventDefault = noPreventDefault;
  48901. for (var cam in this.attached) {
  48902. this.attached[cam].attachControl(element, noPreventDefault);
  48903. }
  48904. };
  48905. /**
  48906. * Detach the current manager inputs controls from a specific dom element.
  48907. * @param element Defines the dom element to collect the events from
  48908. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48909. */
  48910. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48911. if (disconnect === void 0) { disconnect = false; }
  48912. if (this.attachedElement !== element) {
  48913. return;
  48914. }
  48915. for (var cam in this.attached) {
  48916. this.attached[cam].detachControl(element);
  48917. if (disconnect) {
  48918. this.attached[cam].camera = null;
  48919. }
  48920. }
  48921. this.attachedElement = null;
  48922. };
  48923. /**
  48924. * Rebuild the dynamic inputCheck function from the current list of
  48925. * defined inputs in the manager.
  48926. */
  48927. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48928. this.checkInputs = function () { };
  48929. for (var cam in this.attached) {
  48930. var input = this.attached[cam];
  48931. if (input.checkInputs) {
  48932. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48933. }
  48934. }
  48935. };
  48936. /**
  48937. * Remove all attached input methods from a camera
  48938. */
  48939. CameraInputsManager.prototype.clear = function () {
  48940. if (this.attachedElement) {
  48941. this.detachElement(this.attachedElement, true);
  48942. }
  48943. this.attached = {};
  48944. this.attachedElement = null;
  48945. this.checkInputs = function () { };
  48946. };
  48947. /**
  48948. * Serialize the current input manager attached to a camera.
  48949. * This ensures than once parsed,
  48950. * the input associated to the camera will be identical to the current ones
  48951. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48952. */
  48953. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48954. var inputs = {};
  48955. for (var cam in this.attached) {
  48956. var input = this.attached[cam];
  48957. var res = BABYLON.SerializationHelper.Serialize(input);
  48958. inputs[input.getClassName()] = res;
  48959. }
  48960. serializedCamera.inputsmgr = inputs;
  48961. };
  48962. /**
  48963. * Parses an input manager serialized JSON to restore the previous list of inputs
  48964. * and states associated to a camera.
  48965. * @param parsedCamera Defines the JSON to parse
  48966. */
  48967. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48968. var parsedInputs = parsedCamera.inputsmgr;
  48969. if (parsedInputs) {
  48970. this.clear();
  48971. for (var n in parsedInputs) {
  48972. var construct = BABYLON.CameraInputTypes[n];
  48973. if (construct) {
  48974. var parsedinput = parsedInputs[n];
  48975. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48976. this.add(input);
  48977. }
  48978. }
  48979. }
  48980. else {
  48981. //2016-03-08 this part is for managing backward compatibility
  48982. for (var n in this.attached) {
  48983. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48984. if (construct) {
  48985. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48986. this.remove(this.attached[n]);
  48987. this.add(input);
  48988. }
  48989. }
  48990. }
  48991. };
  48992. return CameraInputsManager;
  48993. }());
  48994. BABYLON.CameraInputsManager = CameraInputsManager;
  48995. })(BABYLON || (BABYLON = {}));
  48996. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48997. var BABYLON;
  48998. (function (BABYLON) {
  48999. /**
  49000. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  49001. * This is the base of the follow, arc rotate cameras and Free camera
  49002. * @see http://doc.babylonjs.com/features/cameras
  49003. */
  49004. var TargetCamera = /** @class */ (function (_super) {
  49005. __extends(TargetCamera, _super);
  49006. /**
  49007. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  49008. * This is the base of the follow, arc rotate cameras and Free camera
  49009. * @see http://doc.babylonjs.com/features/cameras
  49010. * @param name Defines the name of the camera in the scene
  49011. * @param position Defines the start position of the camera in the scene
  49012. * @param scene Defines the scene the camera belongs to
  49013. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49014. */
  49015. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49016. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49017. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49018. /**
  49019. * Define the current direction the camera is moving to
  49020. */
  49021. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49022. /**
  49023. * Define the current rotation the camera is rotating to
  49024. */
  49025. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  49026. /**
  49027. * When set, the up vector of the camera will be updated by the rotation of the camera
  49028. */
  49029. _this.updateUpVectorFromRotation = false;
  49030. _this._tmpQuaternion = new BABYLON.Quaternion();
  49031. /**
  49032. * Define the current rotation of the camera
  49033. */
  49034. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  49035. /**
  49036. * Define the current speed of the camera
  49037. */
  49038. _this.speed = 2.0;
  49039. /**
  49040. * Add cconstraint to the camera to prevent it to move freely in all directions and
  49041. * around all axis.
  49042. */
  49043. _this.noRotationConstraint = false;
  49044. /**
  49045. * Define the current target of the camera as an object or a position.
  49046. */
  49047. _this.lockedTarget = null;
  49048. /** @hidden */
  49049. _this._currentTarget = BABYLON.Vector3.Zero();
  49050. /** @hidden */
  49051. _this._initialFocalDistance = 1;
  49052. /** @hidden */
  49053. _this._viewMatrix = BABYLON.Matrix.Zero();
  49054. /** @hidden */
  49055. _this._camMatrix = BABYLON.Matrix.Zero();
  49056. /** @hidden */
  49057. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  49058. /** @hidden */
  49059. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  49060. /** @hidden */
  49061. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  49062. /** @hidden */
  49063. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  49064. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  49065. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  49066. _this._defaultUp = BABYLON.Vector3.Up();
  49067. _this._cachedRotationZ = 0;
  49068. _this._cachedQuaternionRotationZ = 0;
  49069. return _this;
  49070. }
  49071. /**
  49072. * Gets the position in front of the camera at a given distance.
  49073. * @param distance The distance from the camera we want the position to be
  49074. * @returns the position
  49075. */
  49076. TargetCamera.prototype.getFrontPosition = function (distance) {
  49077. this.getWorldMatrix();
  49078. var direction = this.getTarget().subtract(this.position);
  49079. direction.normalize();
  49080. direction.scaleInPlace(distance);
  49081. return this.globalPosition.add(direction);
  49082. };
  49083. /** @hidden */
  49084. TargetCamera.prototype._getLockedTargetPosition = function () {
  49085. if (!this.lockedTarget) {
  49086. return null;
  49087. }
  49088. if (this.lockedTarget.absolutePosition) {
  49089. this.lockedTarget.computeWorldMatrix();
  49090. }
  49091. return this.lockedTarget.absolutePosition || this.lockedTarget;
  49092. };
  49093. /**
  49094. * Store current camera state of the camera (fov, position, rotation, etc..)
  49095. * @returns the camera
  49096. */
  49097. TargetCamera.prototype.storeState = function () {
  49098. this._storedPosition = this.position.clone();
  49099. this._storedRotation = this.rotation.clone();
  49100. if (this.rotationQuaternion) {
  49101. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  49102. }
  49103. return _super.prototype.storeState.call(this);
  49104. };
  49105. /**
  49106. * Restored camera state. You must call storeState() first
  49107. * @returns whether it was successful or not
  49108. * @hidden
  49109. */
  49110. TargetCamera.prototype._restoreStateValues = function () {
  49111. if (!_super.prototype._restoreStateValues.call(this)) {
  49112. return false;
  49113. }
  49114. this.position = this._storedPosition.clone();
  49115. this.rotation = this._storedRotation.clone();
  49116. if (this.rotationQuaternion) {
  49117. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  49118. }
  49119. this.cameraDirection.copyFromFloats(0, 0, 0);
  49120. this.cameraRotation.copyFromFloats(0, 0);
  49121. return true;
  49122. };
  49123. /** @hidden */
  49124. TargetCamera.prototype._initCache = function () {
  49125. _super.prototype._initCache.call(this);
  49126. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  49127. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  49128. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  49129. };
  49130. /** @hidden */
  49131. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  49132. if (!ignoreParentClass) {
  49133. _super.prototype._updateCache.call(this);
  49134. }
  49135. var lockedTargetPosition = this._getLockedTargetPosition();
  49136. if (!lockedTargetPosition) {
  49137. this._cache.lockedTarget = null;
  49138. }
  49139. else {
  49140. if (!this._cache.lockedTarget) {
  49141. this._cache.lockedTarget = lockedTargetPosition.clone();
  49142. }
  49143. else {
  49144. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  49145. }
  49146. }
  49147. this._cache.rotation.copyFrom(this.rotation);
  49148. if (this.rotationQuaternion) {
  49149. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49150. }
  49151. };
  49152. // Synchronized
  49153. /** @hidden */
  49154. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  49155. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  49156. return false;
  49157. }
  49158. var lockedTargetPosition = this._getLockedTargetPosition();
  49159. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  49160. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  49161. };
  49162. // Methods
  49163. /** @hidden */
  49164. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  49165. var engine = this.getEngine();
  49166. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  49167. };
  49168. // Target
  49169. /** @hidden */
  49170. TargetCamera.prototype.setTarget = function (target) {
  49171. this.upVector.normalize();
  49172. this._initialFocalDistance = target.subtract(this.position).length();
  49173. if (this.position.z === target.z) {
  49174. this.position.z += BABYLON.Epsilon;
  49175. }
  49176. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  49177. this._camMatrix.invert();
  49178. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  49179. var vDir = target.subtract(this.position);
  49180. if (vDir.x >= 0.0) {
  49181. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  49182. }
  49183. else {
  49184. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  49185. }
  49186. this.rotation.z = 0;
  49187. if (isNaN(this.rotation.x)) {
  49188. this.rotation.x = 0;
  49189. }
  49190. if (isNaN(this.rotation.y)) {
  49191. this.rotation.y = 0;
  49192. }
  49193. if (isNaN(this.rotation.z)) {
  49194. this.rotation.z = 0;
  49195. }
  49196. if (this.rotationQuaternion) {
  49197. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49198. }
  49199. };
  49200. /**
  49201. * Return the current target position of the camera. This value is expressed in local space.
  49202. * @returns the target position
  49203. */
  49204. TargetCamera.prototype.getTarget = function () {
  49205. return this._currentTarget;
  49206. };
  49207. /** @hidden */
  49208. TargetCamera.prototype._decideIfNeedsToMove = function () {
  49209. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49210. };
  49211. /** @hidden */
  49212. TargetCamera.prototype._updatePosition = function () {
  49213. if (this.parent) {
  49214. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  49215. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  49216. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  49217. return;
  49218. }
  49219. this.position.addInPlace(this.cameraDirection);
  49220. };
  49221. /** @hidden */
  49222. TargetCamera.prototype._checkInputs = function () {
  49223. var needToMove = this._decideIfNeedsToMove();
  49224. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  49225. // Move
  49226. if (needToMove) {
  49227. this._updatePosition();
  49228. }
  49229. // Rotate
  49230. if (needToRotate) {
  49231. this.rotation.x += this.cameraRotation.x;
  49232. this.rotation.y += this.cameraRotation.y;
  49233. //rotate, if quaternion is set and rotation was used
  49234. if (this.rotationQuaternion) {
  49235. var len = this.rotation.lengthSquared();
  49236. if (len) {
  49237. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49238. }
  49239. }
  49240. if (!this.noRotationConstraint) {
  49241. var limit = (Math.PI / 2) * 0.95;
  49242. if (this.rotation.x > limit) {
  49243. this.rotation.x = limit;
  49244. }
  49245. if (this.rotation.x < -limit) {
  49246. this.rotation.x = -limit;
  49247. }
  49248. }
  49249. }
  49250. // Inertia
  49251. if (needToMove) {
  49252. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  49253. this.cameraDirection.x = 0;
  49254. }
  49255. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  49256. this.cameraDirection.y = 0;
  49257. }
  49258. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  49259. this.cameraDirection.z = 0;
  49260. }
  49261. this.cameraDirection.scaleInPlace(this.inertia);
  49262. }
  49263. if (needToRotate) {
  49264. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  49265. this.cameraRotation.x = 0;
  49266. }
  49267. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  49268. this.cameraRotation.y = 0;
  49269. }
  49270. this.cameraRotation.scaleInPlace(this.inertia);
  49271. }
  49272. _super.prototype._checkInputs.call(this);
  49273. };
  49274. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  49275. if (this.rotationQuaternion) {
  49276. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  49277. }
  49278. else {
  49279. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  49280. }
  49281. };
  49282. /**
  49283. * 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)
  49284. * @returns the current camera
  49285. */
  49286. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  49287. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  49288. return this;
  49289. };
  49290. /** @hidden */
  49291. TargetCamera.prototype._getViewMatrix = function () {
  49292. if (this.lockedTarget) {
  49293. this.setTarget(this._getLockedTargetPosition());
  49294. }
  49295. // Compute
  49296. this._updateCameraRotationMatrix();
  49297. // Apply the changed rotation to the upVector
  49298. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  49299. this._rotateUpVectorWithCameraRotationMatrix();
  49300. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  49301. }
  49302. else if (this._cachedRotationZ != this.rotation.z) {
  49303. this._rotateUpVectorWithCameraRotationMatrix();
  49304. this._cachedRotationZ = this.rotation.z;
  49305. }
  49306. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  49307. // Computing target and final matrix
  49308. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  49309. if (this.updateUpVectorFromRotation) {
  49310. if (this.rotationQuaternion) {
  49311. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  49312. }
  49313. else {
  49314. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  49315. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  49316. }
  49317. }
  49318. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  49319. return this._viewMatrix;
  49320. };
  49321. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  49322. if (this.parent) {
  49323. var parentWorldMatrix = this.parent.getWorldMatrix();
  49324. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  49325. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  49326. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  49327. this._markSyncedWithParent();
  49328. }
  49329. else {
  49330. this._globalPosition.copyFrom(position);
  49331. this._globalCurrentTarget.copyFrom(target);
  49332. this._globalCurrentUpVector.copyFrom(up);
  49333. }
  49334. if (this.getScene().useRightHandedSystem) {
  49335. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49336. }
  49337. else {
  49338. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49339. }
  49340. };
  49341. /**
  49342. * @hidden
  49343. */
  49344. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  49345. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  49346. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  49347. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  49348. if (!this.rotationQuaternion) {
  49349. this.rotationQuaternion = new BABYLON.Quaternion();
  49350. }
  49351. rigCamera._cameraRigParams = {};
  49352. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  49353. }
  49354. return rigCamera;
  49355. }
  49356. return null;
  49357. };
  49358. /**
  49359. * @hidden
  49360. */
  49361. TargetCamera.prototype._updateRigCameras = function () {
  49362. var camLeft = this._rigCameras[0];
  49363. var camRight = this._rigCameras[1];
  49364. this.computeWorldMatrix();
  49365. switch (this.cameraRigMode) {
  49366. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49367. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49368. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49369. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49370. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  49371. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  49372. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  49373. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);
  49374. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);
  49375. break;
  49376. case BABYLON.Camera.RIG_MODE_VR:
  49377. if (camLeft.rotationQuaternion) {
  49378. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49379. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49380. }
  49381. else {
  49382. camLeft.rotation.copyFrom(this.rotation);
  49383. camRight.rotation.copyFrom(this.rotation);
  49384. }
  49385. camLeft.position.copyFrom(this.position);
  49386. camRight.position.copyFrom(this.position);
  49387. break;
  49388. }
  49389. _super.prototype._updateRigCameras.call(this);
  49390. };
  49391. TargetCamera.prototype._getRigCamPositionAndTarget = function (halfSpace, rigCamera) {
  49392. var target = this.getTarget();
  49393. target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);
  49394. TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);
  49395. var newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);
  49396. BABYLON.Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49397. TargetCamera._TargetTransformMatrix.multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);
  49398. BABYLON.Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49399. TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);
  49400. BABYLON.Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);
  49401. rigCamera.setTarget(newFocalTarget);
  49402. };
  49403. /**
  49404. * Gets the current object class name.
  49405. * @return the class name
  49406. */
  49407. TargetCamera.prototype.getClassName = function () {
  49408. return "TargetCamera";
  49409. };
  49410. TargetCamera._RigCamTransformMatrix = new BABYLON.Matrix();
  49411. TargetCamera._TargetTransformMatrix = new BABYLON.Matrix();
  49412. TargetCamera._TargetFocalPoint = new BABYLON.Vector3();
  49413. __decorate([
  49414. BABYLON.serializeAsVector3()
  49415. ], TargetCamera.prototype, "rotation", void 0);
  49416. __decorate([
  49417. BABYLON.serialize()
  49418. ], TargetCamera.prototype, "speed", void 0);
  49419. __decorate([
  49420. BABYLON.serializeAsMeshReference("lockedTargetId")
  49421. ], TargetCamera.prototype, "lockedTarget", void 0);
  49422. return TargetCamera;
  49423. }(BABYLON.Camera));
  49424. BABYLON.TargetCamera = TargetCamera;
  49425. })(BABYLON || (BABYLON = {}));
  49426. //# sourceMappingURL=babylon.targetCamera.js.map
  49427. var BABYLON;
  49428. (function (BABYLON) {
  49429. /**
  49430. * Manage the mouse inputs to control the movement of a free camera.
  49431. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49432. */
  49433. var FreeCameraMouseInput = /** @class */ (function () {
  49434. /**
  49435. * Manage the mouse inputs to control the movement of a free camera.
  49436. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49437. * @param touchEnabled Defines if touch is enabled or not
  49438. */
  49439. function FreeCameraMouseInput(
  49440. /**
  49441. * Define if touch is enabled in the mouse input
  49442. */
  49443. touchEnabled) {
  49444. if (touchEnabled === void 0) { touchEnabled = true; }
  49445. this.touchEnabled = touchEnabled;
  49446. /**
  49447. * Defines the buttons associated with the input to handle camera move.
  49448. */
  49449. this.buttons = [0, 1, 2];
  49450. /**
  49451. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  49452. */
  49453. this.angularSensibility = 2000.0;
  49454. this.previousPosition = null;
  49455. }
  49456. /**
  49457. * Attach the input controls to a specific dom element to get the input from.
  49458. * @param element Defines the element the controls should be listened from
  49459. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49460. */
  49461. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49462. var _this = this;
  49463. var engine = this.camera.getEngine();
  49464. if (!this._pointerInput) {
  49465. this._pointerInput = function (p, s) {
  49466. var evt = p.event;
  49467. if (engine.isInVRExclusivePointerMode) {
  49468. return;
  49469. }
  49470. if (!_this.touchEnabled && evt.pointerType === "touch") {
  49471. return;
  49472. }
  49473. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  49474. return;
  49475. }
  49476. var srcElement = (evt.srcElement || evt.target);
  49477. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49478. try {
  49479. srcElement.setPointerCapture(evt.pointerId);
  49480. }
  49481. catch (e) {
  49482. //Nothing to do with the error. Execution will continue.
  49483. }
  49484. _this.previousPosition = {
  49485. x: evt.clientX,
  49486. y: evt.clientY
  49487. };
  49488. if (!noPreventDefault) {
  49489. evt.preventDefault();
  49490. element.focus();
  49491. }
  49492. }
  49493. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49494. try {
  49495. srcElement.releasePointerCapture(evt.pointerId);
  49496. }
  49497. catch (e) {
  49498. //Nothing to do with the error.
  49499. }
  49500. _this.previousPosition = null;
  49501. if (!noPreventDefault) {
  49502. evt.preventDefault();
  49503. }
  49504. }
  49505. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49506. if (!_this.previousPosition || engine.isPointerLock) {
  49507. return;
  49508. }
  49509. var offsetX = evt.clientX - _this.previousPosition.x;
  49510. if (_this.camera.getScene().useRightHandedSystem) {
  49511. offsetX *= -1;
  49512. }
  49513. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49514. offsetX *= -1;
  49515. }
  49516. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49517. var offsetY = evt.clientY - _this.previousPosition.y;
  49518. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49519. _this.previousPosition = {
  49520. x: evt.clientX,
  49521. y: evt.clientY
  49522. };
  49523. if (!noPreventDefault) {
  49524. evt.preventDefault();
  49525. }
  49526. }
  49527. };
  49528. }
  49529. this._onMouseMove = function (evt) {
  49530. if (!engine.isPointerLock) {
  49531. return;
  49532. }
  49533. if (engine.isInVRExclusivePointerMode) {
  49534. return;
  49535. }
  49536. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49537. if (_this.camera.getScene().useRightHandedSystem) {
  49538. offsetX *= -1;
  49539. }
  49540. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49541. offsetX *= -1;
  49542. }
  49543. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49544. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49545. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49546. _this.previousPosition = null;
  49547. if (!noPreventDefault) {
  49548. evt.preventDefault();
  49549. }
  49550. };
  49551. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49552. element.addEventListener("mousemove", this._onMouseMove, false);
  49553. };
  49554. /**
  49555. * Detach the current controls from the specified dom element.
  49556. * @param element Defines the element to stop listening the inputs from
  49557. */
  49558. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49559. if (this._observer && element) {
  49560. this.camera.getScene().onPointerObservable.remove(this._observer);
  49561. if (this._onMouseMove) {
  49562. element.removeEventListener("mousemove", this._onMouseMove);
  49563. }
  49564. this._observer = null;
  49565. this._onMouseMove = null;
  49566. this.previousPosition = null;
  49567. }
  49568. };
  49569. /**
  49570. * Gets the class name of the current intput.
  49571. * @returns the class name
  49572. */
  49573. FreeCameraMouseInput.prototype.getClassName = function () {
  49574. return "FreeCameraMouseInput";
  49575. };
  49576. /**
  49577. * Get the friendly name associated with the input class.
  49578. * @returns the input friendly name
  49579. */
  49580. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49581. return "mouse";
  49582. };
  49583. __decorate([
  49584. BABYLON.serialize()
  49585. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49586. __decorate([
  49587. BABYLON.serialize()
  49588. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49589. return FreeCameraMouseInput;
  49590. }());
  49591. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49592. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49593. })(BABYLON || (BABYLON = {}));
  49594. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49595. var BABYLON;
  49596. (function (BABYLON) {
  49597. /**
  49598. * Manage the keyboard inputs to control the movement of a free camera.
  49599. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49600. */
  49601. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49602. function FreeCameraKeyboardMoveInput() {
  49603. /**
  49604. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49605. */
  49606. this.keysUp = [38];
  49607. /**
  49608. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49609. */
  49610. this.keysDown = [40];
  49611. /**
  49612. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49613. */
  49614. this.keysLeft = [37];
  49615. /**
  49616. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49617. */
  49618. this.keysRight = [39];
  49619. this._keys = new Array();
  49620. }
  49621. /**
  49622. * Attach the input controls to a specific dom element to get the input from.
  49623. * @param element Defines the element the controls should be listened from
  49624. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49625. */
  49626. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49627. var _this = this;
  49628. if (this._onCanvasBlurObserver) {
  49629. return;
  49630. }
  49631. this._scene = this.camera.getScene();
  49632. this._engine = this._scene.getEngine();
  49633. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49634. _this._keys = [];
  49635. });
  49636. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49637. var evt = info.event;
  49638. if (!evt.metaKey) {
  49639. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49640. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49641. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49642. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49643. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49644. var index = _this._keys.indexOf(evt.keyCode);
  49645. if (index === -1) {
  49646. _this._keys.push(evt.keyCode);
  49647. }
  49648. if (!noPreventDefault) {
  49649. evt.preventDefault();
  49650. }
  49651. }
  49652. }
  49653. else {
  49654. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49655. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49656. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49657. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49658. var index = _this._keys.indexOf(evt.keyCode);
  49659. if (index >= 0) {
  49660. _this._keys.splice(index, 1);
  49661. }
  49662. if (!noPreventDefault) {
  49663. evt.preventDefault();
  49664. }
  49665. }
  49666. }
  49667. }
  49668. });
  49669. };
  49670. /**
  49671. * Detach the current controls from the specified dom element.
  49672. * @param element Defines the element to stop listening the inputs from
  49673. */
  49674. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49675. if (this._scene) {
  49676. if (this._onKeyboardObserver) {
  49677. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49678. }
  49679. if (this._onCanvasBlurObserver) {
  49680. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49681. }
  49682. this._onKeyboardObserver = null;
  49683. this._onCanvasBlurObserver = null;
  49684. }
  49685. this._keys = [];
  49686. };
  49687. /**
  49688. * Update the current camera state depending on the inputs that have been used this frame.
  49689. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49690. */
  49691. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49692. if (this._onKeyboardObserver) {
  49693. var camera = this.camera;
  49694. // Keyboard
  49695. for (var index = 0; index < this._keys.length; index++) {
  49696. var keyCode = this._keys[index];
  49697. var speed = camera._computeLocalCameraSpeed();
  49698. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49699. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49700. }
  49701. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49702. camera._localDirection.copyFromFloats(0, 0, speed);
  49703. }
  49704. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49705. camera._localDirection.copyFromFloats(speed, 0, 0);
  49706. }
  49707. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49708. camera._localDirection.copyFromFloats(0, 0, -speed);
  49709. }
  49710. if (camera.getScene().useRightHandedSystem) {
  49711. camera._localDirection.z *= -1;
  49712. }
  49713. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49714. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49715. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49716. }
  49717. }
  49718. };
  49719. /**
  49720. * Gets the class name of the current intput.
  49721. * @returns the class name
  49722. */
  49723. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49724. return "FreeCameraKeyboardMoveInput";
  49725. };
  49726. /** @hidden */
  49727. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49728. this._keys = [];
  49729. };
  49730. /**
  49731. * Get the friendly name associated with the input class.
  49732. * @returns the input friendly name
  49733. */
  49734. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49735. return "keyboard";
  49736. };
  49737. __decorate([
  49738. BABYLON.serialize()
  49739. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49740. __decorate([
  49741. BABYLON.serialize()
  49742. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49743. __decorate([
  49744. BABYLON.serialize()
  49745. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49746. __decorate([
  49747. BABYLON.serialize()
  49748. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49749. return FreeCameraKeyboardMoveInput;
  49750. }());
  49751. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49752. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49753. })(BABYLON || (BABYLON = {}));
  49754. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49755. var BABYLON;
  49756. (function (BABYLON) {
  49757. /**
  49758. * Default Inputs manager for the FreeCamera.
  49759. * It groups all the default supported inputs for ease of use.
  49760. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49761. */
  49762. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49763. __extends(FreeCameraInputsManager, _super);
  49764. /**
  49765. * Instantiates a new FreeCameraInputsManager.
  49766. * @param camera Defines the camera the inputs belong to
  49767. */
  49768. function FreeCameraInputsManager(camera) {
  49769. return _super.call(this, camera) || this;
  49770. }
  49771. /**
  49772. * Add keyboard input support to the input manager.
  49773. * @returns the current input manager
  49774. */
  49775. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49776. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49777. return this;
  49778. };
  49779. /**
  49780. * Add mouse input support to the input manager.
  49781. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49782. * @returns the current input manager
  49783. */
  49784. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49785. if (touchEnabled === void 0) { touchEnabled = true; }
  49786. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49787. return this;
  49788. };
  49789. /**
  49790. * Add orientation input support to the input manager.
  49791. * @returns the current input manager
  49792. */
  49793. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49794. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49795. return this;
  49796. };
  49797. /**
  49798. * Add touch input support to the input manager.
  49799. * @returns the current input manager
  49800. */
  49801. FreeCameraInputsManager.prototype.addTouch = function () {
  49802. this.add(new BABYLON.FreeCameraTouchInput());
  49803. return this;
  49804. };
  49805. /**
  49806. * Add virtual joystick input support to the input manager.
  49807. * @returns the current input manager
  49808. */
  49809. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49810. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49811. return this;
  49812. };
  49813. return FreeCameraInputsManager;
  49814. }(BABYLON.CameraInputsManager));
  49815. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49816. })(BABYLON || (BABYLON = {}));
  49817. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49818. var BABYLON;
  49819. (function (BABYLON) {
  49820. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49821. // Forcing to use the Universal camera
  49822. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49823. });
  49824. /**
  49825. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49826. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49827. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49828. */
  49829. var FreeCamera = /** @class */ (function (_super) {
  49830. __extends(FreeCamera, _super);
  49831. /**
  49832. * Instantiates a Free Camera.
  49833. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49834. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49835. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49836. * @param name Define the name of the camera in the scene
  49837. * @param position Define the start position of the camera in the scene
  49838. * @param scene Define the scene the camera belongs to
  49839. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49840. */
  49841. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49842. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49843. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49844. /**
  49845. * Define the collision ellipsoid of the camera.
  49846. * This is helpful to simulate a camera body like the player body around the camera
  49847. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49848. */
  49849. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49850. /**
  49851. * Define an offset for the position of the ellipsoid around the camera.
  49852. * This can be helpful to determine the center of the body near the gravity center of the body
  49853. * instead of its head.
  49854. */
  49855. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49856. /**
  49857. * Enable or disable collisions of the camera with the rest of the scene objects.
  49858. */
  49859. _this.checkCollisions = false;
  49860. /**
  49861. * Enable or disable gravity on the camera.
  49862. */
  49863. _this.applyGravity = false;
  49864. _this._needMoveForGravity = false;
  49865. _this._oldPosition = BABYLON.Vector3.Zero();
  49866. _this._diffPosition = BABYLON.Vector3.Zero();
  49867. _this._newPosition = BABYLON.Vector3.Zero();
  49868. // Collisions
  49869. _this._collisionMask = -1;
  49870. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49871. if (collidedMesh === void 0) { collidedMesh = null; }
  49872. //TODO move this to the collision coordinator!
  49873. if (_this.getScene().workerCollisions) {
  49874. newPosition.multiplyInPlace(_this._collider._radius);
  49875. }
  49876. var updatePosition = function (newPos) {
  49877. _this._newPosition.copyFrom(newPos);
  49878. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49879. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49880. _this.position.addInPlace(_this._diffPosition);
  49881. if (_this.onCollide && collidedMesh) {
  49882. _this.onCollide(collidedMesh);
  49883. }
  49884. }
  49885. };
  49886. updatePosition(newPosition);
  49887. };
  49888. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49889. _this.inputs.addKeyboard().addMouse();
  49890. return _this;
  49891. }
  49892. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49893. /**
  49894. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49895. * Higher values reduce sensitivity.
  49896. */
  49897. get: function () {
  49898. var mouse = this.inputs.attached["mouse"];
  49899. if (mouse) {
  49900. return mouse.angularSensibility;
  49901. }
  49902. return 0;
  49903. },
  49904. /**
  49905. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49906. * Higher values reduce sensitivity.
  49907. */
  49908. set: function (value) {
  49909. var mouse = this.inputs.attached["mouse"];
  49910. if (mouse) {
  49911. mouse.angularSensibility = value;
  49912. }
  49913. },
  49914. enumerable: true,
  49915. configurable: true
  49916. });
  49917. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49918. /**
  49919. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49920. */
  49921. get: function () {
  49922. var keyboard = this.inputs.attached["keyboard"];
  49923. if (keyboard) {
  49924. return keyboard.keysUp;
  49925. }
  49926. return [];
  49927. },
  49928. set: function (value) {
  49929. var keyboard = this.inputs.attached["keyboard"];
  49930. if (keyboard) {
  49931. keyboard.keysUp = value;
  49932. }
  49933. },
  49934. enumerable: true,
  49935. configurable: true
  49936. });
  49937. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49938. /**
  49939. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49940. */
  49941. get: function () {
  49942. var keyboard = this.inputs.attached["keyboard"];
  49943. if (keyboard) {
  49944. return keyboard.keysDown;
  49945. }
  49946. return [];
  49947. },
  49948. set: function (value) {
  49949. var keyboard = this.inputs.attached["keyboard"];
  49950. if (keyboard) {
  49951. keyboard.keysDown = value;
  49952. }
  49953. },
  49954. enumerable: true,
  49955. configurable: true
  49956. });
  49957. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49958. /**
  49959. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49960. */
  49961. get: function () {
  49962. var keyboard = this.inputs.attached["keyboard"];
  49963. if (keyboard) {
  49964. return keyboard.keysLeft;
  49965. }
  49966. return [];
  49967. },
  49968. set: function (value) {
  49969. var keyboard = this.inputs.attached["keyboard"];
  49970. if (keyboard) {
  49971. keyboard.keysLeft = value;
  49972. }
  49973. },
  49974. enumerable: true,
  49975. configurable: true
  49976. });
  49977. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49978. /**
  49979. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49980. */
  49981. get: function () {
  49982. var keyboard = this.inputs.attached["keyboard"];
  49983. if (keyboard) {
  49984. return keyboard.keysRight;
  49985. }
  49986. return [];
  49987. },
  49988. set: function (value) {
  49989. var keyboard = this.inputs.attached["keyboard"];
  49990. if (keyboard) {
  49991. keyboard.keysRight = value;
  49992. }
  49993. },
  49994. enumerable: true,
  49995. configurable: true
  49996. });
  49997. /**
  49998. * Attached controls to the current camera.
  49999. * @param element Defines the element the controls should be listened from
  50000. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50001. */
  50002. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  50003. this.inputs.attachElement(element, noPreventDefault);
  50004. };
  50005. /**
  50006. * Detach the current controls from the camera.
  50007. * The camera will stop reacting to inputs.
  50008. * @param element Defines the element to stop listening the inputs from
  50009. */
  50010. FreeCamera.prototype.detachControl = function (element) {
  50011. this.inputs.detachElement(element);
  50012. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50013. this.cameraRotation = new BABYLON.Vector2(0, 0);
  50014. };
  50015. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  50016. /**
  50017. * Define a collision mask to limit the list of object the camera can collide with
  50018. */
  50019. get: function () {
  50020. return this._collisionMask;
  50021. },
  50022. set: function (mask) {
  50023. this._collisionMask = !isNaN(mask) ? mask : -1;
  50024. },
  50025. enumerable: true,
  50026. configurable: true
  50027. });
  50028. /** @hidden */
  50029. FreeCamera.prototype._collideWithWorld = function (displacement) {
  50030. var globalPosition;
  50031. if (this.parent) {
  50032. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50033. }
  50034. else {
  50035. globalPosition = this.position;
  50036. }
  50037. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50038. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50039. if (!this._collider) {
  50040. this._collider = new BABYLON.Collider();
  50041. }
  50042. this._collider._radius = this.ellipsoid;
  50043. this._collider.collisionMask = this._collisionMask;
  50044. //no need for clone, as long as gravity is not on.
  50045. var actualDisplacement = displacement;
  50046. //add gravity to the direction to prevent the dual-collision checking
  50047. if (this.applyGravity) {
  50048. //this prevents mending with cameraDirection, a global variable of the free camera class.
  50049. actualDisplacement = displacement.add(this.getScene().gravity);
  50050. }
  50051. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50052. };
  50053. /** @hidden */
  50054. FreeCamera.prototype._checkInputs = function () {
  50055. if (!this._localDirection) {
  50056. this._localDirection = BABYLON.Vector3.Zero();
  50057. this._transformedDirection = BABYLON.Vector3.Zero();
  50058. }
  50059. this.inputs.checkInputs();
  50060. _super.prototype._checkInputs.call(this);
  50061. };
  50062. /** @hidden */
  50063. FreeCamera.prototype._decideIfNeedsToMove = function () {
  50064. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50065. };
  50066. /** @hidden */
  50067. FreeCamera.prototype._updatePosition = function () {
  50068. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50069. this._collideWithWorld(this.cameraDirection);
  50070. }
  50071. else {
  50072. _super.prototype._updatePosition.call(this);
  50073. }
  50074. };
  50075. /**
  50076. * Destroy the camera and release the current resources hold by it.
  50077. */
  50078. FreeCamera.prototype.dispose = function () {
  50079. this.inputs.clear();
  50080. _super.prototype.dispose.call(this);
  50081. };
  50082. /**
  50083. * Gets the current object class name.
  50084. * @return the class name
  50085. */
  50086. FreeCamera.prototype.getClassName = function () {
  50087. return "FreeCamera";
  50088. };
  50089. __decorate([
  50090. BABYLON.serializeAsVector3()
  50091. ], FreeCamera.prototype, "ellipsoid", void 0);
  50092. __decorate([
  50093. BABYLON.serializeAsVector3()
  50094. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  50095. __decorate([
  50096. BABYLON.serialize()
  50097. ], FreeCamera.prototype, "checkCollisions", void 0);
  50098. __decorate([
  50099. BABYLON.serialize()
  50100. ], FreeCamera.prototype, "applyGravity", void 0);
  50101. return FreeCamera;
  50102. }(BABYLON.TargetCamera));
  50103. BABYLON.FreeCamera = FreeCamera;
  50104. })(BABYLON || (BABYLON = {}));
  50105. //# sourceMappingURL=babylon.freeCamera.js.map
  50106. var BABYLON;
  50107. (function (BABYLON) {
  50108. /**
  50109. * Listen to mouse events to control the camera.
  50110. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50111. */
  50112. var FlyCameraMouseInput = /** @class */ (function () {
  50113. /**
  50114. * Listen to mouse events to control the camera.
  50115. * @param touchEnabled Define if touch is enabled. (Default is true.)
  50116. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50117. */
  50118. function FlyCameraMouseInput(touchEnabled) {
  50119. if (touchEnabled === void 0) { touchEnabled = true; }
  50120. /**
  50121. * Defines the buttons associated with the input to handle camera rotation.
  50122. */
  50123. this.buttons = [0, 1, 2];
  50124. /**
  50125. * Assign buttons for Yaw control.
  50126. */
  50127. this.buttonsYaw = [-1, 0, 1];
  50128. /**
  50129. * Assign buttons for Pitch control.
  50130. */
  50131. this.buttonsPitch = [-1, 0, 1];
  50132. /**
  50133. * Assign buttons for Roll control.
  50134. */
  50135. this.buttonsRoll = [2];
  50136. /**
  50137. * Detect if any button is being pressed while mouse is moved.
  50138. * -1 = Mouse locked.
  50139. * 0 = Left button.
  50140. * 1 = Middle Button.
  50141. * 2 = Right Button.
  50142. */
  50143. this.activeButton = -1;
  50144. /**
  50145. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  50146. * Higher values reduce its sensitivity.
  50147. */
  50148. this.angularSensibility = 1000.0;
  50149. this.previousPosition = null;
  50150. }
  50151. /**
  50152. * Attach the mouse control to the HTML DOM element.
  50153. * @param element Defines the element that listens to the input events.
  50154. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  50155. */
  50156. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  50157. var _this = this;
  50158. this.element = element;
  50159. this.noPreventDefault = noPreventDefault;
  50160. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  50161. _this._pointerInput(p, s);
  50162. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  50163. // Correct Roll by rate, if enabled.
  50164. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  50165. if (_this.camera.rollCorrect) {
  50166. _this.camera.restoreRoll(_this.camera.rollCorrect);
  50167. }
  50168. });
  50169. // Helper function to keep 'this'.
  50170. this._mousemoveCallback = function (e) {
  50171. _this._onMouseMove(e);
  50172. };
  50173. element.addEventListener("mousemove", this._mousemoveCallback, false);
  50174. };
  50175. /**
  50176. * Detach the current controls from the specified dom element.
  50177. * @param element Defines the element to stop listening the inputs from
  50178. */
  50179. FlyCameraMouseInput.prototype.detachControl = function (element) {
  50180. if (this._observer && element) {
  50181. this.camera.getScene().onPointerObservable.remove(this._observer);
  50182. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  50183. if (this._mousemoveCallback) {
  50184. element.removeEventListener("mousemove", this._mousemoveCallback);
  50185. }
  50186. this._observer = null;
  50187. this._rollObserver = null;
  50188. this.previousPosition = null;
  50189. this.noPreventDefault = undefined;
  50190. }
  50191. };
  50192. /**
  50193. * Gets the class name of the current input.
  50194. * @returns the class name.
  50195. */
  50196. FlyCameraMouseInput.prototype.getClassName = function () {
  50197. return "FlyCameraMouseInput";
  50198. };
  50199. /**
  50200. * Get the friendly name associated with the input class.
  50201. * @returns the input's friendly name.
  50202. */
  50203. FlyCameraMouseInput.prototype.getSimpleName = function () {
  50204. return "mouse";
  50205. };
  50206. // Track mouse movement, when the pointer is not locked.
  50207. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  50208. var e = p.event;
  50209. var camera = this.camera;
  50210. var engine = camera.getEngine();
  50211. if (engine.isInVRExclusivePointerMode) {
  50212. return;
  50213. }
  50214. if (!this.touchEnabled && e.pointerType === "touch") {
  50215. return;
  50216. }
  50217. // Mouse is moved but an unknown mouse button is pressed.
  50218. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  50219. return;
  50220. }
  50221. var srcElement = (e.srcElement || e.target);
  50222. // Mouse down.
  50223. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50224. try {
  50225. srcElement.setPointerCapture(e.pointerId);
  50226. }
  50227. catch (e) {
  50228. // Nothing to do with the error. Execution continues.
  50229. }
  50230. this.previousPosition = {
  50231. x: e.clientX,
  50232. y: e.clientY
  50233. };
  50234. this.activeButton = e.button;
  50235. if (!this.noPreventDefault) {
  50236. e.preventDefault();
  50237. this.element.focus();
  50238. }
  50239. }
  50240. else
  50241. // Mouse up.
  50242. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50243. try {
  50244. srcElement.releasePointerCapture(e.pointerId);
  50245. }
  50246. catch (e) {
  50247. // Nothing to do with the error. Execution continues.
  50248. }
  50249. this.activeButton = -1;
  50250. this.previousPosition = null;
  50251. if (!this.noPreventDefault) {
  50252. e.preventDefault();
  50253. }
  50254. }
  50255. else
  50256. // Mouse move.
  50257. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50258. if (!this.previousPosition || engine.isPointerLock) {
  50259. return;
  50260. }
  50261. var offsetX = e.clientX - this.previousPosition.x;
  50262. var offsetY = e.clientY - this.previousPosition.y;
  50263. this.rotateCamera(offsetX, offsetY);
  50264. this.previousPosition = {
  50265. x: e.clientX,
  50266. y: e.clientY
  50267. };
  50268. if (!this.noPreventDefault) {
  50269. e.preventDefault();
  50270. }
  50271. }
  50272. };
  50273. // Track mouse movement, when pointer is locked.
  50274. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  50275. var camera = this.camera;
  50276. var engine = camera.getEngine();
  50277. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  50278. return;
  50279. }
  50280. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  50281. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  50282. this.rotateCamera(offsetX, offsetY);
  50283. this.previousPosition = null;
  50284. if (!this.noPreventDefault) {
  50285. e.preventDefault();
  50286. }
  50287. };
  50288. /**
  50289. * Rotate camera by mouse offset.
  50290. */
  50291. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  50292. var _this = this;
  50293. var camera = this.camera;
  50294. var scene = this.camera.getScene();
  50295. if (scene.useRightHandedSystem) {
  50296. offsetX *= -1;
  50297. }
  50298. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  50299. offsetX *= -1;
  50300. }
  50301. var x = offsetX / this.angularSensibility;
  50302. var y = offsetY / this.angularSensibility;
  50303. // Initialize to current rotation.
  50304. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  50305. var rotationChange;
  50306. // Pitch.
  50307. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  50308. // Apply change in Radians to vector Angle.
  50309. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  50310. // Apply Pitch to quaternion.
  50311. currentRotation.multiplyInPlace(rotationChange);
  50312. }
  50313. // Yaw.
  50314. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  50315. // Apply change in Radians to vector Angle.
  50316. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  50317. // Apply Yaw to quaternion.
  50318. currentRotation.multiplyInPlace(rotationChange);
  50319. // Add Roll, if banked turning is enabled, within Roll limit.
  50320. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  50321. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  50322. var bankingDelta = camera.bankedTurnMultiplier * -x;
  50323. // Apply change in Radians to vector Angle.
  50324. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  50325. // Apply Yaw to quaternion.
  50326. currentRotation.multiplyInPlace(rotationChange);
  50327. }
  50328. }
  50329. // Roll.
  50330. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  50331. // Apply change in Radians to vector Angle.
  50332. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  50333. // Track Rolling.
  50334. camera._trackRoll -= x;
  50335. // Apply Pitch to quaternion.
  50336. currentRotation.multiplyInPlace(rotationChange);
  50337. }
  50338. // Apply rotationQuaternion to Euler camera.rotation.
  50339. currentRotation.toEulerAnglesToRef(camera.rotation);
  50340. };
  50341. __decorate([
  50342. BABYLON.serialize()
  50343. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  50344. __decorate([
  50345. BABYLON.serialize()
  50346. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  50347. return FlyCameraMouseInput;
  50348. }());
  50349. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  50350. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  50351. })(BABYLON || (BABYLON = {}));
  50352. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  50353. var BABYLON;
  50354. (function (BABYLON) {
  50355. /**
  50356. * Listen to keyboard events to control the camera.
  50357. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50358. */
  50359. var FlyCameraKeyboardInput = /** @class */ (function () {
  50360. function FlyCameraKeyboardInput() {
  50361. /**
  50362. * The list of keyboard keys used to control the forward move of the camera.
  50363. */
  50364. this.keysForward = [87];
  50365. /**
  50366. * The list of keyboard keys used to control the backward move of the camera.
  50367. */
  50368. this.keysBackward = [83];
  50369. /**
  50370. * The list of keyboard keys used to control the forward move of the camera.
  50371. */
  50372. this.keysUp = [69];
  50373. /**
  50374. * The list of keyboard keys used to control the backward move of the camera.
  50375. */
  50376. this.keysDown = [81];
  50377. /**
  50378. * The list of keyboard keys used to control the right strafe move of the camera.
  50379. */
  50380. this.keysRight = [68];
  50381. /**
  50382. * The list of keyboard keys used to control the left strafe move of the camera.
  50383. */
  50384. this.keysLeft = [65];
  50385. this._keys = new Array();
  50386. }
  50387. /**
  50388. * Attach the input controls to a specific dom element to get the input from.
  50389. * @param element Defines the element the controls should be listened from
  50390. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50391. */
  50392. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  50393. var _this = this;
  50394. if (this._onCanvasBlurObserver) {
  50395. return;
  50396. }
  50397. this._scene = this.camera.getScene();
  50398. this._engine = this._scene.getEngine();
  50399. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50400. _this._keys = [];
  50401. });
  50402. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50403. var evt = info.event;
  50404. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50405. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50406. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50407. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50408. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50409. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50410. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50411. var index = _this._keys.indexOf(evt.keyCode);
  50412. if (index === -1) {
  50413. _this._keys.push(evt.keyCode);
  50414. }
  50415. if (!noPreventDefault) {
  50416. evt.preventDefault();
  50417. }
  50418. }
  50419. }
  50420. else {
  50421. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50422. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50423. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50424. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50425. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50426. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50427. var index = _this._keys.indexOf(evt.keyCode);
  50428. if (index >= 0) {
  50429. _this._keys.splice(index, 1);
  50430. }
  50431. if (!noPreventDefault) {
  50432. evt.preventDefault();
  50433. }
  50434. }
  50435. }
  50436. });
  50437. };
  50438. /**
  50439. * Detach the current controls from the specified dom element.
  50440. * @param element Defines the element to stop listening the inputs from
  50441. */
  50442. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  50443. if (this._scene) {
  50444. if (this._onKeyboardObserver) {
  50445. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50446. }
  50447. if (this._onCanvasBlurObserver) {
  50448. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50449. }
  50450. this._onKeyboardObserver = null;
  50451. this._onCanvasBlurObserver = null;
  50452. }
  50453. this._keys = [];
  50454. };
  50455. /**
  50456. * Gets the class name of the current intput.
  50457. * @returns the class name
  50458. */
  50459. FlyCameraKeyboardInput.prototype.getClassName = function () {
  50460. return "FlyCameraKeyboardInput";
  50461. };
  50462. /** @hidden */
  50463. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  50464. this._keys = [];
  50465. };
  50466. /**
  50467. * Get the friendly name associated with the input class.
  50468. * @returns the input friendly name
  50469. */
  50470. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  50471. return "keyboard";
  50472. };
  50473. /**
  50474. * Update the current camera state depending on the inputs that have been used this frame.
  50475. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50476. */
  50477. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  50478. if (this._onKeyboardObserver) {
  50479. var camera = this.camera;
  50480. // Keyboard
  50481. for (var index = 0; index < this._keys.length; index++) {
  50482. var keyCode = this._keys[index];
  50483. var speed = camera._computeLocalCameraSpeed();
  50484. if (this.keysForward.indexOf(keyCode) !== -1) {
  50485. camera._localDirection.copyFromFloats(0, 0, speed);
  50486. }
  50487. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  50488. camera._localDirection.copyFromFloats(0, 0, -speed);
  50489. }
  50490. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50491. camera._localDirection.copyFromFloats(0, speed, 0);
  50492. }
  50493. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50494. camera._localDirection.copyFromFloats(0, -speed, 0);
  50495. }
  50496. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50497. camera._localDirection.copyFromFloats(speed, 0, 0);
  50498. }
  50499. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  50500. camera._localDirection.copyFromFloats(-speed, 0, 0);
  50501. }
  50502. if (camera.getScene().useRightHandedSystem) {
  50503. camera._localDirection.z *= -1;
  50504. }
  50505. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  50506. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  50507. camera.cameraDirection.addInPlace(camera._transformedDirection);
  50508. }
  50509. }
  50510. };
  50511. __decorate([
  50512. BABYLON.serialize()
  50513. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  50514. __decorate([
  50515. BABYLON.serialize()
  50516. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  50517. __decorate([
  50518. BABYLON.serialize()
  50519. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50520. __decorate([
  50521. BABYLON.serialize()
  50522. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50523. __decorate([
  50524. BABYLON.serialize()
  50525. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50526. __decorate([
  50527. BABYLON.serialize()
  50528. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50529. return FlyCameraKeyboardInput;
  50530. }());
  50531. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50532. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50533. })(BABYLON || (BABYLON = {}));
  50534. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50535. var BABYLON;
  50536. (function (BABYLON) {
  50537. /**
  50538. * Default Inputs manager for the FlyCamera.
  50539. * It groups all the default supported inputs for ease of use.
  50540. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50541. */
  50542. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50543. __extends(FlyCameraInputsManager, _super);
  50544. /**
  50545. * Instantiates a new FlyCameraInputsManager.
  50546. * @param camera Defines the camera the inputs belong to.
  50547. */
  50548. function FlyCameraInputsManager(camera) {
  50549. return _super.call(this, camera) || this;
  50550. }
  50551. /**
  50552. * Add keyboard input support to the input manager.
  50553. * @returns the new FlyCameraKeyboardMoveInput().
  50554. */
  50555. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50556. this.add(new BABYLON.FlyCameraKeyboardInput());
  50557. return this;
  50558. };
  50559. /**
  50560. * Add mouse input support to the input manager.
  50561. * @param touchEnabled Enable touch screen support.
  50562. * @returns the new FlyCameraMouseInput().
  50563. */
  50564. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50565. if (touchEnabled === void 0) { touchEnabled = true; }
  50566. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50567. return this;
  50568. };
  50569. return FlyCameraInputsManager;
  50570. }(BABYLON.CameraInputsManager));
  50571. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50572. })(BABYLON || (BABYLON = {}));
  50573. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50574. var BABYLON;
  50575. (function (BABYLON) {
  50576. /**
  50577. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50578. * such as in a 3D Space Shooter or a Flight Simulator.
  50579. */
  50580. var FlyCamera = /** @class */ (function (_super) {
  50581. __extends(FlyCamera, _super);
  50582. /**
  50583. * Instantiates a FlyCamera.
  50584. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50585. * such as in a 3D Space Shooter or a Flight Simulator.
  50586. * @param name Define the name of the camera in the scene.
  50587. * @param position Define the starting position of the camera in the scene.
  50588. * @param scene Define the scene the camera belongs to.
  50589. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50590. */
  50591. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50592. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50593. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50594. /**
  50595. * Define the collision ellipsoid of the camera.
  50596. * This is helpful for simulating a camera body, like a player's body.
  50597. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50598. */
  50599. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50600. /**
  50601. * Define an offset for the position of the ellipsoid around the camera.
  50602. * This can be helpful if the camera is attached away from the player's body center,
  50603. * such as at its head.
  50604. */
  50605. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50606. /**
  50607. * Enable or disable collisions of the camera with the rest of the scene objects.
  50608. */
  50609. _this.checkCollisions = false;
  50610. /**
  50611. * Enable or disable gravity on the camera.
  50612. */
  50613. _this.applyGravity = false;
  50614. /**
  50615. * Define the current direction the camera is moving to.
  50616. */
  50617. _this.cameraDirection = BABYLON.Vector3.Zero();
  50618. /**
  50619. * Track Roll to maintain the wanted Rolling when looking around.
  50620. */
  50621. _this._trackRoll = 0;
  50622. /**
  50623. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50624. */
  50625. _this.rollCorrect = 100;
  50626. /**
  50627. * Mimic a banked turn, Rolling the camera when Yawing.
  50628. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50629. */
  50630. _this.bankedTurn = false;
  50631. /**
  50632. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50633. */
  50634. _this.bankedTurnLimit = Math.PI / 2;
  50635. /**
  50636. * Value of 0 disables the banked Roll.
  50637. * Value of 1 is equal to the Yaw angle in radians.
  50638. */
  50639. _this.bankedTurnMultiplier = 1;
  50640. _this._needMoveForGravity = false;
  50641. _this._oldPosition = BABYLON.Vector3.Zero();
  50642. _this._diffPosition = BABYLON.Vector3.Zero();
  50643. _this._newPosition = BABYLON.Vector3.Zero();
  50644. // Collisions.
  50645. _this._collisionMask = -1;
  50646. /** @hidden */
  50647. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50648. if (collidedMesh === void 0) { collidedMesh = null; }
  50649. // TODO Move this to the collision coordinator!
  50650. if (_this.getScene().workerCollisions) {
  50651. newPosition.multiplyInPlace(_this._collider._radius);
  50652. }
  50653. var updatePosition = function (newPos) {
  50654. _this._newPosition.copyFrom(newPos);
  50655. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50656. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50657. _this.position.addInPlace(_this._diffPosition);
  50658. if (_this.onCollide && collidedMesh) {
  50659. _this.onCollide(collidedMesh);
  50660. }
  50661. }
  50662. };
  50663. updatePosition(newPosition);
  50664. };
  50665. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50666. _this.inputs.addKeyboard().addMouse();
  50667. return _this;
  50668. }
  50669. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50670. /**
  50671. * Gets the input sensibility for mouse input.
  50672. * Higher values reduce sensitivity.
  50673. */
  50674. get: function () {
  50675. var mouse = this.inputs.attached["mouse"];
  50676. if (mouse) {
  50677. return mouse.angularSensibility;
  50678. }
  50679. return 0;
  50680. },
  50681. /**
  50682. * Sets the input sensibility for a mouse input.
  50683. * Higher values reduce sensitivity.
  50684. */
  50685. set: function (value) {
  50686. var mouse = this.inputs.attached["mouse"];
  50687. if (mouse) {
  50688. mouse.angularSensibility = value;
  50689. }
  50690. },
  50691. enumerable: true,
  50692. configurable: true
  50693. });
  50694. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50695. /**
  50696. * Get the keys for camera movement forward.
  50697. */
  50698. get: function () {
  50699. var keyboard = this.inputs.attached["keyboard"];
  50700. if (keyboard) {
  50701. return keyboard.keysForward;
  50702. }
  50703. return [];
  50704. },
  50705. /**
  50706. * Set the keys for camera movement forward.
  50707. */
  50708. set: function (value) {
  50709. var keyboard = this.inputs.attached["keyboard"];
  50710. if (keyboard) {
  50711. keyboard.keysForward = value;
  50712. }
  50713. },
  50714. enumerable: true,
  50715. configurable: true
  50716. });
  50717. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50718. /**
  50719. * Get the keys for camera movement backward.
  50720. */
  50721. get: function () {
  50722. var keyboard = this.inputs.attached["keyboard"];
  50723. if (keyboard) {
  50724. return keyboard.keysBackward;
  50725. }
  50726. return [];
  50727. },
  50728. set: function (value) {
  50729. var keyboard = this.inputs.attached["keyboard"];
  50730. if (keyboard) {
  50731. keyboard.keysBackward = value;
  50732. }
  50733. },
  50734. enumerable: true,
  50735. configurable: true
  50736. });
  50737. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50738. /**
  50739. * Get the keys for camera movement up.
  50740. */
  50741. get: function () {
  50742. var keyboard = this.inputs.attached["keyboard"];
  50743. if (keyboard) {
  50744. return keyboard.keysUp;
  50745. }
  50746. return [];
  50747. },
  50748. /**
  50749. * Set the keys for camera movement up.
  50750. */
  50751. set: function (value) {
  50752. var keyboard = this.inputs.attached["keyboard"];
  50753. if (keyboard) {
  50754. keyboard.keysUp = value;
  50755. }
  50756. },
  50757. enumerable: true,
  50758. configurable: true
  50759. });
  50760. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50761. /**
  50762. * Get the keys for camera movement down.
  50763. */
  50764. get: function () {
  50765. var keyboard = this.inputs.attached["keyboard"];
  50766. if (keyboard) {
  50767. return keyboard.keysDown;
  50768. }
  50769. return [];
  50770. },
  50771. /**
  50772. * Set the keys for camera movement down.
  50773. */
  50774. set: function (value) {
  50775. var keyboard = this.inputs.attached["keyboard"];
  50776. if (keyboard) {
  50777. keyboard.keysDown = value;
  50778. }
  50779. },
  50780. enumerable: true,
  50781. configurable: true
  50782. });
  50783. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50784. /**
  50785. * Get the keys for camera movement left.
  50786. */
  50787. get: function () {
  50788. var keyboard = this.inputs.attached["keyboard"];
  50789. if (keyboard) {
  50790. return keyboard.keysLeft;
  50791. }
  50792. return [];
  50793. },
  50794. /**
  50795. * Set the keys for camera movement left.
  50796. */
  50797. set: function (value) {
  50798. var keyboard = this.inputs.attached["keyboard"];
  50799. if (keyboard) {
  50800. keyboard.keysLeft = value;
  50801. }
  50802. },
  50803. enumerable: true,
  50804. configurable: true
  50805. });
  50806. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50807. /**
  50808. * Set the keys for camera movement right.
  50809. */
  50810. get: function () {
  50811. var keyboard = this.inputs.attached["keyboard"];
  50812. if (keyboard) {
  50813. return keyboard.keysRight;
  50814. }
  50815. return [];
  50816. },
  50817. /**
  50818. * Set the keys for camera movement right.
  50819. */
  50820. set: function (value) {
  50821. var keyboard = this.inputs.attached["keyboard"];
  50822. if (keyboard) {
  50823. keyboard.keysRight = value;
  50824. }
  50825. },
  50826. enumerable: true,
  50827. configurable: true
  50828. });
  50829. /**
  50830. * Attach a control to the HTML DOM element.
  50831. * @param element Defines the element that listens to the input events.
  50832. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50833. */
  50834. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50835. this.inputs.attachElement(element, noPreventDefault);
  50836. };
  50837. /**
  50838. * Detach a control from the HTML DOM element.
  50839. * The camera will stop reacting to that input.
  50840. * @param element Defines the element that listens to the input events.
  50841. */
  50842. FlyCamera.prototype.detachControl = function (element) {
  50843. this.inputs.detachElement(element);
  50844. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50845. };
  50846. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50847. /**
  50848. * Get the mask that the camera ignores in collision events.
  50849. */
  50850. get: function () {
  50851. return this._collisionMask;
  50852. },
  50853. /**
  50854. * Set the mask that the camera ignores in collision events.
  50855. */
  50856. set: function (mask) {
  50857. this._collisionMask = !isNaN(mask) ? mask : -1;
  50858. },
  50859. enumerable: true,
  50860. configurable: true
  50861. });
  50862. /** @hidden */
  50863. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50864. var globalPosition;
  50865. if (this.parent) {
  50866. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50867. }
  50868. else {
  50869. globalPosition = this.position;
  50870. }
  50871. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50872. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50873. if (!this._collider) {
  50874. this._collider = new BABYLON.Collider();
  50875. }
  50876. this._collider._radius = this.ellipsoid;
  50877. this._collider.collisionMask = this._collisionMask;
  50878. // No need for clone, as long as gravity is not on.
  50879. var actualDisplacement = displacement;
  50880. // Add gravity to direction to prevent dual-collision checking.
  50881. if (this.applyGravity) {
  50882. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50883. actualDisplacement = displacement.add(this.getScene().gravity);
  50884. }
  50885. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50886. };
  50887. /** @hidden */
  50888. FlyCamera.prototype._checkInputs = function () {
  50889. if (!this._localDirection) {
  50890. this._localDirection = BABYLON.Vector3.Zero();
  50891. this._transformedDirection = BABYLON.Vector3.Zero();
  50892. }
  50893. this.inputs.checkInputs();
  50894. _super.prototype._checkInputs.call(this);
  50895. };
  50896. /** @hidden */
  50897. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50898. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50899. };
  50900. /** @hidden */
  50901. FlyCamera.prototype._updatePosition = function () {
  50902. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50903. this._collideWithWorld(this.cameraDirection);
  50904. }
  50905. else {
  50906. _super.prototype._updatePosition.call(this);
  50907. }
  50908. };
  50909. /**
  50910. * Restore the Roll to its target value at the rate specified.
  50911. * @param rate - Higher means slower restoring.
  50912. * @hidden
  50913. */
  50914. FlyCamera.prototype.restoreRoll = function (rate) {
  50915. var limit = this._trackRoll; // Target Roll.
  50916. var z = this.rotation.z; // Current Roll.
  50917. var delta = limit - z; // Difference in Roll.
  50918. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50919. // If the difference is noticable, restore the Roll.
  50920. if (Math.abs(delta) >= minRad) {
  50921. // Change Z rotation towards the target Roll.
  50922. this.rotation.z += delta / rate;
  50923. // Match when near enough.
  50924. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50925. this.rotation.z = limit;
  50926. }
  50927. }
  50928. };
  50929. /**
  50930. * Destroy the camera and release the current resources held by it.
  50931. */
  50932. FlyCamera.prototype.dispose = function () {
  50933. this.inputs.clear();
  50934. _super.prototype.dispose.call(this);
  50935. };
  50936. /**
  50937. * Get the current object class name.
  50938. * @returns the class name.
  50939. */
  50940. FlyCamera.prototype.getClassName = function () {
  50941. return "FlyCamera";
  50942. };
  50943. __decorate([
  50944. BABYLON.serializeAsVector3()
  50945. ], FlyCamera.prototype, "ellipsoid", void 0);
  50946. __decorate([
  50947. BABYLON.serializeAsVector3()
  50948. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50949. __decorate([
  50950. BABYLON.serialize()
  50951. ], FlyCamera.prototype, "checkCollisions", void 0);
  50952. __decorate([
  50953. BABYLON.serialize()
  50954. ], FlyCamera.prototype, "applyGravity", void 0);
  50955. return FlyCamera;
  50956. }(BABYLON.TargetCamera));
  50957. BABYLON.FlyCamera = FlyCamera;
  50958. })(BABYLON || (BABYLON = {}));
  50959. //# sourceMappingURL=babylon.flyCamera.js.map
  50960. var BABYLON;
  50961. (function (BABYLON) {
  50962. /**
  50963. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50964. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50965. */
  50966. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50967. function ArcRotateCameraKeyboardMoveInput() {
  50968. /**
  50969. * Defines the list of key codes associated with the up action (increase alpha)
  50970. */
  50971. this.keysUp = [38];
  50972. /**
  50973. * Defines the list of key codes associated with the down action (decrease alpha)
  50974. */
  50975. this.keysDown = [40];
  50976. /**
  50977. * Defines the list of key codes associated with the left action (increase beta)
  50978. */
  50979. this.keysLeft = [37];
  50980. /**
  50981. * Defines the list of key codes associated with the right action (decrease beta)
  50982. */
  50983. this.keysRight = [39];
  50984. /**
  50985. * Defines the list of key codes associated with the reset action.
  50986. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50987. */
  50988. this.keysReset = [220];
  50989. /**
  50990. * Defines the panning sensibility of the inputs.
  50991. * (How fast is the camera paning)
  50992. */
  50993. this.panningSensibility = 50.0;
  50994. /**
  50995. * Defines the zooming sensibility of the inputs.
  50996. * (How fast is the camera zooming)
  50997. */
  50998. this.zoomingSensibility = 25.0;
  50999. /**
  51000. * Defines wether maintaining the alt key down switch the movement mode from
  51001. * orientation to zoom.
  51002. */
  51003. this.useAltToZoom = true;
  51004. /**
  51005. * Rotation speed of the camera
  51006. */
  51007. this.angularSpeed = 0.01;
  51008. this._keys = new Array();
  51009. }
  51010. /**
  51011. * Attach the input controls to a specific dom element to get the input from.
  51012. * @param element Defines the element the controls should be listened from
  51013. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51014. */
  51015. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  51016. var _this = this;
  51017. if (this._onCanvasBlurObserver) {
  51018. return;
  51019. }
  51020. this._scene = this.camera.getScene();
  51021. this._engine = this._scene.getEngine();
  51022. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  51023. _this._keys = [];
  51024. });
  51025. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  51026. var evt = info.event;
  51027. if (!evt.metaKey) {
  51028. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  51029. _this._ctrlPressed = evt.ctrlKey;
  51030. _this._altPressed = evt.altKey;
  51031. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  51032. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  51033. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  51034. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  51035. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  51036. var index = _this._keys.indexOf(evt.keyCode);
  51037. if (index === -1) {
  51038. _this._keys.push(evt.keyCode);
  51039. }
  51040. if (evt.preventDefault) {
  51041. if (!noPreventDefault) {
  51042. evt.preventDefault();
  51043. }
  51044. }
  51045. }
  51046. }
  51047. else {
  51048. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  51049. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  51050. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  51051. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  51052. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  51053. var index = _this._keys.indexOf(evt.keyCode);
  51054. if (index >= 0) {
  51055. _this._keys.splice(index, 1);
  51056. }
  51057. if (evt.preventDefault) {
  51058. if (!noPreventDefault) {
  51059. evt.preventDefault();
  51060. }
  51061. }
  51062. }
  51063. }
  51064. }
  51065. });
  51066. };
  51067. /**
  51068. * Detach the current controls from the specified dom element.
  51069. * @param element Defines the element to stop listening the inputs from
  51070. */
  51071. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  51072. if (this._scene) {
  51073. if (this._onKeyboardObserver) {
  51074. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  51075. }
  51076. if (this._onCanvasBlurObserver) {
  51077. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  51078. }
  51079. this._onKeyboardObserver = null;
  51080. this._onCanvasBlurObserver = null;
  51081. }
  51082. this._keys = [];
  51083. };
  51084. /**
  51085. * Update the current camera state depending on the inputs that have been used this frame.
  51086. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  51087. */
  51088. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  51089. if (this._onKeyboardObserver) {
  51090. var camera = this.camera;
  51091. for (var index = 0; index < this._keys.length; index++) {
  51092. var keyCode = this._keys[index];
  51093. if (this.keysLeft.indexOf(keyCode) !== -1) {
  51094. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  51095. camera.inertialPanningX -= 1 / this.panningSensibility;
  51096. }
  51097. else {
  51098. camera.inertialAlphaOffset -= this.angularSpeed;
  51099. }
  51100. }
  51101. else if (this.keysUp.indexOf(keyCode) !== -1) {
  51102. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  51103. camera.inertialPanningY += 1 / this.panningSensibility;
  51104. }
  51105. else if (this._altPressed && this.useAltToZoom) {
  51106. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  51107. }
  51108. else {
  51109. camera.inertialBetaOffset -= this.angularSpeed;
  51110. }
  51111. }
  51112. else if (this.keysRight.indexOf(keyCode) !== -1) {
  51113. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  51114. camera.inertialPanningX += 1 / this.panningSensibility;
  51115. }
  51116. else {
  51117. camera.inertialAlphaOffset += this.angularSpeed;
  51118. }
  51119. }
  51120. else if (this.keysDown.indexOf(keyCode) !== -1) {
  51121. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  51122. camera.inertialPanningY -= 1 / this.panningSensibility;
  51123. }
  51124. else if (this._altPressed && this.useAltToZoom) {
  51125. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  51126. }
  51127. else {
  51128. camera.inertialBetaOffset += this.angularSpeed;
  51129. }
  51130. }
  51131. else if (this.keysReset.indexOf(keyCode) !== -1) {
  51132. if (camera.useInputToRestoreState) {
  51133. camera.restoreState();
  51134. }
  51135. }
  51136. }
  51137. }
  51138. };
  51139. /**
  51140. * Gets the class name of the current intput.
  51141. * @returns the class name
  51142. */
  51143. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  51144. return "ArcRotateCameraKeyboardMoveInput";
  51145. };
  51146. /**
  51147. * Get the friendly name associated with the input class.
  51148. * @returns the input friendly name
  51149. */
  51150. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  51151. return "keyboard";
  51152. };
  51153. __decorate([
  51154. BABYLON.serialize()
  51155. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  51156. __decorate([
  51157. BABYLON.serialize()
  51158. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  51159. __decorate([
  51160. BABYLON.serialize()
  51161. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  51162. __decorate([
  51163. BABYLON.serialize()
  51164. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  51165. __decorate([
  51166. BABYLON.serialize()
  51167. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  51168. __decorate([
  51169. BABYLON.serialize()
  51170. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  51171. __decorate([
  51172. BABYLON.serialize()
  51173. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  51174. __decorate([
  51175. BABYLON.serialize()
  51176. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  51177. __decorate([
  51178. BABYLON.serialize()
  51179. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  51180. return ArcRotateCameraKeyboardMoveInput;
  51181. }());
  51182. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  51183. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  51184. })(BABYLON || (BABYLON = {}));
  51185. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  51186. var BABYLON;
  51187. (function (BABYLON) {
  51188. /**
  51189. * Manage the mouse wheel inputs to control an arc rotate camera.
  51190. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51191. */
  51192. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  51193. function ArcRotateCameraMouseWheelInput() {
  51194. /**
  51195. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51196. */
  51197. this.wheelPrecision = 3.0;
  51198. /**
  51199. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  51200. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  51201. */
  51202. this.wheelDeltaPercentage = 0;
  51203. }
  51204. /**
  51205. * Attach the input controls to a specific dom element to get the input from.
  51206. * @param element Defines the element the controls should be listened from
  51207. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51208. */
  51209. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  51210. var _this = this;
  51211. this._wheel = function (p, s) {
  51212. //sanity check - this should be a PointerWheel event.
  51213. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  51214. return;
  51215. }
  51216. var event = p.event;
  51217. var delta = 0;
  51218. if (event.wheelDelta) {
  51219. if (_this.wheelDeltaPercentage) {
  51220. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  51221. if (event.wheelDelta > 0) {
  51222. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  51223. }
  51224. else {
  51225. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  51226. }
  51227. }
  51228. else {
  51229. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  51230. }
  51231. }
  51232. else {
  51233. var deltaValue = event.deltaY || event.detail;
  51234. delta = -deltaValue / _this.wheelPrecision;
  51235. }
  51236. if (delta) {
  51237. _this.camera.inertialRadiusOffset += delta;
  51238. }
  51239. if (event.preventDefault) {
  51240. if (!noPreventDefault) {
  51241. event.preventDefault();
  51242. }
  51243. }
  51244. };
  51245. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  51246. };
  51247. /**
  51248. * Detach the current controls from the specified dom element.
  51249. * @param element Defines the element to stop listening the inputs from
  51250. */
  51251. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  51252. if (this._observer && element) {
  51253. this.camera.getScene().onPointerObservable.remove(this._observer);
  51254. this._observer = null;
  51255. this._wheel = null;
  51256. }
  51257. };
  51258. /**
  51259. * Gets the class name of the current intput.
  51260. * @returns the class name
  51261. */
  51262. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  51263. return "ArcRotateCameraMouseWheelInput";
  51264. };
  51265. /**
  51266. * Get the friendly name associated with the input class.
  51267. * @returns the input friendly name
  51268. */
  51269. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  51270. return "mousewheel";
  51271. };
  51272. __decorate([
  51273. BABYLON.serialize()
  51274. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  51275. __decorate([
  51276. BABYLON.serialize()
  51277. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  51278. return ArcRotateCameraMouseWheelInput;
  51279. }());
  51280. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  51281. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  51282. })(BABYLON || (BABYLON = {}));
  51283. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  51284. var BABYLON;
  51285. (function (BABYLON) {
  51286. /**
  51287. * Manage the pointers inputs to control an arc rotate camera.
  51288. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51289. */
  51290. var ArcRotateCameraPointersInput = /** @class */ (function () {
  51291. function ArcRotateCameraPointersInput() {
  51292. /**
  51293. * Defines the buttons associated with the input to handle camera move.
  51294. */
  51295. this.buttons = [0, 1, 2];
  51296. /**
  51297. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51298. */
  51299. this.angularSensibilityX = 1000.0;
  51300. /**
  51301. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51302. */
  51303. this.angularSensibilityY = 1000.0;
  51304. /**
  51305. * Defines the pointer pinch precision or how fast is the camera zooming.
  51306. */
  51307. this.pinchPrecision = 12.0;
  51308. /**
  51309. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  51310. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51311. */
  51312. this.pinchDeltaPercentage = 0;
  51313. /**
  51314. * Defines the pointer panning sensibility or how fast is the camera moving.
  51315. */
  51316. this.panningSensibility = 1000.0;
  51317. /**
  51318. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  51319. */
  51320. this.multiTouchPanning = true;
  51321. /**
  51322. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  51323. */
  51324. this.multiTouchPanAndZoom = true;
  51325. /**
  51326. * Revers pinch action direction.
  51327. */
  51328. this.pinchInwards = true;
  51329. this._isPanClick = false;
  51330. }
  51331. /**
  51332. * Attach the input controls to a specific dom element to get the input from.
  51333. * @param element Defines the element the controls should be listened from
  51334. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51335. */
  51336. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  51337. var _this = this;
  51338. var engine = this.camera.getEngine();
  51339. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  51340. var pointA = null;
  51341. var pointB = null;
  51342. var previousPinchSquaredDistance = 0;
  51343. var initialDistance = 0;
  51344. var twoFingerActivityCount = 0;
  51345. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  51346. this._pointerInput = function (p, s) {
  51347. var evt = p.event;
  51348. var isTouch = p.event.pointerType === "touch";
  51349. if (engine.isInVRExclusivePointerMode) {
  51350. return;
  51351. }
  51352. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  51353. return;
  51354. }
  51355. var srcElement = (evt.srcElement || evt.target);
  51356. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  51357. try {
  51358. srcElement.setPointerCapture(evt.pointerId);
  51359. }
  51360. catch (e) {
  51361. //Nothing to do with the error. Execution will continue.
  51362. }
  51363. // Manage panning with pan button click
  51364. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  51365. // manage pointers
  51366. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  51367. if (pointA === null) {
  51368. pointA = cacheSoloPointer;
  51369. }
  51370. else if (pointB === null) {
  51371. pointB = cacheSoloPointer;
  51372. }
  51373. if (!noPreventDefault) {
  51374. evt.preventDefault();
  51375. element.focus();
  51376. }
  51377. }
  51378. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  51379. if (_this.camera.useInputToRestoreState) {
  51380. _this.camera.restoreState();
  51381. }
  51382. }
  51383. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  51384. try {
  51385. srcElement.releasePointerCapture(evt.pointerId);
  51386. }
  51387. catch (e) {
  51388. //Nothing to do with the error.
  51389. }
  51390. cacheSoloPointer = null;
  51391. previousPinchSquaredDistance = 0;
  51392. previousMultiTouchPanPosition.isPaning = false;
  51393. previousMultiTouchPanPosition.isPinching = false;
  51394. twoFingerActivityCount = 0;
  51395. initialDistance = 0;
  51396. if (!isTouch) {
  51397. pointB = null; // Mouse and pen are mono pointer
  51398. }
  51399. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  51400. //but emptying completly pointers collection is required to fix a bug on iPhone :
  51401. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  51402. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  51403. if (engine._badOS) {
  51404. pointA = pointB = null;
  51405. }
  51406. else {
  51407. //only remove the impacted pointer in case of multitouch allowing on most
  51408. //platforms switching from rotate to zoom and pan seamlessly.
  51409. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  51410. pointA = pointB;
  51411. pointB = null;
  51412. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51413. }
  51414. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  51415. pointB = null;
  51416. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51417. }
  51418. else {
  51419. pointA = pointB = null;
  51420. }
  51421. }
  51422. if (!noPreventDefault) {
  51423. evt.preventDefault();
  51424. }
  51425. }
  51426. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  51427. if (!noPreventDefault) {
  51428. evt.preventDefault();
  51429. }
  51430. // One button down
  51431. if (pointA && pointB === null && cacheSoloPointer) {
  51432. if (_this.panningSensibility !== 0 &&
  51433. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  51434. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  51435. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  51436. }
  51437. else {
  51438. var offsetX = evt.clientX - cacheSoloPointer.x;
  51439. var offsetY = evt.clientY - cacheSoloPointer.y;
  51440. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51441. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51442. }
  51443. cacheSoloPointer.x = evt.clientX;
  51444. cacheSoloPointer.y = evt.clientY;
  51445. }
  51446. // Two buttons down: pinch/pan
  51447. else if (pointA && pointB) {
  51448. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  51449. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  51450. ed.x = evt.clientX;
  51451. ed.y = evt.clientY;
  51452. var direction = _this.pinchInwards ? 1 : -1;
  51453. var distX = pointA.x - pointB.x;
  51454. var distY = pointA.y - pointB.y;
  51455. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  51456. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  51457. if (previousPinchSquaredDistance === 0) {
  51458. initialDistance = pinchDistance;
  51459. previousPinchSquaredDistance = pinchSquaredDistance;
  51460. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  51461. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  51462. return;
  51463. }
  51464. if (_this.multiTouchPanAndZoom) {
  51465. if (_this.pinchDeltaPercentage) {
  51466. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51467. }
  51468. else {
  51469. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51470. (_this.pinchPrecision *
  51471. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51472. direction);
  51473. }
  51474. if (_this.panningSensibility !== 0) {
  51475. var pointersCenterX = (pointA.x + pointB.x) / 2;
  51476. var pointersCenterY = (pointA.y + pointB.y) / 2;
  51477. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  51478. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  51479. previousMultiTouchPanPosition.x = pointersCenterX;
  51480. previousMultiTouchPanPosition.y = pointersCenterY;
  51481. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  51482. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  51483. }
  51484. }
  51485. else {
  51486. twoFingerActivityCount++;
  51487. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  51488. if (_this.pinchDeltaPercentage) {
  51489. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51490. }
  51491. else {
  51492. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51493. (_this.pinchPrecision *
  51494. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51495. direction);
  51496. }
  51497. previousMultiTouchPanPosition.isPaning = false;
  51498. previousMultiTouchPanPosition.isPinching = true;
  51499. }
  51500. else {
  51501. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  51502. if (!previousMultiTouchPanPosition.isPaning) {
  51503. previousMultiTouchPanPosition.isPaning = true;
  51504. previousMultiTouchPanPosition.isPinching = false;
  51505. previousMultiTouchPanPosition.x = ed.x;
  51506. previousMultiTouchPanPosition.y = ed.y;
  51507. return;
  51508. }
  51509. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  51510. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  51511. }
  51512. }
  51513. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  51514. previousMultiTouchPanPosition.x = ed.x;
  51515. previousMultiTouchPanPosition.y = ed.y;
  51516. }
  51517. }
  51518. previousPinchSquaredDistance = pinchSquaredDistance;
  51519. }
  51520. }
  51521. };
  51522. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51523. this._onContextMenu = function (evt) {
  51524. evt.preventDefault();
  51525. };
  51526. if (!this.camera._useCtrlForPanning) {
  51527. element.addEventListener("contextmenu", this._onContextMenu, false);
  51528. }
  51529. this._onLostFocus = function () {
  51530. //this._keys = [];
  51531. pointA = pointB = null;
  51532. previousPinchSquaredDistance = 0;
  51533. previousMultiTouchPanPosition.isPaning = false;
  51534. previousMultiTouchPanPosition.isPinching = false;
  51535. twoFingerActivityCount = 0;
  51536. cacheSoloPointer = null;
  51537. initialDistance = 0;
  51538. };
  51539. this._onMouseMove = function (evt) {
  51540. if (!engine.isPointerLock) {
  51541. return;
  51542. }
  51543. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51544. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51545. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51546. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51547. if (!noPreventDefault) {
  51548. evt.preventDefault();
  51549. }
  51550. };
  51551. this._onGestureStart = function (e) {
  51552. if (window.MSGesture === undefined) {
  51553. return;
  51554. }
  51555. if (!_this._MSGestureHandler) {
  51556. _this._MSGestureHandler = new MSGesture();
  51557. _this._MSGestureHandler.target = element;
  51558. }
  51559. _this._MSGestureHandler.addPointer(e.pointerId);
  51560. };
  51561. this._onGesture = function (e) {
  51562. _this.camera.radius *= e.scale;
  51563. if (e.preventDefault) {
  51564. if (!noPreventDefault) {
  51565. e.stopPropagation();
  51566. e.preventDefault();
  51567. }
  51568. }
  51569. };
  51570. element.addEventListener("mousemove", this._onMouseMove, false);
  51571. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51572. element.addEventListener("MSGestureChange", this._onGesture, false);
  51573. BABYLON.Tools.RegisterTopRootEvents([
  51574. { name: "blur", handler: this._onLostFocus }
  51575. ]);
  51576. };
  51577. /**
  51578. * Detach the current controls from the specified dom element.
  51579. * @param element Defines the element to stop listening the inputs from
  51580. */
  51581. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51582. if (this._onLostFocus) {
  51583. BABYLON.Tools.UnregisterTopRootEvents([
  51584. { name: "blur", handler: this._onLostFocus }
  51585. ]);
  51586. }
  51587. if (element && this._observer) {
  51588. this.camera.getScene().onPointerObservable.remove(this._observer);
  51589. this._observer = null;
  51590. if (this._onContextMenu) {
  51591. element.removeEventListener("contextmenu", this._onContextMenu);
  51592. }
  51593. if (this._onMouseMove) {
  51594. element.removeEventListener("mousemove", this._onMouseMove);
  51595. }
  51596. if (this._onGestureStart) {
  51597. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51598. }
  51599. if (this._onGesture) {
  51600. element.removeEventListener("MSGestureChange", this._onGesture);
  51601. }
  51602. this._isPanClick = false;
  51603. this.pinchInwards = true;
  51604. this._onMouseMove = null;
  51605. this._onGestureStart = null;
  51606. this._onGesture = null;
  51607. this._MSGestureHandler = null;
  51608. this._onLostFocus = null;
  51609. this._onContextMenu = null;
  51610. }
  51611. };
  51612. /**
  51613. * Gets the class name of the current intput.
  51614. * @returns the class name
  51615. */
  51616. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51617. return "ArcRotateCameraPointersInput";
  51618. };
  51619. /**
  51620. * Get the friendly name associated with the input class.
  51621. * @returns the input friendly name
  51622. */
  51623. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51624. return "pointers";
  51625. };
  51626. __decorate([
  51627. BABYLON.serialize()
  51628. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51629. __decorate([
  51630. BABYLON.serialize()
  51631. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51632. __decorate([
  51633. BABYLON.serialize()
  51634. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51635. __decorate([
  51636. BABYLON.serialize()
  51637. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51638. __decorate([
  51639. BABYLON.serialize()
  51640. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51641. __decorate([
  51642. BABYLON.serialize()
  51643. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51644. __decorate([
  51645. BABYLON.serialize()
  51646. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51647. __decorate([
  51648. BABYLON.serialize()
  51649. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51650. return ArcRotateCameraPointersInput;
  51651. }());
  51652. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51653. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51654. })(BABYLON || (BABYLON = {}));
  51655. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51656. var BABYLON;
  51657. (function (BABYLON) {
  51658. /**
  51659. * Default Inputs manager for the ArcRotateCamera.
  51660. * It groups all the default supported inputs for ease of use.
  51661. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51662. */
  51663. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51664. __extends(ArcRotateCameraInputsManager, _super);
  51665. /**
  51666. * Instantiates a new ArcRotateCameraInputsManager.
  51667. * @param camera Defines the camera the inputs belong to
  51668. */
  51669. function ArcRotateCameraInputsManager(camera) {
  51670. return _super.call(this, camera) || this;
  51671. }
  51672. /**
  51673. * Add mouse wheel input support to the input manager.
  51674. * @returns the current input manager
  51675. */
  51676. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51677. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51678. return this;
  51679. };
  51680. /**
  51681. * Add pointers input support to the input manager.
  51682. * @returns the current input manager
  51683. */
  51684. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51685. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51686. return this;
  51687. };
  51688. /**
  51689. * Add keyboard input support to the input manager.
  51690. * @returns the current input manager
  51691. */
  51692. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51693. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51694. return this;
  51695. };
  51696. /**
  51697. * Add orientation input support to the input manager.
  51698. * @returns the current input manager
  51699. */
  51700. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51701. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51702. return this;
  51703. };
  51704. return ArcRotateCameraInputsManager;
  51705. }(BABYLON.CameraInputsManager));
  51706. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51707. })(BABYLON || (BABYLON = {}));
  51708. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51709. var BABYLON;
  51710. (function (BABYLON) {
  51711. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51712. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51713. });
  51714. /**
  51715. * This represents an orbital type of camera.
  51716. *
  51717. * 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.
  51718. * 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.
  51719. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51720. */
  51721. var ArcRotateCamera = /** @class */ (function (_super) {
  51722. __extends(ArcRotateCamera, _super);
  51723. /**
  51724. * Instantiates a new ArcRotateCamera in a given scene
  51725. * @param name Defines the name of the camera
  51726. * @param alpha Defines the camera rotation along the logitudinal axis
  51727. * @param beta Defines the camera rotation along the latitudinal axis
  51728. * @param radius Defines the camera distance from its target
  51729. * @param target Defines the camera target
  51730. * @param scene Defines the scene the camera belongs to
  51731. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51732. */
  51733. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51734. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51735. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51736. /**
  51737. * Current inertia value on the longitudinal axis.
  51738. * The bigger this number the longer it will take for the camera to stop.
  51739. */
  51740. _this.inertialAlphaOffset = 0;
  51741. /**
  51742. * Current inertia value on the latitudinal axis.
  51743. * The bigger this number the longer it will take for the camera to stop.
  51744. */
  51745. _this.inertialBetaOffset = 0;
  51746. /**
  51747. * Current inertia value on the radius axis.
  51748. * The bigger this number the longer it will take for the camera to stop.
  51749. */
  51750. _this.inertialRadiusOffset = 0;
  51751. /**
  51752. * Minimum allowed angle on the longitudinal axis.
  51753. * This can help limiting how the Camera is able to move in the scene.
  51754. */
  51755. _this.lowerAlphaLimit = null;
  51756. /**
  51757. * Maximum allowed angle on the longitudinal axis.
  51758. * This can help limiting how the Camera is able to move in the scene.
  51759. */
  51760. _this.upperAlphaLimit = null;
  51761. /**
  51762. * Minimum allowed angle on the latitudinal axis.
  51763. * This can help limiting how the Camera is able to move in the scene.
  51764. */
  51765. _this.lowerBetaLimit = 0.01;
  51766. /**
  51767. * Maximum allowed angle on the latitudinal axis.
  51768. * This can help limiting how the Camera is able to move in the scene.
  51769. */
  51770. _this.upperBetaLimit = Math.PI;
  51771. /**
  51772. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51773. * This can help limiting how the Camera is able to move in the scene.
  51774. */
  51775. _this.lowerRadiusLimit = null;
  51776. /**
  51777. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51778. * This can help limiting how the Camera is able to move in the scene.
  51779. */
  51780. _this.upperRadiusLimit = null;
  51781. /**
  51782. * Defines the current inertia value used during panning of the camera along the X axis.
  51783. */
  51784. _this.inertialPanningX = 0;
  51785. /**
  51786. * Defines the current inertia value used during panning of the camera along the Y axis.
  51787. */
  51788. _this.inertialPanningY = 0;
  51789. /**
  51790. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51791. * Basically if your fingers moves away from more than this distance you will be considered
  51792. * in pinch mode.
  51793. */
  51794. _this.pinchToPanMaxDistance = 20;
  51795. /**
  51796. * Defines the maximum distance the camera can pan.
  51797. * This could help keeping the cammera always in your scene.
  51798. */
  51799. _this.panningDistanceLimit = null;
  51800. /**
  51801. * Defines the target of the camera before paning.
  51802. */
  51803. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51804. /**
  51805. * Defines the value of the inertia used during panning.
  51806. * 0 would mean stop inertia and one would mean no decelleration at all.
  51807. */
  51808. _this.panningInertia = 0.9;
  51809. //-- end properties for backward compatibility for inputs
  51810. /**
  51811. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51812. */
  51813. _this.zoomOnFactor = 1;
  51814. /**
  51815. * Defines a screen offset for the camera position.
  51816. */
  51817. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51818. /**
  51819. * Allows the camera to be completely reversed.
  51820. * If false the camera can not arrive upside down.
  51821. */
  51822. _this.allowUpsideDown = true;
  51823. /**
  51824. * Define if double tap/click is used to restore the previously saved state of the camera.
  51825. */
  51826. _this.useInputToRestoreState = true;
  51827. /** @hidden */
  51828. _this._viewMatrix = new BABYLON.Matrix();
  51829. /**
  51830. * Defines the allowed panning axis.
  51831. */
  51832. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51833. /**
  51834. * Observable triggered when the mesh target has been changed on the camera.
  51835. */
  51836. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51837. /**
  51838. * Defines whether the camera should check collision with the objects oh the scene.
  51839. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51840. */
  51841. _this.checkCollisions = false;
  51842. /**
  51843. * Defines the collision radius of the camera.
  51844. * This simulates a sphere around the camera.
  51845. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51846. */
  51847. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51848. _this._previousPosition = BABYLON.Vector3.Zero();
  51849. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51850. _this._newPosition = BABYLON.Vector3.Zero();
  51851. _this._computationVector = BABYLON.Vector3.Zero();
  51852. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51853. if (collidedMesh === void 0) { collidedMesh = null; }
  51854. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51855. newPosition.multiplyInPlace(_this._collider._radius);
  51856. }
  51857. if (!collidedMesh) {
  51858. _this._previousPosition.copyFrom(_this.position);
  51859. }
  51860. else {
  51861. _this.setPosition(newPosition);
  51862. if (_this.onCollide) {
  51863. _this.onCollide(collidedMesh);
  51864. }
  51865. }
  51866. // Recompute because of constraints
  51867. var cosa = Math.cos(_this.alpha);
  51868. var sina = Math.sin(_this.alpha);
  51869. var cosb = Math.cos(_this.beta);
  51870. var sinb = Math.sin(_this.beta);
  51871. if (sinb === 0) {
  51872. sinb = 0.0001;
  51873. }
  51874. var target = _this._getTargetPosition();
  51875. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51876. target.addToRef(_this._computationVector, _this._newPosition);
  51877. _this.position.copyFrom(_this._newPosition);
  51878. var up = _this.upVector;
  51879. if (_this.allowUpsideDown && _this.beta < 0) {
  51880. up = up.clone();
  51881. up = up.negate();
  51882. }
  51883. _this._computeViewMatrix(_this.position, target, up);
  51884. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51885. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51886. _this._collisionTriggered = false;
  51887. };
  51888. _this._target = BABYLON.Vector3.Zero();
  51889. if (target) {
  51890. _this.setTarget(target);
  51891. }
  51892. _this.alpha = alpha;
  51893. _this.beta = beta;
  51894. _this.radius = radius;
  51895. _this.getViewMatrix();
  51896. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51897. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51898. return _this;
  51899. }
  51900. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51901. /**
  51902. * Defines the target point of the camera.
  51903. * The camera looks towards it form the radius distance.
  51904. */
  51905. get: function () {
  51906. return this._target;
  51907. },
  51908. set: function (value) {
  51909. this.setTarget(value);
  51910. },
  51911. enumerable: true,
  51912. configurable: true
  51913. });
  51914. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51915. //-- begin properties for backward compatibility for inputs
  51916. /**
  51917. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51918. */
  51919. get: function () {
  51920. var pointers = this.inputs.attached["pointers"];
  51921. if (pointers) {
  51922. return pointers.angularSensibilityX;
  51923. }
  51924. return 0;
  51925. },
  51926. set: function (value) {
  51927. var pointers = this.inputs.attached["pointers"];
  51928. if (pointers) {
  51929. pointers.angularSensibilityX = value;
  51930. }
  51931. },
  51932. enumerable: true,
  51933. configurable: true
  51934. });
  51935. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51936. /**
  51937. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51938. */
  51939. get: function () {
  51940. var pointers = this.inputs.attached["pointers"];
  51941. if (pointers) {
  51942. return pointers.angularSensibilityY;
  51943. }
  51944. return 0;
  51945. },
  51946. set: function (value) {
  51947. var pointers = this.inputs.attached["pointers"];
  51948. if (pointers) {
  51949. pointers.angularSensibilityY = value;
  51950. }
  51951. },
  51952. enumerable: true,
  51953. configurable: true
  51954. });
  51955. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51956. /**
  51957. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51958. */
  51959. get: function () {
  51960. var pointers = this.inputs.attached["pointers"];
  51961. if (pointers) {
  51962. return pointers.pinchPrecision;
  51963. }
  51964. return 0;
  51965. },
  51966. set: function (value) {
  51967. var pointers = this.inputs.attached["pointers"];
  51968. if (pointers) {
  51969. pointers.pinchPrecision = value;
  51970. }
  51971. },
  51972. enumerable: true,
  51973. configurable: true
  51974. });
  51975. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51976. /**
  51977. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51978. * It will be used instead of pinchDeltaPrecision if different from 0.
  51979. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51980. */
  51981. get: function () {
  51982. var pointers = this.inputs.attached["pointers"];
  51983. if (pointers) {
  51984. return pointers.pinchDeltaPercentage;
  51985. }
  51986. return 0;
  51987. },
  51988. set: function (value) {
  51989. var pointers = this.inputs.attached["pointers"];
  51990. if (pointers) {
  51991. pointers.pinchDeltaPercentage = value;
  51992. }
  51993. },
  51994. enumerable: true,
  51995. configurable: true
  51996. });
  51997. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51998. /**
  51999. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  52000. */
  52001. get: function () {
  52002. var pointers = this.inputs.attached["pointers"];
  52003. if (pointers) {
  52004. return pointers.panningSensibility;
  52005. }
  52006. return 0;
  52007. },
  52008. set: function (value) {
  52009. var pointers = this.inputs.attached["pointers"];
  52010. if (pointers) {
  52011. pointers.panningSensibility = value;
  52012. }
  52013. },
  52014. enumerable: true,
  52015. configurable: true
  52016. });
  52017. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  52018. /**
  52019. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  52020. */
  52021. get: function () {
  52022. var keyboard = this.inputs.attached["keyboard"];
  52023. if (keyboard) {
  52024. return keyboard.keysUp;
  52025. }
  52026. return [];
  52027. },
  52028. set: function (value) {
  52029. var keyboard = this.inputs.attached["keyboard"];
  52030. if (keyboard) {
  52031. keyboard.keysUp = value;
  52032. }
  52033. },
  52034. enumerable: true,
  52035. configurable: true
  52036. });
  52037. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  52038. /**
  52039. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  52040. */
  52041. get: function () {
  52042. var keyboard = this.inputs.attached["keyboard"];
  52043. if (keyboard) {
  52044. return keyboard.keysDown;
  52045. }
  52046. return [];
  52047. },
  52048. set: function (value) {
  52049. var keyboard = this.inputs.attached["keyboard"];
  52050. if (keyboard) {
  52051. keyboard.keysDown = value;
  52052. }
  52053. },
  52054. enumerable: true,
  52055. configurable: true
  52056. });
  52057. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  52058. /**
  52059. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  52060. */
  52061. get: function () {
  52062. var keyboard = this.inputs.attached["keyboard"];
  52063. if (keyboard) {
  52064. return keyboard.keysLeft;
  52065. }
  52066. return [];
  52067. },
  52068. set: function (value) {
  52069. var keyboard = this.inputs.attached["keyboard"];
  52070. if (keyboard) {
  52071. keyboard.keysLeft = value;
  52072. }
  52073. },
  52074. enumerable: true,
  52075. configurable: true
  52076. });
  52077. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  52078. /**
  52079. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  52080. */
  52081. get: function () {
  52082. var keyboard = this.inputs.attached["keyboard"];
  52083. if (keyboard) {
  52084. return keyboard.keysRight;
  52085. }
  52086. return [];
  52087. },
  52088. set: function (value) {
  52089. var keyboard = this.inputs.attached["keyboard"];
  52090. if (keyboard) {
  52091. keyboard.keysRight = value;
  52092. }
  52093. },
  52094. enumerable: true,
  52095. configurable: true
  52096. });
  52097. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  52098. /**
  52099. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  52100. */
  52101. get: function () {
  52102. var mousewheel = this.inputs.attached["mousewheel"];
  52103. if (mousewheel) {
  52104. return mousewheel.wheelPrecision;
  52105. }
  52106. return 0;
  52107. },
  52108. set: function (value) {
  52109. var mousewheel = this.inputs.attached["mousewheel"];
  52110. if (mousewheel) {
  52111. mousewheel.wheelPrecision = value;
  52112. }
  52113. },
  52114. enumerable: true,
  52115. configurable: true
  52116. });
  52117. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  52118. /**
  52119. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  52120. * It will be used instead of pinchDeltaPrecision if different from 0.
  52121. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  52122. */
  52123. get: function () {
  52124. var mousewheel = this.inputs.attached["mousewheel"];
  52125. if (mousewheel) {
  52126. return mousewheel.wheelDeltaPercentage;
  52127. }
  52128. return 0;
  52129. },
  52130. set: function (value) {
  52131. var mousewheel = this.inputs.attached["mousewheel"];
  52132. if (mousewheel) {
  52133. mousewheel.wheelDeltaPercentage = value;
  52134. }
  52135. },
  52136. enumerable: true,
  52137. configurable: true
  52138. });
  52139. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  52140. /**
  52141. * Gets the bouncing behavior of the camera if it has been enabled.
  52142. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  52143. */
  52144. get: function () {
  52145. return this._bouncingBehavior;
  52146. },
  52147. enumerable: true,
  52148. configurable: true
  52149. });
  52150. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  52151. /**
  52152. * Defines if the bouncing behavior of the camera is enabled on the camera.
  52153. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  52154. */
  52155. get: function () {
  52156. return this._bouncingBehavior != null;
  52157. },
  52158. set: function (value) {
  52159. if (value === this.useBouncingBehavior) {
  52160. return;
  52161. }
  52162. if (value) {
  52163. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  52164. this.addBehavior(this._bouncingBehavior);
  52165. }
  52166. else if (this._bouncingBehavior) {
  52167. this.removeBehavior(this._bouncingBehavior);
  52168. this._bouncingBehavior = null;
  52169. }
  52170. },
  52171. enumerable: true,
  52172. configurable: true
  52173. });
  52174. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  52175. /**
  52176. * Gets the framing behavior of the camera if it has been enabled.
  52177. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  52178. */
  52179. get: function () {
  52180. return this._framingBehavior;
  52181. },
  52182. enumerable: true,
  52183. configurable: true
  52184. });
  52185. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  52186. /**
  52187. * Defines if the framing behavior of the camera is enabled on the camera.
  52188. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  52189. */
  52190. get: function () {
  52191. return this._framingBehavior != null;
  52192. },
  52193. set: function (value) {
  52194. if (value === this.useFramingBehavior) {
  52195. return;
  52196. }
  52197. if (value) {
  52198. this._framingBehavior = new BABYLON.FramingBehavior();
  52199. this.addBehavior(this._framingBehavior);
  52200. }
  52201. else if (this._framingBehavior) {
  52202. this.removeBehavior(this._framingBehavior);
  52203. this._framingBehavior = null;
  52204. }
  52205. },
  52206. enumerable: true,
  52207. configurable: true
  52208. });
  52209. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  52210. /**
  52211. * Gets the auto rotation behavior of the camera if it has been enabled.
  52212. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52213. */
  52214. get: function () {
  52215. return this._autoRotationBehavior;
  52216. },
  52217. enumerable: true,
  52218. configurable: true
  52219. });
  52220. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  52221. /**
  52222. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  52223. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52224. */
  52225. get: function () {
  52226. return this._autoRotationBehavior != null;
  52227. },
  52228. set: function (value) {
  52229. if (value === this.useAutoRotationBehavior) {
  52230. return;
  52231. }
  52232. if (value) {
  52233. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  52234. this.addBehavior(this._autoRotationBehavior);
  52235. }
  52236. else if (this._autoRotationBehavior) {
  52237. this.removeBehavior(this._autoRotationBehavior);
  52238. this._autoRotationBehavior = null;
  52239. }
  52240. },
  52241. enumerable: true,
  52242. configurable: true
  52243. });
  52244. // Cache
  52245. /** @hidden */
  52246. ArcRotateCamera.prototype._initCache = function () {
  52247. _super.prototype._initCache.call(this);
  52248. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  52249. this._cache.alpha = undefined;
  52250. this._cache.beta = undefined;
  52251. this._cache.radius = undefined;
  52252. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  52253. };
  52254. /** @hidden */
  52255. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  52256. if (!ignoreParentClass) {
  52257. _super.prototype._updateCache.call(this);
  52258. }
  52259. this._cache._target.copyFrom(this._getTargetPosition());
  52260. this._cache.alpha = this.alpha;
  52261. this._cache.beta = this.beta;
  52262. this._cache.radius = this.radius;
  52263. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  52264. };
  52265. ArcRotateCamera.prototype._getTargetPosition = function () {
  52266. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  52267. var pos = this._targetHost.absolutePosition;
  52268. if (this._targetBoundingCenter) {
  52269. pos.addToRef(this._targetBoundingCenter, this._target);
  52270. }
  52271. else {
  52272. this._target.copyFrom(pos);
  52273. }
  52274. }
  52275. var lockedTargetPosition = this._getLockedTargetPosition();
  52276. if (lockedTargetPosition) {
  52277. return lockedTargetPosition;
  52278. }
  52279. return this._target;
  52280. };
  52281. /**
  52282. * Stores the current state of the camera (alpha, beta, radius and target)
  52283. * @returns the camera itself
  52284. */
  52285. ArcRotateCamera.prototype.storeState = function () {
  52286. this._storedAlpha = this.alpha;
  52287. this._storedBeta = this.beta;
  52288. this._storedRadius = this.radius;
  52289. this._storedTarget = this._getTargetPosition().clone();
  52290. return _super.prototype.storeState.call(this);
  52291. };
  52292. /**
  52293. * @hidden
  52294. * Restored camera state. You must call storeState() first
  52295. */
  52296. ArcRotateCamera.prototype._restoreStateValues = function () {
  52297. if (!_super.prototype._restoreStateValues.call(this)) {
  52298. return false;
  52299. }
  52300. this.alpha = this._storedAlpha;
  52301. this.beta = this._storedBeta;
  52302. this.radius = this._storedRadius;
  52303. this.setTarget(this._storedTarget.clone());
  52304. this.inertialAlphaOffset = 0;
  52305. this.inertialBetaOffset = 0;
  52306. this.inertialRadiusOffset = 0;
  52307. this.inertialPanningX = 0;
  52308. this.inertialPanningY = 0;
  52309. return true;
  52310. };
  52311. // Synchronized
  52312. /** @hidden */
  52313. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  52314. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  52315. return false;
  52316. }
  52317. return this._cache._target.equals(this._getTargetPosition())
  52318. && this._cache.alpha === this.alpha
  52319. && this._cache.beta === this.beta
  52320. && this._cache.radius === this.radius
  52321. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  52322. };
  52323. /**
  52324. * Attached controls to the current camera.
  52325. * @param element Defines the element the controls should be listened from
  52326. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  52327. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  52328. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  52329. */
  52330. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  52331. var _this = this;
  52332. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  52333. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  52334. this._useCtrlForPanning = useCtrlForPanning;
  52335. this._panningMouseButton = panningMouseButton;
  52336. this.inputs.attachElement(element, noPreventDefault);
  52337. this._reset = function () {
  52338. _this.inertialAlphaOffset = 0;
  52339. _this.inertialBetaOffset = 0;
  52340. _this.inertialRadiusOffset = 0;
  52341. _this.inertialPanningX = 0;
  52342. _this.inertialPanningY = 0;
  52343. };
  52344. };
  52345. /**
  52346. * Detach the current controls from the camera.
  52347. * The camera will stop reacting to inputs.
  52348. * @param element Defines the element to stop listening the inputs from
  52349. */
  52350. ArcRotateCamera.prototype.detachControl = function (element) {
  52351. this.inputs.detachElement(element);
  52352. if (this._reset) {
  52353. this._reset();
  52354. }
  52355. };
  52356. /** @hidden */
  52357. ArcRotateCamera.prototype._checkInputs = function () {
  52358. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  52359. if (this._collisionTriggered) {
  52360. return;
  52361. }
  52362. this.inputs.checkInputs();
  52363. // Inertia
  52364. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  52365. var inertialAlphaOffset = this.inertialAlphaOffset;
  52366. if (this.beta <= 0) {
  52367. inertialAlphaOffset *= -1;
  52368. }
  52369. if (this.getScene().useRightHandedSystem) {
  52370. inertialAlphaOffset *= -1;
  52371. }
  52372. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  52373. inertialAlphaOffset *= -1;
  52374. }
  52375. this.alpha += inertialAlphaOffset;
  52376. this.beta += this.inertialBetaOffset;
  52377. this.radius -= this.inertialRadiusOffset;
  52378. this.inertialAlphaOffset *= this.inertia;
  52379. this.inertialBetaOffset *= this.inertia;
  52380. this.inertialRadiusOffset *= this.inertia;
  52381. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  52382. this.inertialAlphaOffset = 0;
  52383. }
  52384. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  52385. this.inertialBetaOffset = 0;
  52386. }
  52387. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  52388. this.inertialRadiusOffset = 0;
  52389. }
  52390. }
  52391. // Panning inertia
  52392. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  52393. if (!this._localDirection) {
  52394. this._localDirection = BABYLON.Vector3.Zero();
  52395. this._transformedDirection = BABYLON.Vector3.Zero();
  52396. }
  52397. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  52398. this._localDirection.multiplyInPlace(this.panningAxis);
  52399. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  52400. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  52401. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  52402. if (!this.panningAxis.y) {
  52403. this._transformedDirection.y = 0;
  52404. }
  52405. if (!this._targetHost) {
  52406. if (this.panningDistanceLimit) {
  52407. this._transformedDirection.addInPlace(this._target);
  52408. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  52409. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  52410. this._target.copyFrom(this._transformedDirection);
  52411. }
  52412. }
  52413. else {
  52414. this._target.addInPlace(this._transformedDirection);
  52415. }
  52416. }
  52417. this.inertialPanningX *= this.panningInertia;
  52418. this.inertialPanningY *= this.panningInertia;
  52419. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  52420. this.inertialPanningX = 0;
  52421. }
  52422. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  52423. this.inertialPanningY = 0;
  52424. }
  52425. }
  52426. // Limits
  52427. this._checkLimits();
  52428. _super.prototype._checkInputs.call(this);
  52429. };
  52430. ArcRotateCamera.prototype._checkLimits = function () {
  52431. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  52432. if (this.allowUpsideDown && this.beta > Math.PI) {
  52433. this.beta = this.beta - (2 * Math.PI);
  52434. }
  52435. }
  52436. else {
  52437. if (this.beta < this.lowerBetaLimit) {
  52438. this.beta = this.lowerBetaLimit;
  52439. }
  52440. }
  52441. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  52442. if (this.allowUpsideDown && this.beta < -Math.PI) {
  52443. this.beta = this.beta + (2 * Math.PI);
  52444. }
  52445. }
  52446. else {
  52447. if (this.beta > this.upperBetaLimit) {
  52448. this.beta = this.upperBetaLimit;
  52449. }
  52450. }
  52451. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  52452. this.alpha = this.lowerAlphaLimit;
  52453. }
  52454. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  52455. this.alpha = this.upperAlphaLimit;
  52456. }
  52457. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  52458. this.radius = this.lowerRadiusLimit;
  52459. this.inertialRadiusOffset = 0;
  52460. }
  52461. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  52462. this.radius = this.upperRadiusLimit;
  52463. this.inertialRadiusOffset = 0;
  52464. }
  52465. };
  52466. /**
  52467. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  52468. */
  52469. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  52470. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  52471. this.radius = this._computationVector.length();
  52472. if (this.radius === 0) {
  52473. this.radius = 0.0001; // Just to avoid division by zero
  52474. }
  52475. // Alpha
  52476. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  52477. if (this._computationVector.z < 0) {
  52478. this.alpha = 2 * Math.PI - this.alpha;
  52479. }
  52480. // Beta
  52481. this.beta = Math.acos(this._computationVector.y / this.radius);
  52482. this._checkLimits();
  52483. };
  52484. /**
  52485. * Use a position to define the current camera related information like aplha, beta and radius
  52486. * @param position Defines the position to set the camera at
  52487. */
  52488. ArcRotateCamera.prototype.setPosition = function (position) {
  52489. if (this.position.equals(position)) {
  52490. return;
  52491. }
  52492. this.position.copyFrom(position);
  52493. this.rebuildAnglesAndRadius();
  52494. };
  52495. /**
  52496. * Defines the target the camera should look at.
  52497. * This will automatically adapt alpha beta and radius to fit within the new target.
  52498. * @param target Defines the new target as a Vector or a mesh
  52499. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  52500. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  52501. */
  52502. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  52503. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  52504. if (allowSamePosition === void 0) { allowSamePosition = false; }
  52505. if (target.getBoundingInfo) {
  52506. if (toBoundingCenter) {
  52507. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  52508. }
  52509. else {
  52510. this._targetBoundingCenter = null;
  52511. }
  52512. this._targetHost = target;
  52513. this._target = this._getTargetPosition();
  52514. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  52515. }
  52516. else {
  52517. var newTarget = target;
  52518. var currentTarget = this._getTargetPosition();
  52519. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  52520. return;
  52521. }
  52522. this._targetHost = null;
  52523. this._target = newTarget;
  52524. this._targetBoundingCenter = null;
  52525. this.onMeshTargetChangedObservable.notifyObservers(null);
  52526. }
  52527. this.rebuildAnglesAndRadius();
  52528. };
  52529. /** @hidden */
  52530. ArcRotateCamera.prototype._getViewMatrix = function () {
  52531. // Compute
  52532. var cosa = Math.cos(this.alpha);
  52533. var sina = Math.sin(this.alpha);
  52534. var cosb = Math.cos(this.beta);
  52535. var sinb = Math.sin(this.beta);
  52536. if (sinb === 0) {
  52537. sinb = 0.0001;
  52538. }
  52539. var target = this._getTargetPosition();
  52540. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52541. // Rotate according to up vector
  52542. if (this.upVector.x !== 0 || this.upVector.y !== 1.0 || this.upVector.z !== 0) {
  52543. if (!this._tempAxisVector) {
  52544. this._tempAxisVector = new BABYLON.Vector3();
  52545. this._tempAxisRotationMatrix = new BABYLON.Matrix();
  52546. }
  52547. BABYLON.Vector3.CrossToRef(BABYLON.Vector3.Up(), this.upVector, this._tempAxisVector);
  52548. this._tempAxisVector.normalize();
  52549. var angle = Math.acos(BABYLON.Vector3.Dot(BABYLON.Vector3.UpReadOnly, this.upVector));
  52550. BABYLON.Matrix.RotationAxisToRef(this._tempAxisVector, angle, this._tempAxisRotationMatrix);
  52551. this._tempAxisVector.copyFrom(this._computationVector);
  52552. BABYLON.Vector3.TransformCoordinatesToRef(this._tempAxisVector, this._tempAxisRotationMatrix, this._computationVector);
  52553. }
  52554. target.addToRef(this._computationVector, this._newPosition);
  52555. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52556. if (!this._collider) {
  52557. this._collider = new BABYLON.Collider();
  52558. }
  52559. this._collider._radius = this.collisionRadius;
  52560. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52561. this._collisionTriggered = true;
  52562. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52563. }
  52564. else {
  52565. this.position.copyFrom(this._newPosition);
  52566. var up = this.upVector;
  52567. if (this.allowUpsideDown && sinb < 0) {
  52568. up = up.clone();
  52569. up = up.negate();
  52570. }
  52571. this._computeViewMatrix(this.position, target, up);
  52572. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52573. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52574. }
  52575. this._currentTarget = target;
  52576. return this._viewMatrix;
  52577. };
  52578. /**
  52579. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52580. * @param meshes Defines the mesh to zoom on
  52581. * @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)
  52582. */
  52583. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52584. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52585. meshes = meshes || this.getScene().meshes;
  52586. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52587. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52588. this.radius = distance * this.zoomOnFactor;
  52589. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52590. };
  52591. /**
  52592. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52593. * The target will be changed but the radius
  52594. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52595. * @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)
  52596. */
  52597. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52598. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52599. var meshesOrMinMaxVector;
  52600. var distance;
  52601. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52602. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52603. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52604. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52605. }
  52606. else { //minMaxVector and distance
  52607. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52608. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52609. distance = minMaxVectorAndDistance.distance;
  52610. }
  52611. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52612. if (!doNotUpdateMaxZ) {
  52613. this.maxZ = distance * 2;
  52614. }
  52615. };
  52616. /**
  52617. * @override
  52618. * Override Camera.createRigCamera
  52619. */
  52620. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52621. var alphaShift = 0;
  52622. switch (this.cameraRigMode) {
  52623. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52624. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52625. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52626. case BABYLON.Camera.RIG_MODE_VR:
  52627. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52628. break;
  52629. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52630. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52631. break;
  52632. }
  52633. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52634. rigCam._cameraRigParams = {};
  52635. return rigCam;
  52636. };
  52637. /**
  52638. * @hidden
  52639. * @override
  52640. * Override Camera._updateRigCameras
  52641. */
  52642. ArcRotateCamera.prototype._updateRigCameras = function () {
  52643. var camLeft = this._rigCameras[0];
  52644. var camRight = this._rigCameras[1];
  52645. camLeft.beta = camRight.beta = this.beta;
  52646. switch (this.cameraRigMode) {
  52647. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52648. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52649. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52650. case BABYLON.Camera.RIG_MODE_VR:
  52651. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52652. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52653. break;
  52654. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52655. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52656. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52657. break;
  52658. }
  52659. _super.prototype._updateRigCameras.call(this);
  52660. };
  52661. /**
  52662. * Destroy the camera and release the current resources hold by it.
  52663. */
  52664. ArcRotateCamera.prototype.dispose = function () {
  52665. this.inputs.clear();
  52666. _super.prototype.dispose.call(this);
  52667. };
  52668. /**
  52669. * Gets the current object class name.
  52670. * @return the class name
  52671. */
  52672. ArcRotateCamera.prototype.getClassName = function () {
  52673. return "ArcRotateCamera";
  52674. };
  52675. __decorate([
  52676. BABYLON.serialize()
  52677. ], ArcRotateCamera.prototype, "alpha", void 0);
  52678. __decorate([
  52679. BABYLON.serialize()
  52680. ], ArcRotateCamera.prototype, "beta", void 0);
  52681. __decorate([
  52682. BABYLON.serialize()
  52683. ], ArcRotateCamera.prototype, "radius", void 0);
  52684. __decorate([
  52685. BABYLON.serializeAsVector3("target")
  52686. ], ArcRotateCamera.prototype, "_target", void 0);
  52687. __decorate([
  52688. BABYLON.serialize()
  52689. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52690. __decorate([
  52691. BABYLON.serialize()
  52692. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52693. __decorate([
  52694. BABYLON.serialize()
  52695. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52696. __decorate([
  52697. BABYLON.serialize()
  52698. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52699. __decorate([
  52700. BABYLON.serialize()
  52701. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52702. __decorate([
  52703. BABYLON.serialize()
  52704. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52705. __decorate([
  52706. BABYLON.serialize()
  52707. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52708. __decorate([
  52709. BABYLON.serialize()
  52710. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52711. __decorate([
  52712. BABYLON.serialize()
  52713. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52714. __decorate([
  52715. BABYLON.serialize()
  52716. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52717. __decorate([
  52718. BABYLON.serialize()
  52719. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52720. __decorate([
  52721. BABYLON.serialize()
  52722. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52723. __decorate([
  52724. BABYLON.serialize()
  52725. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52726. __decorate([
  52727. BABYLON.serializeAsVector3()
  52728. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52729. __decorate([
  52730. BABYLON.serialize()
  52731. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52732. __decorate([
  52733. BABYLON.serialize()
  52734. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52735. __decorate([
  52736. BABYLON.serialize()
  52737. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52738. __decorate([
  52739. BABYLON.serialize()
  52740. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52741. __decorate([
  52742. BABYLON.serialize()
  52743. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52744. return ArcRotateCamera;
  52745. }(BABYLON.TargetCamera));
  52746. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52747. })(BABYLON || (BABYLON = {}));
  52748. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52749. var BABYLON;
  52750. (function (BABYLON) {
  52751. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52752. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52753. });
  52754. /**
  52755. * The HemisphericLight simulates the ambient environment light,
  52756. * so the passed direction is the light reflection direction, not the incoming direction.
  52757. */
  52758. var HemisphericLight = /** @class */ (function (_super) {
  52759. __extends(HemisphericLight, _super);
  52760. /**
  52761. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52762. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52763. * The HemisphericLight can't cast shadows.
  52764. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52765. * @param name The friendly name of the light
  52766. * @param direction The direction of the light reflection
  52767. * @param scene The scene the light belongs to
  52768. */
  52769. function HemisphericLight(name, direction, scene) {
  52770. var _this = _super.call(this, name, scene) || this;
  52771. /**
  52772. * The groundColor is the light in the opposite direction to the one specified during creation.
  52773. * 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.
  52774. */
  52775. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52776. _this.direction = direction || BABYLON.Vector3.Up();
  52777. return _this;
  52778. }
  52779. HemisphericLight.prototype._buildUniformLayout = function () {
  52780. this._uniformBuffer.addUniform("vLightData", 4);
  52781. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52782. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52783. this._uniformBuffer.addUniform("vLightGround", 3);
  52784. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52785. this._uniformBuffer.addUniform("depthValues", 2);
  52786. this._uniformBuffer.create();
  52787. };
  52788. /**
  52789. * Returns the string "HemisphericLight".
  52790. * @return The class name
  52791. */
  52792. HemisphericLight.prototype.getClassName = function () {
  52793. return "HemisphericLight";
  52794. };
  52795. /**
  52796. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52797. * Returns the updated direction.
  52798. * @param target The target the direction should point to
  52799. * @return The computed direction
  52800. */
  52801. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52802. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52803. return this.direction;
  52804. };
  52805. /**
  52806. * Returns the shadow generator associated to the light.
  52807. * @returns Always null for hemispheric lights because it does not support shadows.
  52808. */
  52809. HemisphericLight.prototype.getShadowGenerator = function () {
  52810. return null;
  52811. };
  52812. /**
  52813. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52814. * @param effect The effect to update
  52815. * @param lightIndex The index of the light in the effect to update
  52816. * @returns The hemispheric light
  52817. */
  52818. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52819. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52820. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52821. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52822. return this;
  52823. };
  52824. /**
  52825. * Computes the world matrix of the node
  52826. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52827. * @param useWasUpdatedFlag defines a reserved property
  52828. * @returns the world matrix
  52829. */
  52830. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52831. if (!this._worldMatrix) {
  52832. this._worldMatrix = BABYLON.Matrix.Identity();
  52833. }
  52834. return this._worldMatrix;
  52835. };
  52836. /**
  52837. * Returns the integer 3.
  52838. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52839. */
  52840. HemisphericLight.prototype.getTypeID = function () {
  52841. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52842. };
  52843. /**
  52844. * Prepares the list of defines specific to the light type.
  52845. * @param defines the list of defines
  52846. * @param lightIndex defines the index of the light for the effect
  52847. */
  52848. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52849. defines["HEMILIGHT" + lightIndex] = true;
  52850. };
  52851. __decorate([
  52852. BABYLON.serializeAsColor3()
  52853. ], HemisphericLight.prototype, "groundColor", void 0);
  52854. __decorate([
  52855. BABYLON.serializeAsVector3()
  52856. ], HemisphericLight.prototype, "direction", void 0);
  52857. return HemisphericLight;
  52858. }(BABYLON.Light));
  52859. BABYLON.HemisphericLight = HemisphericLight;
  52860. })(BABYLON || (BABYLON = {}));
  52861. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52862. var BABYLON;
  52863. (function (BABYLON) {
  52864. /**
  52865. * Base implementation IShadowLight
  52866. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52867. */
  52868. var ShadowLight = /** @class */ (function (_super) {
  52869. __extends(ShadowLight, _super);
  52870. function ShadowLight() {
  52871. var _this = _super !== null && _super.apply(this, arguments) || this;
  52872. _this._needProjectionMatrixCompute = true;
  52873. return _this;
  52874. }
  52875. ShadowLight.prototype._setPosition = function (value) {
  52876. this._position = value;
  52877. };
  52878. Object.defineProperty(ShadowLight.prototype, "position", {
  52879. /**
  52880. * Sets the position the shadow will be casted from. Also use as the light position for both
  52881. * point and spot lights.
  52882. */
  52883. get: function () {
  52884. return this._position;
  52885. },
  52886. /**
  52887. * Sets the position the shadow will be casted from. Also use as the light position for both
  52888. * point and spot lights.
  52889. */
  52890. set: function (value) {
  52891. this._setPosition(value);
  52892. },
  52893. enumerable: true,
  52894. configurable: true
  52895. });
  52896. ShadowLight.prototype._setDirection = function (value) {
  52897. this._direction = value;
  52898. };
  52899. Object.defineProperty(ShadowLight.prototype, "direction", {
  52900. /**
  52901. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52902. * Also use as the light direction on spot and directional lights.
  52903. */
  52904. get: function () {
  52905. return this._direction;
  52906. },
  52907. /**
  52908. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52909. * Also use as the light direction on spot and directional lights.
  52910. */
  52911. set: function (value) {
  52912. this._setDirection(value);
  52913. },
  52914. enumerable: true,
  52915. configurable: true
  52916. });
  52917. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52918. /**
  52919. * Gets the shadow projection clipping minimum z value.
  52920. */
  52921. get: function () {
  52922. return this._shadowMinZ;
  52923. },
  52924. /**
  52925. * Sets the shadow projection clipping minimum z value.
  52926. */
  52927. set: function (value) {
  52928. this._shadowMinZ = value;
  52929. this.forceProjectionMatrixCompute();
  52930. },
  52931. enumerable: true,
  52932. configurable: true
  52933. });
  52934. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52935. /**
  52936. * Sets the shadow projection clipping maximum z value.
  52937. */
  52938. get: function () {
  52939. return this._shadowMaxZ;
  52940. },
  52941. /**
  52942. * Gets the shadow projection clipping maximum z value.
  52943. */
  52944. set: function (value) {
  52945. this._shadowMaxZ = value;
  52946. this.forceProjectionMatrixCompute();
  52947. },
  52948. enumerable: true,
  52949. configurable: true
  52950. });
  52951. /**
  52952. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52953. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52954. */
  52955. ShadowLight.prototype.computeTransformedInformation = function () {
  52956. if (this.parent && this.parent.getWorldMatrix) {
  52957. if (!this.transformedPosition) {
  52958. this.transformedPosition = BABYLON.Vector3.Zero();
  52959. }
  52960. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52961. // In case the direction is present.
  52962. if (this.direction) {
  52963. if (!this.transformedDirection) {
  52964. this.transformedDirection = BABYLON.Vector3.Zero();
  52965. }
  52966. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52967. }
  52968. return true;
  52969. }
  52970. return false;
  52971. };
  52972. /**
  52973. * Return the depth scale used for the shadow map.
  52974. * @returns the depth scale.
  52975. */
  52976. ShadowLight.prototype.getDepthScale = function () {
  52977. return 50.0;
  52978. };
  52979. /**
  52980. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52981. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52982. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52983. */
  52984. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52985. return this.transformedDirection ? this.transformedDirection : this.direction;
  52986. };
  52987. /**
  52988. * Returns the ShadowLight absolute position in the World.
  52989. * @returns the position vector in world space
  52990. */
  52991. ShadowLight.prototype.getAbsolutePosition = function () {
  52992. return this.transformedPosition ? this.transformedPosition : this.position;
  52993. };
  52994. /**
  52995. * Sets the ShadowLight direction toward the passed target.
  52996. * @param target The point tot target in local space
  52997. * @returns the updated ShadowLight direction
  52998. */
  52999. ShadowLight.prototype.setDirectionToTarget = function (target) {
  53000. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  53001. return this.direction;
  53002. };
  53003. /**
  53004. * Returns the light rotation in euler definition.
  53005. * @returns the x y z rotation in local space.
  53006. */
  53007. ShadowLight.prototype.getRotation = function () {
  53008. this.direction.normalize();
  53009. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  53010. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  53011. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  53012. };
  53013. /**
  53014. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  53015. * @returns true if a cube texture needs to be use
  53016. */
  53017. ShadowLight.prototype.needCube = function () {
  53018. return false;
  53019. };
  53020. /**
  53021. * Detects if the projection matrix requires to be recomputed this frame.
  53022. * @returns true if it requires to be recomputed otherwise, false.
  53023. */
  53024. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  53025. return this._needProjectionMatrixCompute;
  53026. };
  53027. /**
  53028. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  53029. */
  53030. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  53031. this._needProjectionMatrixCompute = true;
  53032. };
  53033. /** @hidden */
  53034. ShadowLight.prototype._initCache = function () {
  53035. _super.prototype._initCache.call(this);
  53036. this._cache.position = BABYLON.Vector3.Zero();
  53037. };
  53038. /** @hidden */
  53039. ShadowLight.prototype._isSynchronized = function () {
  53040. if (!this._cache.position.equals(this.position)) {
  53041. return false;
  53042. }
  53043. return true;
  53044. };
  53045. /**
  53046. * Computes the world matrix of the node
  53047. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  53048. * @returns the world matrix
  53049. */
  53050. ShadowLight.prototype.computeWorldMatrix = function (force) {
  53051. if (!force && this.isSynchronized()) {
  53052. this._currentRenderId = this.getScene().getRenderId();
  53053. return this._worldMatrix;
  53054. }
  53055. this._updateCache();
  53056. this._cache.position.copyFrom(this.position);
  53057. if (!this._worldMatrix) {
  53058. this._worldMatrix = BABYLON.Matrix.Identity();
  53059. }
  53060. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  53061. if (this.parent && this.parent.getWorldMatrix) {
  53062. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  53063. this._markSyncedWithParent();
  53064. }
  53065. // Cache the determinant
  53066. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  53067. return this._worldMatrix;
  53068. };
  53069. /**
  53070. * Gets the minZ used for shadow according to both the scene and the light.
  53071. * @param activeCamera The camera we are returning the min for
  53072. * @returns the depth min z
  53073. */
  53074. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  53075. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  53076. };
  53077. /**
  53078. * Gets the maxZ used for shadow according to both the scene and the light.
  53079. * @param activeCamera The camera we are returning the max for
  53080. * @returns the depth max z
  53081. */
  53082. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  53083. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  53084. };
  53085. /**
  53086. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  53087. * @param matrix The materix to updated with the projection information
  53088. * @param viewMatrix The transform matrix of the light
  53089. * @param renderList The list of mesh to render in the map
  53090. * @returns The current light
  53091. */
  53092. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53093. if (this.customProjectionMatrixBuilder) {
  53094. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  53095. }
  53096. else {
  53097. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53098. }
  53099. return this;
  53100. };
  53101. __decorate([
  53102. BABYLON.serializeAsVector3()
  53103. ], ShadowLight.prototype, "position", null);
  53104. __decorate([
  53105. BABYLON.serializeAsVector3()
  53106. ], ShadowLight.prototype, "direction", null);
  53107. __decorate([
  53108. BABYLON.serialize()
  53109. ], ShadowLight.prototype, "shadowMinZ", null);
  53110. __decorate([
  53111. BABYLON.serialize()
  53112. ], ShadowLight.prototype, "shadowMaxZ", null);
  53113. return ShadowLight;
  53114. }(BABYLON.Light));
  53115. BABYLON.ShadowLight = ShadowLight;
  53116. })(BABYLON || (BABYLON = {}));
  53117. //# sourceMappingURL=babylon.shadowLight.js.map
  53118. var BABYLON;
  53119. (function (BABYLON) {
  53120. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  53121. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  53122. });
  53123. /**
  53124. * A point light is a light defined by an unique point in world space.
  53125. * The light is emitted in every direction from this point.
  53126. * A good example of a point light is a standard light bulb.
  53127. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53128. */
  53129. var PointLight = /** @class */ (function (_super) {
  53130. __extends(PointLight, _super);
  53131. /**
  53132. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53133. * A PointLight emits the light in every direction.
  53134. * It can cast shadows.
  53135. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53136. * ```javascript
  53137. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  53138. * ```
  53139. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53140. * @param name The light friendly name
  53141. * @param position The position of the point light in the scene
  53142. * @param scene The scene the lights belongs to
  53143. */
  53144. function PointLight(name, position, scene) {
  53145. var _this = _super.call(this, name, scene) || this;
  53146. _this._shadowAngle = Math.PI / 2;
  53147. _this.position = position;
  53148. return _this;
  53149. }
  53150. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  53151. /**
  53152. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53153. * This specifies what angle the shadow will use to be created.
  53154. *
  53155. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53156. */
  53157. get: function () {
  53158. return this._shadowAngle;
  53159. },
  53160. /**
  53161. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53162. * This specifies what angle the shadow will use to be created.
  53163. *
  53164. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53165. */
  53166. set: function (value) {
  53167. this._shadowAngle = value;
  53168. this.forceProjectionMatrixCompute();
  53169. },
  53170. enumerable: true,
  53171. configurable: true
  53172. });
  53173. Object.defineProperty(PointLight.prototype, "direction", {
  53174. /**
  53175. * Gets the direction if it has been set.
  53176. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53177. */
  53178. get: function () {
  53179. return this._direction;
  53180. },
  53181. /**
  53182. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53183. */
  53184. set: function (value) {
  53185. var previousNeedCube = this.needCube();
  53186. this._direction = value;
  53187. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  53188. this._shadowGenerator.recreateShadowMap();
  53189. }
  53190. },
  53191. enumerable: true,
  53192. configurable: true
  53193. });
  53194. /**
  53195. * Returns the string "PointLight"
  53196. * @returns the class name
  53197. */
  53198. PointLight.prototype.getClassName = function () {
  53199. return "PointLight";
  53200. };
  53201. /**
  53202. * Returns the integer 0.
  53203. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53204. */
  53205. PointLight.prototype.getTypeID = function () {
  53206. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  53207. };
  53208. /**
  53209. * Specifies wether or not the shadowmap should be a cube texture.
  53210. * @returns true if the shadowmap needs to be a cube texture.
  53211. */
  53212. PointLight.prototype.needCube = function () {
  53213. return !this.direction;
  53214. };
  53215. /**
  53216. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53217. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53218. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53219. */
  53220. PointLight.prototype.getShadowDirection = function (faceIndex) {
  53221. if (this.direction) {
  53222. return _super.prototype.getShadowDirection.call(this, faceIndex);
  53223. }
  53224. else {
  53225. switch (faceIndex) {
  53226. case 0:
  53227. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  53228. case 1:
  53229. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  53230. case 2:
  53231. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  53232. case 3:
  53233. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  53234. case 4:
  53235. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  53236. case 5:
  53237. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  53238. }
  53239. }
  53240. return BABYLON.Vector3.Zero();
  53241. };
  53242. /**
  53243. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53244. * - fov = PI / 2
  53245. * - aspect ratio : 1.0
  53246. * - z-near and far equal to the active camera minZ and maxZ.
  53247. * Returns the PointLight.
  53248. */
  53249. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53250. var activeCamera = this.getScene().activeCamera;
  53251. if (!activeCamera) {
  53252. return;
  53253. }
  53254. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53255. };
  53256. PointLight.prototype._buildUniformLayout = function () {
  53257. this._uniformBuffer.addUniform("vLightData", 4);
  53258. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53259. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53260. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53261. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53262. this._uniformBuffer.addUniform("depthValues", 2);
  53263. this._uniformBuffer.create();
  53264. };
  53265. /**
  53266. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53267. * @param effect The effect to update
  53268. * @param lightIndex The index of the light in the effect to update
  53269. * @returns The point light
  53270. */
  53271. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  53272. if (this.computeTransformedInformation()) {
  53273. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  53274. }
  53275. else {
  53276. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  53277. }
  53278. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  53279. return this;
  53280. };
  53281. /**
  53282. * Prepares the list of defines specific to the light type.
  53283. * @param defines the list of defines
  53284. * @param lightIndex defines the index of the light for the effect
  53285. */
  53286. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53287. defines["POINTLIGHT" + lightIndex] = true;
  53288. };
  53289. __decorate([
  53290. BABYLON.serialize()
  53291. ], PointLight.prototype, "shadowAngle", null);
  53292. return PointLight;
  53293. }(BABYLON.ShadowLight));
  53294. BABYLON.PointLight = PointLight;
  53295. })(BABYLON || (BABYLON = {}));
  53296. //# sourceMappingURL=babylon.pointLight.js.map
  53297. var BABYLON;
  53298. (function (BABYLON) {
  53299. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  53300. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  53301. });
  53302. /**
  53303. * A directional light is defined by a direction (what a surprise!).
  53304. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  53305. * 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.
  53306. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53307. */
  53308. var DirectionalLight = /** @class */ (function (_super) {
  53309. __extends(DirectionalLight, _super);
  53310. /**
  53311. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  53312. * The directional light is emitted from everywhere in the given direction.
  53313. * It can cast shadows.
  53314. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53315. * @param name The friendly name of the light
  53316. * @param direction The direction of the light
  53317. * @param scene The scene the light belongs to
  53318. */
  53319. function DirectionalLight(name, direction, scene) {
  53320. var _this = _super.call(this, name, scene) || this;
  53321. _this._shadowFrustumSize = 0;
  53322. _this._shadowOrthoScale = 0.1;
  53323. /**
  53324. * Automatically compute the projection matrix to best fit (including all the casters)
  53325. * on each frame.
  53326. */
  53327. _this.autoUpdateExtends = true;
  53328. // Cache
  53329. _this._orthoLeft = Number.MAX_VALUE;
  53330. _this._orthoRight = Number.MIN_VALUE;
  53331. _this._orthoTop = Number.MIN_VALUE;
  53332. _this._orthoBottom = Number.MAX_VALUE;
  53333. _this.position = direction.scale(-1.0);
  53334. _this.direction = direction;
  53335. return _this;
  53336. }
  53337. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  53338. /**
  53339. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  53340. */
  53341. get: function () {
  53342. return this._shadowFrustumSize;
  53343. },
  53344. /**
  53345. * Specifies a fix frustum size for the shadow generation.
  53346. */
  53347. set: function (value) {
  53348. this._shadowFrustumSize = value;
  53349. this.forceProjectionMatrixCompute();
  53350. },
  53351. enumerable: true,
  53352. configurable: true
  53353. });
  53354. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  53355. /**
  53356. * Gets the shadow projection scale against the optimal computed one.
  53357. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53358. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53359. */
  53360. get: function () {
  53361. return this._shadowOrthoScale;
  53362. },
  53363. /**
  53364. * Sets the shadow projection scale against the optimal computed one.
  53365. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53366. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53367. */
  53368. set: function (value) {
  53369. this._shadowOrthoScale = value;
  53370. this.forceProjectionMatrixCompute();
  53371. },
  53372. enumerable: true,
  53373. configurable: true
  53374. });
  53375. /**
  53376. * Returns the string "DirectionalLight".
  53377. * @return The class name
  53378. */
  53379. DirectionalLight.prototype.getClassName = function () {
  53380. return "DirectionalLight";
  53381. };
  53382. /**
  53383. * Returns the integer 1.
  53384. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53385. */
  53386. DirectionalLight.prototype.getTypeID = function () {
  53387. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  53388. };
  53389. /**
  53390. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  53391. * Returns the DirectionalLight Shadow projection matrix.
  53392. */
  53393. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53394. if (this.shadowFrustumSize > 0) {
  53395. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  53396. }
  53397. else {
  53398. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53399. }
  53400. };
  53401. /**
  53402. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  53403. * Returns the DirectionalLight Shadow projection matrix.
  53404. */
  53405. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  53406. var activeCamera = this.getScene().activeCamera;
  53407. if (!activeCamera) {
  53408. return;
  53409. }
  53410. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53411. };
  53412. /**
  53413. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  53414. * Returns the DirectionalLight Shadow projection matrix.
  53415. */
  53416. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53417. var activeCamera = this.getScene().activeCamera;
  53418. if (!activeCamera) {
  53419. return;
  53420. }
  53421. // Check extends
  53422. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  53423. var tempVector3 = BABYLON.Vector3.Zero();
  53424. this._orthoLeft = Number.MAX_VALUE;
  53425. this._orthoRight = Number.MIN_VALUE;
  53426. this._orthoTop = Number.MIN_VALUE;
  53427. this._orthoBottom = Number.MAX_VALUE;
  53428. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  53429. var mesh = renderList[meshIndex];
  53430. if (!mesh) {
  53431. continue;
  53432. }
  53433. var boundingInfo = mesh.getBoundingInfo();
  53434. var boundingBox = boundingInfo.boundingBox;
  53435. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  53436. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  53437. if (tempVector3.x < this._orthoLeft) {
  53438. this._orthoLeft = tempVector3.x;
  53439. }
  53440. if (tempVector3.y < this._orthoBottom) {
  53441. this._orthoBottom = tempVector3.y;
  53442. }
  53443. if (tempVector3.x > this._orthoRight) {
  53444. this._orthoRight = tempVector3.x;
  53445. }
  53446. if (tempVector3.y > this._orthoTop) {
  53447. this._orthoTop = tempVector3.y;
  53448. }
  53449. }
  53450. }
  53451. }
  53452. var xOffset = this._orthoRight - this._orthoLeft;
  53453. var yOffset = this._orthoTop - this._orthoBottom;
  53454. 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);
  53455. };
  53456. DirectionalLight.prototype._buildUniformLayout = function () {
  53457. this._uniformBuffer.addUniform("vLightData", 4);
  53458. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53459. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53460. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53461. this._uniformBuffer.addUniform("depthValues", 2);
  53462. this._uniformBuffer.create();
  53463. };
  53464. /**
  53465. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  53466. * @param effect The effect to update
  53467. * @param lightIndex The index of the light in the effect to update
  53468. * @returns The directional light
  53469. */
  53470. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  53471. if (this.computeTransformedInformation()) {
  53472. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  53473. return this;
  53474. }
  53475. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  53476. return this;
  53477. };
  53478. /**
  53479. * Gets the minZ used for shadow according to both the scene and the light.
  53480. *
  53481. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53482. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53483. * @param activeCamera The camera we are returning the min for
  53484. * @returns the depth min z
  53485. */
  53486. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  53487. return 1;
  53488. };
  53489. /**
  53490. * Gets the maxZ used for shadow according to both the scene and the light.
  53491. *
  53492. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53493. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53494. * @param activeCamera The camera we are returning the max for
  53495. * @returns the depth max z
  53496. */
  53497. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  53498. return 1;
  53499. };
  53500. /**
  53501. * Prepares the list of defines specific to the light type.
  53502. * @param defines the list of defines
  53503. * @param lightIndex defines the index of the light for the effect
  53504. */
  53505. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53506. defines["DIRLIGHT" + lightIndex] = true;
  53507. };
  53508. __decorate([
  53509. BABYLON.serialize()
  53510. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  53511. __decorate([
  53512. BABYLON.serialize()
  53513. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  53514. __decorate([
  53515. BABYLON.serialize()
  53516. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  53517. return DirectionalLight;
  53518. }(BABYLON.ShadowLight));
  53519. BABYLON.DirectionalLight = DirectionalLight;
  53520. })(BABYLON || (BABYLON = {}));
  53521. //# sourceMappingURL=babylon.directionalLight.js.map
  53522. var BABYLON;
  53523. (function (BABYLON) {
  53524. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  53525. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  53526. });
  53527. /**
  53528. * A spot light is defined by a position, a direction, an angle, and an exponent.
  53529. * These values define a cone of light starting from the position, emitting toward the direction.
  53530. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  53531. * and the exponent defines the speed of the decay of the light with distance (reach).
  53532. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53533. */
  53534. var SpotLight = /** @class */ (function (_super) {
  53535. __extends(SpotLight, _super);
  53536. /**
  53537. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53538. * It can cast shadows.
  53539. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53540. * @param name The light friendly name
  53541. * @param position The position of the spot light in the scene
  53542. * @param direction The direction of the light in the scene
  53543. * @param angle The cone angle of the light in Radians
  53544. * @param exponent The light decay speed with the distance from the emission spot
  53545. * @param scene The scene the lights belongs to
  53546. */
  53547. function SpotLight(name, position, direction, angle, exponent, scene) {
  53548. var _this = _super.call(this, name, scene) || this;
  53549. _this._innerAngle = 0;
  53550. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53551. _this._projectionTextureLightNear = 1e-6;
  53552. _this._projectionTextureLightFar = 1000.0;
  53553. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53554. _this._projectionTextureViewLightDirty = true;
  53555. _this._projectionTextureProjectionLightDirty = true;
  53556. _this._projectionTextureDirty = true;
  53557. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53558. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53559. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53560. _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);
  53561. _this.position = position;
  53562. _this.direction = direction;
  53563. _this.angle = angle;
  53564. _this.exponent = exponent;
  53565. return _this;
  53566. }
  53567. Object.defineProperty(SpotLight.prototype, "angle", {
  53568. /**
  53569. * Gets the cone angle of the spot light in Radians.
  53570. */
  53571. get: function () {
  53572. return this._angle;
  53573. },
  53574. /**
  53575. * Sets the cone angle of the spot light in Radians.
  53576. */
  53577. set: function (value) {
  53578. this._angle = value;
  53579. this._cosHalfAngle = Math.cos(value * 0.5);
  53580. this._projectionTextureProjectionLightDirty = true;
  53581. this.forceProjectionMatrixCompute();
  53582. this._computeAngleValues();
  53583. },
  53584. enumerable: true,
  53585. configurable: true
  53586. });
  53587. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53588. /**
  53589. * Only used in gltf falloff mode, this defines the angle where
  53590. * the directional falloff will start before cutting at angle which could be seen
  53591. * as outer angle.
  53592. */
  53593. get: function () {
  53594. return this._innerAngle;
  53595. },
  53596. /**
  53597. * Only used in gltf falloff mode, this defines the angle where
  53598. * the directional falloff will start before cutting at angle which could be seen
  53599. * as outer angle.
  53600. */
  53601. set: function (value) {
  53602. this._innerAngle = value;
  53603. this._computeAngleValues();
  53604. },
  53605. enumerable: true,
  53606. configurable: true
  53607. });
  53608. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53609. /**
  53610. * Allows scaling the angle of the light for shadow generation only.
  53611. */
  53612. get: function () {
  53613. return this._shadowAngleScale;
  53614. },
  53615. /**
  53616. * Allows scaling the angle of the light for shadow generation only.
  53617. */
  53618. set: function (value) {
  53619. this._shadowAngleScale = value;
  53620. this.forceProjectionMatrixCompute();
  53621. },
  53622. enumerable: true,
  53623. configurable: true
  53624. });
  53625. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53626. /**
  53627. * Allows reading the projecton texture
  53628. */
  53629. get: function () {
  53630. return this._projectionTextureMatrix;
  53631. },
  53632. enumerable: true,
  53633. configurable: true
  53634. });
  53635. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53636. /**
  53637. * Gets the near clip of the Spotlight for texture projection.
  53638. */
  53639. get: function () {
  53640. return this._projectionTextureLightNear;
  53641. },
  53642. /**
  53643. * Sets the near clip of the Spotlight for texture projection.
  53644. */
  53645. set: function (value) {
  53646. this._projectionTextureLightNear = value;
  53647. this._projectionTextureProjectionLightDirty = true;
  53648. },
  53649. enumerable: true,
  53650. configurable: true
  53651. });
  53652. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53653. /**
  53654. * Gets the far clip of the Spotlight for texture projection.
  53655. */
  53656. get: function () {
  53657. return this._projectionTextureLightFar;
  53658. },
  53659. /**
  53660. * Sets the far clip of the Spotlight for texture projection.
  53661. */
  53662. set: function (value) {
  53663. this._projectionTextureLightFar = value;
  53664. this._projectionTextureProjectionLightDirty = true;
  53665. },
  53666. enumerable: true,
  53667. configurable: true
  53668. });
  53669. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53670. /**
  53671. * Gets the Up vector of the Spotlight for texture projection.
  53672. */
  53673. get: function () {
  53674. return this._projectionTextureUpDirection;
  53675. },
  53676. /**
  53677. * Sets the Up vector of the Spotlight for texture projection.
  53678. */
  53679. set: function (value) {
  53680. this._projectionTextureUpDirection = value;
  53681. this._projectionTextureProjectionLightDirty = true;
  53682. },
  53683. enumerable: true,
  53684. configurable: true
  53685. });
  53686. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53687. /**
  53688. * Gets the projection texture of the light.
  53689. */
  53690. get: function () {
  53691. return this._projectionTexture;
  53692. },
  53693. /**
  53694. * Sets the projection texture of the light.
  53695. */
  53696. set: function (value) {
  53697. this._projectionTexture = value;
  53698. this._projectionTextureDirty = true;
  53699. },
  53700. enumerable: true,
  53701. configurable: true
  53702. });
  53703. /**
  53704. * Returns the string "SpotLight".
  53705. * @returns the class name
  53706. */
  53707. SpotLight.prototype.getClassName = function () {
  53708. return "SpotLight";
  53709. };
  53710. /**
  53711. * Returns the integer 2.
  53712. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53713. */
  53714. SpotLight.prototype.getTypeID = function () {
  53715. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53716. };
  53717. /**
  53718. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53719. */
  53720. SpotLight.prototype._setDirection = function (value) {
  53721. _super.prototype._setDirection.call(this, value);
  53722. this._projectionTextureViewLightDirty = true;
  53723. };
  53724. /**
  53725. * Overrides the position setter to recompute the projection texture view light Matrix.
  53726. */
  53727. SpotLight.prototype._setPosition = function (value) {
  53728. _super.prototype._setPosition.call(this, value);
  53729. this._projectionTextureViewLightDirty = true;
  53730. };
  53731. /**
  53732. * 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.
  53733. * Returns the SpotLight.
  53734. */
  53735. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53736. var activeCamera = this.getScene().activeCamera;
  53737. if (!activeCamera) {
  53738. return;
  53739. }
  53740. this._shadowAngleScale = this._shadowAngleScale || 1;
  53741. var angle = this._shadowAngleScale * this._angle;
  53742. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53743. };
  53744. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53745. this._projectionTextureViewLightDirty = false;
  53746. this._projectionTextureDirty = true;
  53747. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53748. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53749. };
  53750. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53751. this._projectionTextureProjectionLightDirty = false;
  53752. this._projectionTextureDirty = true;
  53753. var light_far = this.projectionTextureLightFar;
  53754. var light_near = this.projectionTextureLightNear;
  53755. var P = light_far / (light_far - light_near);
  53756. var Q = -P * light_near;
  53757. var S = 1.0 / Math.tan(this._angle / 2.0);
  53758. var A = 1.0;
  53759. 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);
  53760. };
  53761. /**
  53762. * Main function for light texture projection matrix computing.
  53763. */
  53764. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53765. this._projectionTextureDirty = false;
  53766. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53767. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53768. };
  53769. SpotLight.prototype._buildUniformLayout = function () {
  53770. this._uniformBuffer.addUniform("vLightData", 4);
  53771. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53772. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53773. this._uniformBuffer.addUniform("vLightDirection", 3);
  53774. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53775. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53776. this._uniformBuffer.addUniform("depthValues", 2);
  53777. this._uniformBuffer.create();
  53778. };
  53779. SpotLight.prototype._computeAngleValues = function () {
  53780. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53781. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53782. };
  53783. /**
  53784. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53785. * @param effect The effect to update
  53786. * @param lightIndex The index of the light in the effect to update
  53787. * @returns The spot light
  53788. */
  53789. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53790. var normalizeDirection;
  53791. if (this.computeTransformedInformation()) {
  53792. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53793. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53794. }
  53795. else {
  53796. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53797. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53798. }
  53799. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53800. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53801. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53802. if (this._projectionTextureViewLightDirty) {
  53803. this._computeProjectionTextureViewLightMatrix();
  53804. }
  53805. if (this._projectionTextureProjectionLightDirty) {
  53806. this._computeProjectionTextureProjectionLightMatrix();
  53807. }
  53808. if (this._projectionTextureDirty) {
  53809. this._computeProjectionTextureMatrix();
  53810. }
  53811. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53812. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53813. }
  53814. return this;
  53815. };
  53816. /**
  53817. * Disposes the light and the associated resources.
  53818. */
  53819. SpotLight.prototype.dispose = function () {
  53820. _super.prototype.dispose.call(this);
  53821. if (this._projectionTexture) {
  53822. this._projectionTexture.dispose();
  53823. }
  53824. };
  53825. /**
  53826. * Prepares the list of defines specific to the light type.
  53827. * @param defines the list of defines
  53828. * @param lightIndex defines the index of the light for the effect
  53829. */
  53830. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53831. defines["SPOTLIGHT" + lightIndex] = true;
  53832. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53833. };
  53834. __decorate([
  53835. BABYLON.serialize()
  53836. ], SpotLight.prototype, "angle", null);
  53837. __decorate([
  53838. BABYLON.serialize()
  53839. ], SpotLight.prototype, "innerAngle", null);
  53840. __decorate([
  53841. BABYLON.serialize()
  53842. ], SpotLight.prototype, "shadowAngleScale", null);
  53843. __decorate([
  53844. BABYLON.serialize()
  53845. ], SpotLight.prototype, "exponent", void 0);
  53846. __decorate([
  53847. BABYLON.serialize()
  53848. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53849. __decorate([
  53850. BABYLON.serialize()
  53851. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53852. __decorate([
  53853. BABYLON.serialize()
  53854. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53855. __decorate([
  53856. BABYLON.serializeAsTexture("projectedLightTexture")
  53857. ], SpotLight.prototype, "_projectionTexture", void 0);
  53858. return SpotLight;
  53859. }(BABYLON.ShadowLight));
  53860. BABYLON.SpotLight = SpotLight;
  53861. })(BABYLON || (BABYLON = {}));
  53862. //# sourceMappingURL=babylon.spotLight.js.map
  53863. var BABYLON;
  53864. (function (BABYLON) {
  53865. /**
  53866. * Class used to override all child animations of a given target
  53867. */
  53868. var AnimationPropertiesOverride = /** @class */ (function () {
  53869. function AnimationPropertiesOverride() {
  53870. /**
  53871. * Gets or sets a value indicating if animation blending must be used
  53872. */
  53873. this.enableBlending = false;
  53874. /**
  53875. * Gets or sets the blending speed to use when enableBlending is true
  53876. */
  53877. this.blendingSpeed = 0.01;
  53878. /**
  53879. * Gets or sets the default loop mode to use
  53880. */
  53881. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53882. }
  53883. return AnimationPropertiesOverride;
  53884. }());
  53885. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53886. })(BABYLON || (BABYLON = {}));
  53887. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53888. var BABYLON;
  53889. (function (BABYLON) {
  53890. /**
  53891. * Represents the range of an animation
  53892. */
  53893. var AnimationRange = /** @class */ (function () {
  53894. /**
  53895. * Initializes the range of an animation
  53896. * @param name The name of the animation range
  53897. * @param from The starting frame of the animation
  53898. * @param to The ending frame of the animation
  53899. */
  53900. function AnimationRange(
  53901. /**The name of the animation range**/
  53902. name,
  53903. /**The starting frame of the animation */
  53904. from,
  53905. /**The ending frame of the animation*/
  53906. to) {
  53907. this.name = name;
  53908. this.from = from;
  53909. this.to = to;
  53910. }
  53911. /**
  53912. * Makes a copy of the animation range
  53913. * @returns A copy of the animation range
  53914. */
  53915. AnimationRange.prototype.clone = function () {
  53916. return new AnimationRange(this.name, this.from, this.to);
  53917. };
  53918. return AnimationRange;
  53919. }());
  53920. BABYLON.AnimationRange = AnimationRange;
  53921. /**
  53922. * Composed of a frame, and an action function
  53923. */
  53924. var AnimationEvent = /** @class */ (function () {
  53925. /**
  53926. * Initializes the animation event
  53927. * @param frame The frame for which the event is triggered
  53928. * @param action The event to perform when triggered
  53929. * @param onlyOnce Specifies if the event should be triggered only once
  53930. */
  53931. function AnimationEvent(
  53932. /** The frame for which the event is triggered **/
  53933. frame,
  53934. /** The event to perform when triggered **/
  53935. action,
  53936. /** Specifies if the event should be triggered only once**/
  53937. onlyOnce) {
  53938. this.frame = frame;
  53939. this.action = action;
  53940. this.onlyOnce = onlyOnce;
  53941. /**
  53942. * Specifies if the animation event is done
  53943. */
  53944. this.isDone = false;
  53945. }
  53946. /** @hidden */
  53947. AnimationEvent.prototype._clone = function () {
  53948. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53949. };
  53950. return AnimationEvent;
  53951. }());
  53952. BABYLON.AnimationEvent = AnimationEvent;
  53953. /**
  53954. * A cursor which tracks a point on a path
  53955. */
  53956. var PathCursor = /** @class */ (function () {
  53957. /**
  53958. * Initializes the path cursor
  53959. * @param path The path to track
  53960. */
  53961. function PathCursor(path) {
  53962. this.path = path;
  53963. /**
  53964. * Stores path cursor callbacks for when an onchange event is triggered
  53965. */
  53966. this._onchange = new Array();
  53967. /**
  53968. * The value of the path cursor
  53969. */
  53970. this.value = 0;
  53971. /**
  53972. * The animation array of the path cursor
  53973. */
  53974. this.animations = new Array();
  53975. }
  53976. /**
  53977. * Gets the cursor point on the path
  53978. * @returns A point on the path cursor at the cursor location
  53979. */
  53980. PathCursor.prototype.getPoint = function () {
  53981. var point = this.path.getPointAtLengthPosition(this.value);
  53982. return new BABYLON.Vector3(point.x, 0, point.y);
  53983. };
  53984. /**
  53985. * Moves the cursor ahead by the step amount
  53986. * @param step The amount to move the cursor forward
  53987. * @returns This path cursor
  53988. */
  53989. PathCursor.prototype.moveAhead = function (step) {
  53990. if (step === void 0) { step = 0.002; }
  53991. this.move(step);
  53992. return this;
  53993. };
  53994. /**
  53995. * Moves the cursor behind by the step amount
  53996. * @param step The amount to move the cursor back
  53997. * @returns This path cursor
  53998. */
  53999. PathCursor.prototype.moveBack = function (step) {
  54000. if (step === void 0) { step = 0.002; }
  54001. this.move(-step);
  54002. return this;
  54003. };
  54004. /**
  54005. * Moves the cursor by the step amount
  54006. * If the step amount is greater than one, an exception is thrown
  54007. * @param step The amount to move the cursor
  54008. * @returns This path cursor
  54009. */
  54010. PathCursor.prototype.move = function (step) {
  54011. if (Math.abs(step) > 1) {
  54012. throw "step size should be less than 1.";
  54013. }
  54014. this.value += step;
  54015. this.ensureLimits();
  54016. this.raiseOnChange();
  54017. return this;
  54018. };
  54019. /**
  54020. * Ensures that the value is limited between zero and one
  54021. * @returns This path cursor
  54022. */
  54023. PathCursor.prototype.ensureLimits = function () {
  54024. while (this.value > 1) {
  54025. this.value -= 1;
  54026. }
  54027. while (this.value < 0) {
  54028. this.value += 1;
  54029. }
  54030. return this;
  54031. };
  54032. /**
  54033. * Runs onchange callbacks on change (used by the animation engine)
  54034. * @returns This path cursor
  54035. */
  54036. PathCursor.prototype.raiseOnChange = function () {
  54037. var _this = this;
  54038. this._onchange.forEach(function (f) { return f(_this); });
  54039. return this;
  54040. };
  54041. /**
  54042. * Executes a function on change
  54043. * @param f A path cursor onchange callback
  54044. * @returns This path cursor
  54045. */
  54046. PathCursor.prototype.onchange = function (f) {
  54047. this._onchange.push(f);
  54048. return this;
  54049. };
  54050. return PathCursor;
  54051. }());
  54052. BABYLON.PathCursor = PathCursor;
  54053. /**
  54054. * Enum for the animation key frame interpolation type
  54055. */
  54056. var AnimationKeyInterpolation;
  54057. (function (AnimationKeyInterpolation) {
  54058. /**
  54059. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  54060. */
  54061. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  54062. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  54063. /**
  54064. * Class used to store any kind of animation
  54065. */
  54066. var Animation = /** @class */ (function () {
  54067. /**
  54068. * Initializes the animation
  54069. * @param name Name of the animation
  54070. * @param targetProperty Property to animate
  54071. * @param framePerSecond The frames per second of the animation
  54072. * @param dataType The data type of the animation
  54073. * @param loopMode The loop mode of the animation
  54074. * @param enableBlendings Specifies if blending should be enabled
  54075. */
  54076. function Animation(
  54077. /**Name of the animation */
  54078. name,
  54079. /**Property to animate */
  54080. targetProperty,
  54081. /**The frames per second of the animation */
  54082. framePerSecond,
  54083. /**The data type of the animation */
  54084. dataType,
  54085. /**The loop mode of the animation */
  54086. loopMode,
  54087. /**Specifies if blending should be enabled */
  54088. enableBlending) {
  54089. this.name = name;
  54090. this.targetProperty = targetProperty;
  54091. this.framePerSecond = framePerSecond;
  54092. this.dataType = dataType;
  54093. this.loopMode = loopMode;
  54094. this.enableBlending = enableBlending;
  54095. /**
  54096. * @hidden Internal use only
  54097. */
  54098. this._runtimeAnimations = new Array();
  54099. /**
  54100. * The set of event that will be linked to this animation
  54101. */
  54102. this._events = new Array();
  54103. /**
  54104. * Stores the blending speed of the animation
  54105. */
  54106. this.blendingSpeed = 0.01;
  54107. /**
  54108. * Stores the animation ranges for the animation
  54109. */
  54110. this._ranges = {};
  54111. this.targetPropertyPath = targetProperty.split(".");
  54112. this.dataType = dataType;
  54113. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  54114. }
  54115. /**
  54116. * @hidden Internal use
  54117. */
  54118. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  54119. var dataType = undefined;
  54120. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  54121. dataType = Animation.ANIMATIONTYPE_FLOAT;
  54122. }
  54123. else if (from instanceof BABYLON.Quaternion) {
  54124. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  54125. }
  54126. else if (from instanceof BABYLON.Vector3) {
  54127. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  54128. }
  54129. else if (from instanceof BABYLON.Vector2) {
  54130. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  54131. }
  54132. else if (from instanceof BABYLON.Color3) {
  54133. dataType = Animation.ANIMATIONTYPE_COLOR3;
  54134. }
  54135. else if (from instanceof BABYLON.Size) {
  54136. dataType = Animation.ANIMATIONTYPE_SIZE;
  54137. }
  54138. if (dataType == undefined) {
  54139. return null;
  54140. }
  54141. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  54142. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  54143. animation.setKeys(keys);
  54144. if (easingFunction !== undefined) {
  54145. animation.setEasingFunction(easingFunction);
  54146. }
  54147. return animation;
  54148. };
  54149. /**
  54150. * Sets up an animation
  54151. * @param property The property to animate
  54152. * @param animationType The animation type to apply
  54153. * @param framePerSecond The frames per second of the animation
  54154. * @param easingFunction The easing function used in the animation
  54155. * @returns The created animation
  54156. */
  54157. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  54158. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  54159. animation.setEasingFunction(easingFunction);
  54160. return animation;
  54161. };
  54162. /**
  54163. * Create and start an animation on a node
  54164. * @param name defines the name of the global animation that will be run on all nodes
  54165. * @param node defines the root node where the animation will take place
  54166. * @param targetProperty defines property to animate
  54167. * @param framePerSecond defines the number of frame per second yo use
  54168. * @param totalFrame defines the number of frames in total
  54169. * @param from defines the initial value
  54170. * @param to defines the final value
  54171. * @param loopMode defines which loop mode you want to use (off by default)
  54172. * @param easingFunction defines the easing function to use (linear by default)
  54173. * @param onAnimationEnd defines the callback to call when animation end
  54174. * @returns the animatable created for this animation
  54175. */
  54176. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54177. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54178. if (!animation) {
  54179. return null;
  54180. }
  54181. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54182. };
  54183. /**
  54184. * Create and start an animation on a node and its descendants
  54185. * @param name defines the name of the global animation that will be run on all nodes
  54186. * @param node defines the root node where the animation will take place
  54187. * @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
  54188. * @param targetProperty defines property to animate
  54189. * @param framePerSecond defines the number of frame per second to use
  54190. * @param totalFrame defines the number of frames in total
  54191. * @param from defines the initial value
  54192. * @param to defines the final value
  54193. * @param loopMode defines which loop mode you want to use (off by default)
  54194. * @param easingFunction defines the easing function to use (linear by default)
  54195. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  54196. * @returns the list of animatables created for all nodes
  54197. * @example https://www.babylonjs-playground.com/#MH0VLI
  54198. */
  54199. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54200. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54201. if (!animation) {
  54202. return null;
  54203. }
  54204. var scene = node.getScene();
  54205. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54206. };
  54207. /**
  54208. * Creates a new animation, merges it with the existing animations and starts it
  54209. * @param name Name of the animation
  54210. * @param node Node which contains the scene that begins the animations
  54211. * @param targetProperty Specifies which property to animate
  54212. * @param framePerSecond The frames per second of the animation
  54213. * @param totalFrame The total number of frames
  54214. * @param from The frame at the beginning of the animation
  54215. * @param to The frame at the end of the animation
  54216. * @param loopMode Specifies the loop mode of the animation
  54217. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  54218. * @param onAnimationEnd Callback to run once the animation is complete
  54219. * @returns Nullable animation
  54220. */
  54221. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54222. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54223. if (!animation) {
  54224. return null;
  54225. }
  54226. node.animations.push(animation);
  54227. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54228. };
  54229. /**
  54230. * Transition property of an host to the target Value
  54231. * @param property The property to transition
  54232. * @param targetValue The target Value of the property
  54233. * @param host The object where the property to animate belongs
  54234. * @param scene Scene used to run the animation
  54235. * @param frameRate Framerate (in frame/s) to use
  54236. * @param transition The transition type we want to use
  54237. * @param duration The duration of the animation, in milliseconds
  54238. * @param onAnimationEnd Callback trigger at the end of the animation
  54239. * @returns Nullable animation
  54240. */
  54241. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  54242. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  54243. if (duration <= 0) {
  54244. host[property] = targetValue;
  54245. if (onAnimationEnd) {
  54246. onAnimationEnd();
  54247. }
  54248. return null;
  54249. }
  54250. var endFrame = frameRate * (duration / 1000);
  54251. transition.setKeys([{
  54252. frame: 0,
  54253. value: host[property].clone ? host[property].clone() : host[property]
  54254. },
  54255. {
  54256. frame: endFrame,
  54257. value: targetValue
  54258. }]);
  54259. if (!host.animations) {
  54260. host.animations = [];
  54261. }
  54262. host.animations.push(transition);
  54263. var animation = scene.beginAnimation(host, 0, endFrame, false);
  54264. animation.onAnimationEnd = onAnimationEnd;
  54265. return animation;
  54266. };
  54267. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  54268. /**
  54269. * Return the array of runtime animations currently using this animation
  54270. */
  54271. get: function () {
  54272. return this._runtimeAnimations;
  54273. },
  54274. enumerable: true,
  54275. configurable: true
  54276. });
  54277. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  54278. /**
  54279. * Specifies if any of the runtime animations are currently running
  54280. */
  54281. get: function () {
  54282. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  54283. var runtimeAnimation = _a[_i];
  54284. if (!runtimeAnimation.isStopped) {
  54285. return true;
  54286. }
  54287. }
  54288. return false;
  54289. },
  54290. enumerable: true,
  54291. configurable: true
  54292. });
  54293. // Methods
  54294. /**
  54295. * Converts the animation to a string
  54296. * @param fullDetails support for multiple levels of logging within scene loading
  54297. * @returns String form of the animation
  54298. */
  54299. Animation.prototype.toString = function (fullDetails) {
  54300. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  54301. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  54302. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  54303. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  54304. if (fullDetails) {
  54305. ret += ", Ranges: {";
  54306. var first = true;
  54307. for (var name in this._ranges) {
  54308. if (first) {
  54309. ret += ", ";
  54310. first = false;
  54311. }
  54312. ret += name;
  54313. }
  54314. ret += "}";
  54315. }
  54316. return ret;
  54317. };
  54318. /**
  54319. * Add an event to this animation
  54320. * @param event Event to add
  54321. */
  54322. Animation.prototype.addEvent = function (event) {
  54323. this._events.push(event);
  54324. };
  54325. /**
  54326. * Remove all events found at the given frame
  54327. * @param frame The frame to remove events from
  54328. */
  54329. Animation.prototype.removeEvents = function (frame) {
  54330. for (var index = 0; index < this._events.length; index++) {
  54331. if (this._events[index].frame === frame) {
  54332. this._events.splice(index, 1);
  54333. index--;
  54334. }
  54335. }
  54336. };
  54337. /**
  54338. * Retrieves all the events from the animation
  54339. * @returns Events from the animation
  54340. */
  54341. Animation.prototype.getEvents = function () {
  54342. return this._events;
  54343. };
  54344. /**
  54345. * Creates an animation range
  54346. * @param name Name of the animation range
  54347. * @param from Starting frame of the animation range
  54348. * @param to Ending frame of the animation
  54349. */
  54350. Animation.prototype.createRange = function (name, from, to) {
  54351. // check name not already in use; could happen for bones after serialized
  54352. if (!this._ranges[name]) {
  54353. this._ranges[name] = new AnimationRange(name, from, to);
  54354. }
  54355. };
  54356. /**
  54357. * Deletes an animation range by name
  54358. * @param name Name of the animation range to delete
  54359. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  54360. */
  54361. Animation.prototype.deleteRange = function (name, deleteFrames) {
  54362. if (deleteFrames === void 0) { deleteFrames = true; }
  54363. var range = this._ranges[name];
  54364. if (!range) {
  54365. return;
  54366. }
  54367. if (deleteFrames) {
  54368. var from = range.from;
  54369. var to = range.to;
  54370. // this loop MUST go high to low for multiple splices to work
  54371. for (var key = this._keys.length - 1; key >= 0; key--) {
  54372. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  54373. this._keys.splice(key, 1);
  54374. }
  54375. }
  54376. }
  54377. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  54378. };
  54379. /**
  54380. * Gets the animation range by name, or null if not defined
  54381. * @param name Name of the animation range
  54382. * @returns Nullable animation range
  54383. */
  54384. Animation.prototype.getRange = function (name) {
  54385. return this._ranges[name];
  54386. };
  54387. /**
  54388. * Gets the key frames from the animation
  54389. * @returns The key frames of the animation
  54390. */
  54391. Animation.prototype.getKeys = function () {
  54392. return this._keys;
  54393. };
  54394. /**
  54395. * Gets the highest frame rate of the animation
  54396. * @returns Highest frame rate of the animation
  54397. */
  54398. Animation.prototype.getHighestFrame = function () {
  54399. var ret = 0;
  54400. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  54401. if (ret < this._keys[key].frame) {
  54402. ret = this._keys[key].frame;
  54403. }
  54404. }
  54405. return ret;
  54406. };
  54407. /**
  54408. * Gets the easing function of the animation
  54409. * @returns Easing function of the animation
  54410. */
  54411. Animation.prototype.getEasingFunction = function () {
  54412. return this._easingFunction;
  54413. };
  54414. /**
  54415. * Sets the easing function of the animation
  54416. * @param easingFunction A custom mathematical formula for animation
  54417. */
  54418. Animation.prototype.setEasingFunction = function (easingFunction) {
  54419. this._easingFunction = easingFunction;
  54420. };
  54421. /**
  54422. * Interpolates a scalar linearly
  54423. * @param startValue Start value of the animation curve
  54424. * @param endValue End value of the animation curve
  54425. * @param gradient Scalar amount to interpolate
  54426. * @returns Interpolated scalar value
  54427. */
  54428. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  54429. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  54430. };
  54431. /**
  54432. * Interpolates a scalar cubically
  54433. * @param startValue Start value of the animation curve
  54434. * @param outTangent End tangent of the animation
  54435. * @param endValue End value of the animation curve
  54436. * @param inTangent Start tangent of the animation curve
  54437. * @param gradient Scalar amount to interpolate
  54438. * @returns Interpolated scalar value
  54439. */
  54440. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54441. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54442. };
  54443. /**
  54444. * Interpolates a quaternion using a spherical linear interpolation
  54445. * @param startValue Start value of the animation curve
  54446. * @param endValue End value of the animation curve
  54447. * @param gradient Scalar amount to interpolate
  54448. * @returns Interpolated quaternion value
  54449. */
  54450. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  54451. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  54452. };
  54453. /**
  54454. * Interpolates a quaternion cubically
  54455. * @param startValue Start value of the animation curve
  54456. * @param outTangent End tangent of the animation curve
  54457. * @param endValue End value of the animation curve
  54458. * @param inTangent Start tangent of the animation curve
  54459. * @param gradient Scalar amount to interpolate
  54460. * @returns Interpolated quaternion value
  54461. */
  54462. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54463. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  54464. };
  54465. /**
  54466. * Interpolates a Vector3 linearl
  54467. * @param startValue Start value of the animation curve
  54468. * @param endValue End value of the animation curve
  54469. * @param gradient Scalar amount to interpolate
  54470. * @returns Interpolated scalar value
  54471. */
  54472. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  54473. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  54474. };
  54475. /**
  54476. * Interpolates a Vector3 cubically
  54477. * @param startValue Start value of the animation curve
  54478. * @param outTangent End tangent of the animation
  54479. * @param endValue End value of the animation curve
  54480. * @param inTangent Start tangent of the animation curve
  54481. * @param gradient Scalar amount to interpolate
  54482. * @returns InterpolatedVector3 value
  54483. */
  54484. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54485. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54486. };
  54487. /**
  54488. * Interpolates a Vector2 linearly
  54489. * @param startValue Start value of the animation curve
  54490. * @param endValue End value of the animation curve
  54491. * @param gradient Scalar amount to interpolate
  54492. * @returns Interpolated Vector2 value
  54493. */
  54494. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  54495. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  54496. };
  54497. /**
  54498. * Interpolates a Vector2 cubically
  54499. * @param startValue Start value of the animation curve
  54500. * @param outTangent End tangent of the animation
  54501. * @param endValue End value of the animation curve
  54502. * @param inTangent Start tangent of the animation curve
  54503. * @param gradient Scalar amount to interpolate
  54504. * @returns Interpolated Vector2 value
  54505. */
  54506. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54507. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54508. };
  54509. /**
  54510. * Interpolates a size linearly
  54511. * @param startValue Start value of the animation curve
  54512. * @param endValue End value of the animation curve
  54513. * @param gradient Scalar amount to interpolate
  54514. * @returns Interpolated Size value
  54515. */
  54516. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  54517. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  54518. };
  54519. /**
  54520. * Interpolates a Color3 linearly
  54521. * @param startValue Start value of the animation curve
  54522. * @param endValue End value of the animation curve
  54523. * @param gradient Scalar amount to interpolate
  54524. * @returns Interpolated Color3 value
  54525. */
  54526. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  54527. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  54528. };
  54529. /**
  54530. * @hidden Internal use only
  54531. */
  54532. Animation.prototype._getKeyValue = function (value) {
  54533. if (typeof value === "function") {
  54534. return value();
  54535. }
  54536. return value;
  54537. };
  54538. /**
  54539. * @hidden Internal use only
  54540. */
  54541. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54542. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54543. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54544. }
  54545. var keys = this.getKeys();
  54546. // Try to get a hash to find the right key
  54547. 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));
  54548. if (keys[startKeyIndex].frame >= currentFrame) {
  54549. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54550. startKeyIndex--;
  54551. }
  54552. }
  54553. for (var key = startKeyIndex; key < keys.length; key++) {
  54554. var endKey = keys[key + 1];
  54555. if (endKey.frame >= currentFrame) {
  54556. var startKey = keys[key];
  54557. var startValue = this._getKeyValue(startKey.value);
  54558. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54559. return startValue;
  54560. }
  54561. var endValue = this._getKeyValue(endKey.value);
  54562. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54563. var frameDelta = endKey.frame - startKey.frame;
  54564. // gradient : percent of currentFrame between the frame inf and the frame sup
  54565. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54566. // check for easingFunction and correction of gradient
  54567. var easingFunction = this.getEasingFunction();
  54568. if (easingFunction != null) {
  54569. gradient = easingFunction.ease(gradient);
  54570. }
  54571. switch (this.dataType) {
  54572. // Float
  54573. case Animation.ANIMATIONTYPE_FLOAT:
  54574. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54575. switch (loopMode) {
  54576. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54577. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54578. return floatValue;
  54579. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54580. return offsetValue * repeatCount + floatValue;
  54581. }
  54582. break;
  54583. // Quaternion
  54584. case Animation.ANIMATIONTYPE_QUATERNION:
  54585. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54586. switch (loopMode) {
  54587. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54588. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54589. return quatValue;
  54590. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54591. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54592. }
  54593. return quatValue;
  54594. // Vector3
  54595. case Animation.ANIMATIONTYPE_VECTOR3:
  54596. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54597. switch (loopMode) {
  54598. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54599. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54600. return vec3Value;
  54601. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54602. return vec3Value.add(offsetValue.scale(repeatCount));
  54603. }
  54604. // Vector2
  54605. case Animation.ANIMATIONTYPE_VECTOR2:
  54606. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54607. switch (loopMode) {
  54608. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54609. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54610. return vec2Value;
  54611. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54612. return vec2Value.add(offsetValue.scale(repeatCount));
  54613. }
  54614. // Size
  54615. case Animation.ANIMATIONTYPE_SIZE:
  54616. switch (loopMode) {
  54617. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54618. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54619. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54620. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54621. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54622. }
  54623. // Color3
  54624. case Animation.ANIMATIONTYPE_COLOR3:
  54625. switch (loopMode) {
  54626. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54627. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54628. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54629. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54630. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54631. }
  54632. // Matrix
  54633. case Animation.ANIMATIONTYPE_MATRIX:
  54634. switch (loopMode) {
  54635. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54636. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54637. if (Animation.AllowMatricesInterpolation) {
  54638. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54639. }
  54640. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54641. return startValue;
  54642. }
  54643. default:
  54644. break;
  54645. }
  54646. break;
  54647. }
  54648. }
  54649. return this._getKeyValue(keys[keys.length - 1].value);
  54650. };
  54651. /**
  54652. * Defines the function to use to interpolate matrices
  54653. * @param startValue defines the start matrix
  54654. * @param endValue defines the end matrix
  54655. * @param gradient defines the gradient between both matrices
  54656. * @param result defines an optional target matrix where to store the interpolation
  54657. * @returns the interpolated matrix
  54658. */
  54659. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54660. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54661. if (result) {
  54662. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54663. return result;
  54664. }
  54665. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54666. }
  54667. if (result) {
  54668. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54669. return result;
  54670. }
  54671. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54672. };
  54673. /**
  54674. * Makes a copy of the animation
  54675. * @returns Cloned animation
  54676. */
  54677. Animation.prototype.clone = function () {
  54678. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54679. clone.enableBlending = this.enableBlending;
  54680. clone.blendingSpeed = this.blendingSpeed;
  54681. if (this._keys) {
  54682. clone.setKeys(this._keys);
  54683. }
  54684. if (this._ranges) {
  54685. clone._ranges = {};
  54686. for (var name in this._ranges) {
  54687. var range = this._ranges[name];
  54688. if (!range) {
  54689. continue;
  54690. }
  54691. clone._ranges[name] = range.clone();
  54692. }
  54693. }
  54694. return clone;
  54695. };
  54696. /**
  54697. * Sets the key frames of the animation
  54698. * @param values The animation key frames to set
  54699. */
  54700. Animation.prototype.setKeys = function (values) {
  54701. this._keys = values.slice(0);
  54702. };
  54703. /**
  54704. * Serializes the animation to an object
  54705. * @returns Serialized object
  54706. */
  54707. Animation.prototype.serialize = function () {
  54708. var serializationObject = {};
  54709. serializationObject.name = this.name;
  54710. serializationObject.property = this.targetProperty;
  54711. serializationObject.framePerSecond = this.framePerSecond;
  54712. serializationObject.dataType = this.dataType;
  54713. serializationObject.loopBehavior = this.loopMode;
  54714. serializationObject.enableBlending = this.enableBlending;
  54715. serializationObject.blendingSpeed = this.blendingSpeed;
  54716. var dataType = this.dataType;
  54717. serializationObject.keys = [];
  54718. var keys = this.getKeys();
  54719. for (var index = 0; index < keys.length; index++) {
  54720. var animationKey = keys[index];
  54721. var key = {};
  54722. key.frame = animationKey.frame;
  54723. switch (dataType) {
  54724. case Animation.ANIMATIONTYPE_FLOAT:
  54725. key.values = [animationKey.value];
  54726. break;
  54727. case Animation.ANIMATIONTYPE_QUATERNION:
  54728. case Animation.ANIMATIONTYPE_MATRIX:
  54729. case Animation.ANIMATIONTYPE_VECTOR3:
  54730. case Animation.ANIMATIONTYPE_COLOR3:
  54731. key.values = animationKey.value.asArray();
  54732. break;
  54733. }
  54734. serializationObject.keys.push(key);
  54735. }
  54736. serializationObject.ranges = [];
  54737. for (var name in this._ranges) {
  54738. var source = this._ranges[name];
  54739. if (!source) {
  54740. continue;
  54741. }
  54742. var range = {};
  54743. range.name = name;
  54744. range.from = source.from;
  54745. range.to = source.to;
  54746. serializationObject.ranges.push(range);
  54747. }
  54748. return serializationObject;
  54749. };
  54750. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54751. /**
  54752. * Get the float animation type
  54753. */
  54754. get: function () {
  54755. return Animation._ANIMATIONTYPE_FLOAT;
  54756. },
  54757. enumerable: true,
  54758. configurable: true
  54759. });
  54760. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54761. /**
  54762. * Get the Vector3 animation type
  54763. */
  54764. get: function () {
  54765. return Animation._ANIMATIONTYPE_VECTOR3;
  54766. },
  54767. enumerable: true,
  54768. configurable: true
  54769. });
  54770. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54771. /**
  54772. * Get the Vector2 animation type
  54773. */
  54774. get: function () {
  54775. return Animation._ANIMATIONTYPE_VECTOR2;
  54776. },
  54777. enumerable: true,
  54778. configurable: true
  54779. });
  54780. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54781. /**
  54782. * Get the Size animation type
  54783. */
  54784. get: function () {
  54785. return Animation._ANIMATIONTYPE_SIZE;
  54786. },
  54787. enumerable: true,
  54788. configurable: true
  54789. });
  54790. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54791. /**
  54792. * Get the Quaternion animation type
  54793. */
  54794. get: function () {
  54795. return Animation._ANIMATIONTYPE_QUATERNION;
  54796. },
  54797. enumerable: true,
  54798. configurable: true
  54799. });
  54800. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54801. /**
  54802. * Get the Matrix animation type
  54803. */
  54804. get: function () {
  54805. return Animation._ANIMATIONTYPE_MATRIX;
  54806. },
  54807. enumerable: true,
  54808. configurable: true
  54809. });
  54810. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54811. /**
  54812. * Get the Color3 animation type
  54813. */
  54814. get: function () {
  54815. return Animation._ANIMATIONTYPE_COLOR3;
  54816. },
  54817. enumerable: true,
  54818. configurable: true
  54819. });
  54820. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54821. /**
  54822. * Get the Relative Loop Mode
  54823. */
  54824. get: function () {
  54825. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54826. },
  54827. enumerable: true,
  54828. configurable: true
  54829. });
  54830. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54831. /**
  54832. * Get the Cycle Loop Mode
  54833. */
  54834. get: function () {
  54835. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54836. },
  54837. enumerable: true,
  54838. configurable: true
  54839. });
  54840. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54841. /**
  54842. * Get the Constant Loop Mode
  54843. */
  54844. get: function () {
  54845. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54846. },
  54847. enumerable: true,
  54848. configurable: true
  54849. });
  54850. /** @hidden */
  54851. Animation._UniversalLerp = function (left, right, amount) {
  54852. var constructor = left.constructor;
  54853. if (constructor.Lerp) { // Lerp supported
  54854. return constructor.Lerp(left, right, amount);
  54855. }
  54856. else if (constructor.Slerp) { // Slerp supported
  54857. return constructor.Slerp(left, right, amount);
  54858. }
  54859. else if (left.toFixed) { // Number
  54860. return left * (1.0 - amount) + amount * right;
  54861. }
  54862. else { // Blending not supported
  54863. return right;
  54864. }
  54865. };
  54866. /**
  54867. * Parses an animation object and creates an animation
  54868. * @param parsedAnimation Parsed animation object
  54869. * @returns Animation object
  54870. */
  54871. Animation.Parse = function (parsedAnimation) {
  54872. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54873. var dataType = parsedAnimation.dataType;
  54874. var keys = [];
  54875. var data;
  54876. var index;
  54877. if (parsedAnimation.enableBlending) {
  54878. animation.enableBlending = parsedAnimation.enableBlending;
  54879. }
  54880. if (parsedAnimation.blendingSpeed) {
  54881. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54882. }
  54883. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54884. var key = parsedAnimation.keys[index];
  54885. var inTangent;
  54886. var outTangent;
  54887. switch (dataType) {
  54888. case Animation.ANIMATIONTYPE_FLOAT:
  54889. data = key.values[0];
  54890. if (key.values.length >= 1) {
  54891. inTangent = key.values[1];
  54892. }
  54893. if (key.values.length >= 2) {
  54894. outTangent = key.values[2];
  54895. }
  54896. break;
  54897. case Animation.ANIMATIONTYPE_QUATERNION:
  54898. data = BABYLON.Quaternion.FromArray(key.values);
  54899. if (key.values.length >= 8) {
  54900. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54901. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54902. inTangent = _inTangent;
  54903. }
  54904. }
  54905. if (key.values.length >= 12) {
  54906. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54907. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54908. outTangent = _outTangent;
  54909. }
  54910. }
  54911. break;
  54912. case Animation.ANIMATIONTYPE_MATRIX:
  54913. data = BABYLON.Matrix.FromArray(key.values);
  54914. break;
  54915. case Animation.ANIMATIONTYPE_COLOR3:
  54916. data = BABYLON.Color3.FromArray(key.values);
  54917. break;
  54918. case Animation.ANIMATIONTYPE_VECTOR3:
  54919. default:
  54920. data = BABYLON.Vector3.FromArray(key.values);
  54921. break;
  54922. }
  54923. var keyData = {};
  54924. keyData.frame = key.frame;
  54925. keyData.value = data;
  54926. if (inTangent != undefined) {
  54927. keyData.inTangent = inTangent;
  54928. }
  54929. if (outTangent != undefined) {
  54930. keyData.outTangent = outTangent;
  54931. }
  54932. keys.push(keyData);
  54933. }
  54934. animation.setKeys(keys);
  54935. if (parsedAnimation.ranges) {
  54936. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54937. data = parsedAnimation.ranges[index];
  54938. animation.createRange(data.name, data.from, data.to);
  54939. }
  54940. }
  54941. return animation;
  54942. };
  54943. /**
  54944. * Appends the serialized animations from the source animations
  54945. * @param source Source containing the animations
  54946. * @param destination Target to store the animations
  54947. */
  54948. Animation.AppendSerializedAnimations = function (source, destination) {
  54949. if (source.animations) {
  54950. destination.animations = [];
  54951. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54952. var animation = source.animations[animationIndex];
  54953. destination.animations.push(animation.serialize());
  54954. }
  54955. }
  54956. };
  54957. /**
  54958. * Use matrix interpolation instead of using direct key value when animating matrices
  54959. */
  54960. Animation.AllowMatricesInterpolation = false;
  54961. /**
  54962. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54963. */
  54964. Animation.AllowMatrixDecomposeForInterpolation = true;
  54965. // Statics
  54966. /**
  54967. * Float animation type
  54968. */
  54969. Animation._ANIMATIONTYPE_FLOAT = 0;
  54970. /**
  54971. * Vector3 animation type
  54972. */
  54973. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54974. /**
  54975. * Quaternion animation type
  54976. */
  54977. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54978. /**
  54979. * Matrix animation type
  54980. */
  54981. Animation._ANIMATIONTYPE_MATRIX = 3;
  54982. /**
  54983. * Color3 animation type
  54984. */
  54985. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54986. /**
  54987. * Vector2 animation type
  54988. */
  54989. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54990. /**
  54991. * Size animation type
  54992. */
  54993. Animation._ANIMATIONTYPE_SIZE = 6;
  54994. /**
  54995. * Relative Loop Mode
  54996. */
  54997. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54998. /**
  54999. * Cycle Loop Mode
  55000. */
  55001. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  55002. /**
  55003. * Constant Loop Mode
  55004. */
  55005. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  55006. return Animation;
  55007. }());
  55008. BABYLON.Animation = Animation;
  55009. })(BABYLON || (BABYLON = {}));
  55010. //# sourceMappingURL=babylon.animation.js.map
  55011. var BABYLON;
  55012. (function (BABYLON) {
  55013. /**
  55014. * This class defines the direct association between an animation and a target
  55015. */
  55016. var TargetedAnimation = /** @class */ (function () {
  55017. function TargetedAnimation() {
  55018. }
  55019. return TargetedAnimation;
  55020. }());
  55021. BABYLON.TargetedAnimation = TargetedAnimation;
  55022. /**
  55023. * Use this class to create coordinated animations on multiple targets
  55024. */
  55025. var AnimationGroup = /** @class */ (function () {
  55026. /**
  55027. * Instantiates a new Animation Group.
  55028. * This helps managing several animations at once.
  55029. * @see http://doc.babylonjs.com/how_to/group
  55030. * @param name Defines the name of the group
  55031. * @param scene Defines the scene the group belongs to
  55032. */
  55033. function AnimationGroup(
  55034. /** The name of the animation group */
  55035. name, scene) {
  55036. if (scene === void 0) { scene = null; }
  55037. this.name = name;
  55038. this._targetedAnimations = new Array();
  55039. this._animatables = new Array();
  55040. this._from = Number.MAX_VALUE;
  55041. this._to = -Number.MAX_VALUE;
  55042. this._speedRatio = 1;
  55043. /**
  55044. * This observable will notify when one animation have ended
  55045. */
  55046. this.onAnimationEndObservable = new BABYLON.Observable();
  55047. /**
  55048. * Observer raised when one animation loops
  55049. */
  55050. this.onAnimationLoopObservable = new BABYLON.Observable();
  55051. /**
  55052. * This observable will notify when all animations have ended.
  55053. */
  55054. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  55055. /**
  55056. * This observable will notify when all animations have paused.
  55057. */
  55058. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  55059. /**
  55060. * This observable will notify when all animations are playing.
  55061. */
  55062. this.onAnimationGroupPlayObservable = new BABYLON.Observable();
  55063. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  55064. this.uniqueId = this._scene.getUniqueId();
  55065. this._scene.animationGroups.push(this);
  55066. }
  55067. Object.defineProperty(AnimationGroup.prototype, "from", {
  55068. /**
  55069. * Gets the first frame
  55070. */
  55071. get: function () {
  55072. return this._from;
  55073. },
  55074. enumerable: true,
  55075. configurable: true
  55076. });
  55077. Object.defineProperty(AnimationGroup.prototype, "to", {
  55078. /**
  55079. * Gets the last frame
  55080. */
  55081. get: function () {
  55082. return this._to;
  55083. },
  55084. enumerable: true,
  55085. configurable: true
  55086. });
  55087. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  55088. /**
  55089. * Define if the animations are started
  55090. */
  55091. get: function () {
  55092. return this._isStarted;
  55093. },
  55094. enumerable: true,
  55095. configurable: true
  55096. });
  55097. Object.defineProperty(AnimationGroup.prototype, "isPlaying", {
  55098. /**
  55099. * Gets a value indicating that the current group is playing
  55100. */
  55101. get: function () {
  55102. return this._isStarted && !this._isPaused;
  55103. },
  55104. enumerable: true,
  55105. configurable: true
  55106. });
  55107. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  55108. /**
  55109. * Gets or sets the speed ratio to use for all animations
  55110. */
  55111. get: function () {
  55112. return this._speedRatio;
  55113. },
  55114. /**
  55115. * Gets or sets the speed ratio to use for all animations
  55116. */
  55117. set: function (value) {
  55118. if (this._speedRatio === value) {
  55119. return;
  55120. }
  55121. this._speedRatio = value;
  55122. for (var index = 0; index < this._animatables.length; index++) {
  55123. var animatable = this._animatables[index];
  55124. animatable.speedRatio = this._speedRatio;
  55125. }
  55126. },
  55127. enumerable: true,
  55128. configurable: true
  55129. });
  55130. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  55131. /**
  55132. * Gets the targeted animations for this animation group
  55133. */
  55134. get: function () {
  55135. return this._targetedAnimations;
  55136. },
  55137. enumerable: true,
  55138. configurable: true
  55139. });
  55140. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  55141. /**
  55142. * returning the list of animatables controlled by this animation group.
  55143. */
  55144. get: function () {
  55145. return this._animatables;
  55146. },
  55147. enumerable: true,
  55148. configurable: true
  55149. });
  55150. /**
  55151. * Add an animation (with its target) in the group
  55152. * @param animation defines the animation we want to add
  55153. * @param target defines the target of the animation
  55154. * @returns the TargetedAnimation object
  55155. */
  55156. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  55157. var targetedAnimation = {
  55158. animation: animation,
  55159. target: target
  55160. };
  55161. var keys = animation.getKeys();
  55162. if (this._from > keys[0].frame) {
  55163. this._from = keys[0].frame;
  55164. }
  55165. if (this._to < keys[keys.length - 1].frame) {
  55166. this._to = keys[keys.length - 1].frame;
  55167. }
  55168. this._targetedAnimations.push(targetedAnimation);
  55169. return targetedAnimation;
  55170. };
  55171. /**
  55172. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  55173. * It can add constant keys at begin or end
  55174. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  55175. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  55176. * @returns the animation group
  55177. */
  55178. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  55179. if (beginFrame === void 0) { beginFrame = null; }
  55180. if (endFrame === void 0) { endFrame = null; }
  55181. if (beginFrame == null) {
  55182. beginFrame = this._from;
  55183. }
  55184. if (endFrame == null) {
  55185. endFrame = this._to;
  55186. }
  55187. for (var index = 0; index < this._targetedAnimations.length; index++) {
  55188. var targetedAnimation = this._targetedAnimations[index];
  55189. var keys = targetedAnimation.animation.getKeys();
  55190. var startKey = keys[0];
  55191. var endKey = keys[keys.length - 1];
  55192. if (startKey.frame > beginFrame) {
  55193. var newKey = {
  55194. frame: beginFrame,
  55195. value: startKey.value,
  55196. inTangent: startKey.inTangent,
  55197. outTangent: startKey.outTangent,
  55198. interpolation: startKey.interpolation
  55199. };
  55200. keys.splice(0, 0, newKey);
  55201. }
  55202. if (endKey.frame < endFrame) {
  55203. var newKey = {
  55204. frame: endFrame,
  55205. value: endKey.value,
  55206. inTangent: endKey.outTangent,
  55207. outTangent: endKey.outTangent,
  55208. interpolation: endKey.interpolation
  55209. };
  55210. keys.push(newKey);
  55211. }
  55212. }
  55213. this._from = beginFrame;
  55214. this._to = endFrame;
  55215. return this;
  55216. };
  55217. /**
  55218. * Start all animations on given targets
  55219. * @param loop defines if animations must loop
  55220. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  55221. * @param from defines the from key (optional)
  55222. * @param to defines the to key (optional)
  55223. * @returns the current animation group
  55224. */
  55225. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  55226. var _this = this;
  55227. if (loop === void 0) { loop = false; }
  55228. if (speedRatio === void 0) { speedRatio = 1; }
  55229. if (this._isStarted || this._targetedAnimations.length === 0) {
  55230. return this;
  55231. }
  55232. var _loop_1 = function (targetedAnimation) {
  55233. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  55234. animatable.onAnimationEnd = function () {
  55235. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  55236. _this._checkAnimationGroupEnded(animatable);
  55237. };
  55238. animatable.onAnimationLoop = function () {
  55239. _this.onAnimationLoopObservable.notifyObservers(targetedAnimation);
  55240. };
  55241. this_1._animatables.push(animatable);
  55242. };
  55243. var this_1 = this;
  55244. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  55245. var targetedAnimation = _a[_i];
  55246. _loop_1(targetedAnimation);
  55247. }
  55248. this._speedRatio = speedRatio;
  55249. if (from !== undefined && to !== undefined && from > to && this._speedRatio > 0) {
  55250. this._speedRatio = -speedRatio;
  55251. }
  55252. this._isStarted = true;
  55253. this._isPaused = false;
  55254. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55255. return this;
  55256. };
  55257. /**
  55258. * Pause all animations
  55259. * @returns the animation group
  55260. */
  55261. AnimationGroup.prototype.pause = function () {
  55262. if (!this._isStarted) {
  55263. return this;
  55264. }
  55265. this._isPaused = true;
  55266. for (var index = 0; index < this._animatables.length; index++) {
  55267. var animatable = this._animatables[index];
  55268. animatable.pause();
  55269. }
  55270. this.onAnimationGroupPauseObservable.notifyObservers(this);
  55271. return this;
  55272. };
  55273. /**
  55274. * Play all animations to initial state
  55275. * This function will start() the animations if they were not started or will restart() them if they were paused
  55276. * @param loop defines if animations must loop
  55277. * @returns the animation group
  55278. */
  55279. AnimationGroup.prototype.play = function (loop) {
  55280. // only if all animatables are ready and exist
  55281. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  55282. if (loop !== undefined) {
  55283. for (var index = 0; index < this._animatables.length; index++) {
  55284. var animatable = this._animatables[index];
  55285. animatable.loopAnimation = loop;
  55286. }
  55287. }
  55288. this.restart();
  55289. }
  55290. else {
  55291. this.stop();
  55292. this.start(loop, this._speedRatio);
  55293. }
  55294. this._isPaused = false;
  55295. return this;
  55296. };
  55297. /**
  55298. * Reset all animations to initial state
  55299. * @returns the animation group
  55300. */
  55301. AnimationGroup.prototype.reset = function () {
  55302. if (!this._isStarted) {
  55303. return this;
  55304. }
  55305. for (var index = 0; index < this._animatables.length; index++) {
  55306. var animatable = this._animatables[index];
  55307. animatable.reset();
  55308. }
  55309. return this;
  55310. };
  55311. /**
  55312. * Restart animations from key 0
  55313. * @returns the animation group
  55314. */
  55315. AnimationGroup.prototype.restart = function () {
  55316. if (!this._isStarted) {
  55317. return this;
  55318. }
  55319. for (var index = 0; index < this._animatables.length; index++) {
  55320. var animatable = this._animatables[index];
  55321. animatable.restart();
  55322. }
  55323. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55324. return this;
  55325. };
  55326. /**
  55327. * Stop all animations
  55328. * @returns the animation group
  55329. */
  55330. AnimationGroup.prototype.stop = function () {
  55331. if (!this._isStarted) {
  55332. return this;
  55333. }
  55334. var list = this._animatables.slice();
  55335. for (var index = 0; index < list.length; index++) {
  55336. list[index].stop();
  55337. }
  55338. this._isStarted = false;
  55339. return this;
  55340. };
  55341. /**
  55342. * Set animation weight for all animatables
  55343. * @param weight defines the weight to use
  55344. * @return the animationGroup
  55345. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55346. */
  55347. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  55348. for (var index = 0; index < this._animatables.length; index++) {
  55349. var animatable = this._animatables[index];
  55350. animatable.weight = weight;
  55351. }
  55352. return this;
  55353. };
  55354. /**
  55355. * Synchronize and normalize all animatables with a source animatable
  55356. * @param root defines the root animatable to synchronize with
  55357. * @return the animationGroup
  55358. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55359. */
  55360. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  55361. for (var index = 0; index < this._animatables.length; index++) {
  55362. var animatable = this._animatables[index];
  55363. animatable.syncWith(root);
  55364. }
  55365. return this;
  55366. };
  55367. /**
  55368. * Goes to a specific frame in this animation group
  55369. * @param frame the frame number to go to
  55370. * @return the animationGroup
  55371. */
  55372. AnimationGroup.prototype.goToFrame = function (frame) {
  55373. if (!this._isStarted) {
  55374. return this;
  55375. }
  55376. for (var index = 0; index < this._animatables.length; index++) {
  55377. var animatable = this._animatables[index];
  55378. animatable.goToFrame(frame);
  55379. }
  55380. return this;
  55381. };
  55382. /**
  55383. * Dispose all associated resources
  55384. */
  55385. AnimationGroup.prototype.dispose = function () {
  55386. this._targetedAnimations = [];
  55387. this._animatables = [];
  55388. var index = this._scene.animationGroups.indexOf(this);
  55389. if (index > -1) {
  55390. this._scene.animationGroups.splice(index, 1);
  55391. }
  55392. this.onAnimationEndObservable.clear();
  55393. this.onAnimationGroupEndObservable.clear();
  55394. this.onAnimationGroupPauseObservable.clear();
  55395. this.onAnimationGroupPlayObservable.clear();
  55396. this.onAnimationLoopObservable.clear();
  55397. };
  55398. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  55399. // animatable should be taken out of the array
  55400. var idx = this._animatables.indexOf(animatable);
  55401. if (idx > -1) {
  55402. this._animatables.splice(idx, 1);
  55403. }
  55404. // all animatables were removed? animation group ended!
  55405. if (this._animatables.length === 0) {
  55406. this._isStarted = false;
  55407. this.onAnimationGroupEndObservable.notifyObservers(this);
  55408. }
  55409. };
  55410. // Statics
  55411. /**
  55412. * Returns a new AnimationGroup object parsed from the source provided.
  55413. * @param parsedAnimationGroup defines the source
  55414. * @param scene defines the scene that will receive the animationGroup
  55415. * @returns a new AnimationGroup
  55416. */
  55417. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  55418. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  55419. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  55420. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  55421. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  55422. var id = targetedAnimation.targetId;
  55423. if (targetedAnimation.animation.property === "influence") { // morph target animation
  55424. var morphTarget = scene.getMorphTargetById(id);
  55425. if (morphTarget) {
  55426. animationGroup.addTargetedAnimation(animation, morphTarget);
  55427. }
  55428. }
  55429. else {
  55430. var targetNode = scene.getNodeByID(id);
  55431. if (targetNode != null) {
  55432. animationGroup.addTargetedAnimation(animation, targetNode);
  55433. }
  55434. }
  55435. }
  55436. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  55437. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  55438. }
  55439. return animationGroup;
  55440. };
  55441. /**
  55442. * Returns the string "AnimationGroup"
  55443. * @returns "AnimationGroup"
  55444. */
  55445. AnimationGroup.prototype.getClassName = function () {
  55446. return "AnimationGroup";
  55447. };
  55448. /**
  55449. * Creates a detailled string about the object
  55450. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  55451. * @returns a string representing the object
  55452. */
  55453. AnimationGroup.prototype.toString = function (fullDetails) {
  55454. var ret = "Name: " + this.name;
  55455. ret += ", type: " + this.getClassName();
  55456. if (fullDetails) {
  55457. ret += ", from: " + this._from;
  55458. ret += ", to: " + this._to;
  55459. ret += ", isStarted: " + this._isStarted;
  55460. ret += ", speedRatio: " + this._speedRatio;
  55461. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  55462. ret += ", animatables length: " + this._animatables;
  55463. }
  55464. return ret;
  55465. };
  55466. return AnimationGroup;
  55467. }());
  55468. BABYLON.AnimationGroup = AnimationGroup;
  55469. })(BABYLON || (BABYLON = {}));
  55470. //# sourceMappingURL=babylon.animationGroup.js.map
  55471. var BABYLON;
  55472. (function (BABYLON) {
  55473. // Static values to help the garbage collector
  55474. // Quaternion
  55475. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  55476. // Vector3
  55477. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  55478. // Vector2
  55479. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  55480. // Size
  55481. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  55482. // Color3
  55483. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  55484. /**
  55485. * Defines a runtime animation
  55486. */
  55487. var RuntimeAnimation = /** @class */ (function () {
  55488. /**
  55489. * Create a new RuntimeAnimation object
  55490. * @param target defines the target of the animation
  55491. * @param animation defines the source animation object
  55492. * @param scene defines the hosting scene
  55493. * @param host defines the initiating Animatable
  55494. */
  55495. function RuntimeAnimation(target, animation, scene, host) {
  55496. var _this = this;
  55497. this._events = new Array();
  55498. /**
  55499. * The current frame of the runtime animation
  55500. */
  55501. this._currentFrame = 0;
  55502. /**
  55503. * The original value of the runtime animation
  55504. */
  55505. this._originalValue = new Array();
  55506. /**
  55507. * The offsets cache of the runtime animation
  55508. */
  55509. this._offsetsCache = {};
  55510. /**
  55511. * The high limits cache of the runtime animation
  55512. */
  55513. this._highLimitsCache = {};
  55514. /**
  55515. * Specifies if the runtime animation has been stopped
  55516. */
  55517. this._stopped = false;
  55518. /**
  55519. * The blending factor of the runtime animation
  55520. */
  55521. this._blendingFactor = 0;
  55522. /**
  55523. * The target path of the runtime animation
  55524. */
  55525. this._targetPath = "";
  55526. /**
  55527. * The weight of the runtime animation
  55528. */
  55529. this._weight = 1.0;
  55530. /**
  55531. * The ratio offset of the runtime animation
  55532. */
  55533. this._ratioOffset = 0;
  55534. /**
  55535. * The previous delay of the runtime animation
  55536. */
  55537. this._previousDelay = 0;
  55538. /**
  55539. * The previous ratio of the runtime animation
  55540. */
  55541. this._previousRatio = 0;
  55542. this._animation = animation;
  55543. this._target = target;
  55544. this._scene = scene;
  55545. this._host = host;
  55546. animation._runtimeAnimations.push(this);
  55547. // Cloning events locally
  55548. var events = animation.getEvents();
  55549. if (events && events.length > 0) {
  55550. events.forEach(function (e) {
  55551. _this._events.push(e._clone());
  55552. });
  55553. }
  55554. }
  55555. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  55556. /**
  55557. * Gets the current frame of the runtime animation
  55558. */
  55559. get: function () {
  55560. return this._currentFrame;
  55561. },
  55562. enumerable: true,
  55563. configurable: true
  55564. });
  55565. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  55566. /**
  55567. * Gets the weight of the runtime animation
  55568. */
  55569. get: function () {
  55570. return this._weight;
  55571. },
  55572. enumerable: true,
  55573. configurable: true
  55574. });
  55575. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55576. /**
  55577. * Gets the current value of the runtime animation
  55578. */
  55579. get: function () {
  55580. return this._currentValue;
  55581. },
  55582. enumerable: true,
  55583. configurable: true
  55584. });
  55585. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55586. /**
  55587. * Gets the target path of the runtime animation
  55588. */
  55589. get: function () {
  55590. return this._targetPath;
  55591. },
  55592. enumerable: true,
  55593. configurable: true
  55594. });
  55595. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55596. /**
  55597. * Gets the actual target of the runtime animation
  55598. */
  55599. get: function () {
  55600. return this._activeTarget;
  55601. },
  55602. enumerable: true,
  55603. configurable: true
  55604. });
  55605. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55606. /**
  55607. * Gets the animation from the runtime animation
  55608. */
  55609. get: function () {
  55610. return this._animation;
  55611. },
  55612. enumerable: true,
  55613. configurable: true
  55614. });
  55615. /**
  55616. * Resets the runtime animation to the beginning
  55617. * @param restoreOriginal defines whether to restore the target property to the original value
  55618. */
  55619. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55620. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55621. if (restoreOriginal) {
  55622. if (this._target instanceof Array) {
  55623. var index = 0;
  55624. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55625. var target = _a[_i];
  55626. if (this._originalValue[index] !== undefined) {
  55627. this._setValue(target, this._originalValue[index], -1);
  55628. }
  55629. index++;
  55630. }
  55631. }
  55632. else {
  55633. if (this._originalValue[0] !== undefined) {
  55634. this._setValue(this._target, this._originalValue[0], -1);
  55635. }
  55636. }
  55637. }
  55638. this._offsetsCache = {};
  55639. this._highLimitsCache = {};
  55640. this._currentFrame = 0;
  55641. this._blendingFactor = 0;
  55642. this._originalValue = new Array();
  55643. // Events
  55644. for (var index = 0; index < this._events.length; index++) {
  55645. this._events[index].isDone = false;
  55646. }
  55647. };
  55648. /**
  55649. * Specifies if the runtime animation is stopped
  55650. * @returns Boolean specifying if the runtime animation is stopped
  55651. */
  55652. RuntimeAnimation.prototype.isStopped = function () {
  55653. return this._stopped;
  55654. };
  55655. /**
  55656. * Disposes of the runtime animation
  55657. */
  55658. RuntimeAnimation.prototype.dispose = function () {
  55659. var index = this._animation.runtimeAnimations.indexOf(this);
  55660. if (index > -1) {
  55661. this._animation.runtimeAnimations.splice(index, 1);
  55662. }
  55663. };
  55664. /**
  55665. * Interpolates the animation from the current frame
  55666. * @param currentFrame The frame to interpolate the animation to
  55667. * @param repeatCount The number of times that the animation should loop
  55668. * @param loopMode The type of looping mode to use
  55669. * @param offsetValue Animation offset value
  55670. * @param highLimitValue The high limit value
  55671. * @returns The interpolated value
  55672. */
  55673. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55674. this._currentFrame = currentFrame;
  55675. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55676. this._workValue = BABYLON.Matrix.Zero();
  55677. }
  55678. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55679. };
  55680. /**
  55681. * Apply the interpolated value to the target
  55682. * @param currentValue defines the value computed by the animation
  55683. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55684. */
  55685. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55686. if (weight === void 0) { weight = 1.0; }
  55687. if (this._target instanceof Array) {
  55688. var index = 0;
  55689. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55690. var target = _a[_i];
  55691. this._setValue(target, currentValue, weight, index);
  55692. index++;
  55693. }
  55694. }
  55695. else {
  55696. this._setValue(this._target, currentValue, weight);
  55697. }
  55698. };
  55699. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55700. if (targetIndex === void 0) { targetIndex = 0; }
  55701. // Set value
  55702. var path;
  55703. var destination;
  55704. var targetPropertyPath = this._animation.targetPropertyPath;
  55705. if (targetPropertyPath.length > 1) {
  55706. var property = target[targetPropertyPath[0]];
  55707. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55708. property = property[targetPropertyPath[index]];
  55709. }
  55710. path = targetPropertyPath[targetPropertyPath.length - 1];
  55711. destination = property;
  55712. }
  55713. else {
  55714. path = targetPropertyPath[0];
  55715. destination = target;
  55716. }
  55717. this._targetPath = path;
  55718. this._activeTarget = destination;
  55719. this._weight = weight;
  55720. if (this._originalValue[targetIndex] === undefined) {
  55721. var originalValue = void 0;
  55722. if (destination.getRestPose && path === "_matrix") { // For bones
  55723. originalValue = destination.getRestPose();
  55724. }
  55725. else {
  55726. originalValue = destination[path];
  55727. }
  55728. if (originalValue && originalValue.clone) {
  55729. this._originalValue[targetIndex] = originalValue.clone();
  55730. }
  55731. else {
  55732. this._originalValue[targetIndex] = originalValue;
  55733. }
  55734. }
  55735. // Blending
  55736. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55737. if (enableBlending && this._blendingFactor <= 1.0) {
  55738. if (!this._originalBlendValue) {
  55739. var originalValue = destination[path];
  55740. if (originalValue.clone) {
  55741. this._originalBlendValue = originalValue.clone();
  55742. }
  55743. else {
  55744. this._originalBlendValue = originalValue;
  55745. }
  55746. }
  55747. if (this._originalBlendValue.m) { // Matrix
  55748. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55749. if (this._currentValue) {
  55750. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55751. }
  55752. else {
  55753. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55754. }
  55755. }
  55756. else {
  55757. if (this._currentValue) {
  55758. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55759. }
  55760. else {
  55761. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55762. }
  55763. }
  55764. }
  55765. else {
  55766. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55767. }
  55768. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55769. this._blendingFactor += blendingSpeed;
  55770. }
  55771. else {
  55772. this._currentValue = currentValue;
  55773. }
  55774. if (weight !== -1.0) {
  55775. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55776. }
  55777. else {
  55778. destination[path] = this._currentValue;
  55779. }
  55780. if (target.markAsDirty) {
  55781. target.markAsDirty(this._animation.targetProperty);
  55782. }
  55783. };
  55784. /**
  55785. * Gets the loop pmode of the runtime animation
  55786. * @returns Loop Mode
  55787. */
  55788. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55789. if (this._target && this._target.animationPropertiesOverride) {
  55790. return this._target.animationPropertiesOverride.loopMode;
  55791. }
  55792. return this._animation.loopMode;
  55793. };
  55794. /**
  55795. * Move the current animation to a given frame
  55796. * @param frame defines the frame to move to
  55797. */
  55798. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55799. var keys = this._animation.getKeys();
  55800. if (frame < keys[0].frame) {
  55801. frame = keys[0].frame;
  55802. }
  55803. else if (frame > keys[keys.length - 1].frame) {
  55804. frame = keys[keys.length - 1].frame;
  55805. }
  55806. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55807. this.setValue(currentValue, -1);
  55808. };
  55809. /**
  55810. * @hidden Internal use only
  55811. */
  55812. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55813. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55814. this._ratioOffset = this._previousRatio - newRatio;
  55815. };
  55816. /**
  55817. * Execute the current animation
  55818. * @param delay defines the delay to add to the current frame
  55819. * @param from defines the lower bound of the animation range
  55820. * @param to defines the upper bound of the animation range
  55821. * @param loop defines if the current animation must loop
  55822. * @param speedRatio defines the current speed ratio
  55823. * @param weight defines the weight of the animation (default is -1 so no weight)
  55824. * @param onLoop optional callback called when animation loops
  55825. * @returns a boolean indicating if the animation is running
  55826. */
  55827. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight, onLoop) {
  55828. if (weight === void 0) { weight = -1.0; }
  55829. var targetPropertyPath = this._animation.targetPropertyPath;
  55830. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55831. this._stopped = true;
  55832. return false;
  55833. }
  55834. var returnValue = true;
  55835. var keys = this._animation.getKeys();
  55836. // Adding a start key at frame 0 if missing
  55837. if (keys[0].frame !== 0) {
  55838. var newKey = { frame: 0, value: keys[0].value };
  55839. keys.splice(0, 0, newKey);
  55840. }
  55841. // Adding a duplicate key when there is only one key at frame zero
  55842. else if (keys.length === 1) {
  55843. var newKey = { frame: 0.001, value: keys[0].value };
  55844. keys.push(newKey);
  55845. }
  55846. // Check limits
  55847. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55848. from = keys[0].frame;
  55849. }
  55850. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55851. to = keys[keys.length - 1].frame;
  55852. }
  55853. //to and from cannot be the same key
  55854. if (from === to) {
  55855. if (from > keys[0].frame) {
  55856. from--;
  55857. }
  55858. else if (to < keys[keys.length - 1].frame) {
  55859. to++;
  55860. }
  55861. }
  55862. // Compute ratio
  55863. var range = to - from;
  55864. var offsetValue;
  55865. // ratio represents the frame delta between from and to
  55866. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55867. var highLimitValue = 0;
  55868. this._previousDelay = delay;
  55869. this._previousRatio = ratio;
  55870. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55871. returnValue = false;
  55872. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55873. }
  55874. else {
  55875. // Get max value if required
  55876. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55877. var keyOffset = to.toString() + from.toString();
  55878. if (!this._offsetsCache[keyOffset]) {
  55879. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55880. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55881. switch (this._animation.dataType) {
  55882. // Float
  55883. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55884. this._offsetsCache[keyOffset] = toValue - fromValue;
  55885. break;
  55886. // Quaternion
  55887. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55888. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55889. break;
  55890. // Vector3
  55891. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55892. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55893. // Vector2
  55894. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55895. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55896. // Size
  55897. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55898. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55899. // Color3
  55900. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55901. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55902. default:
  55903. break;
  55904. }
  55905. this._highLimitsCache[keyOffset] = toValue;
  55906. }
  55907. highLimitValue = this._highLimitsCache[keyOffset];
  55908. offsetValue = this._offsetsCache[keyOffset];
  55909. }
  55910. }
  55911. if (offsetValue === undefined) {
  55912. switch (this._animation.dataType) {
  55913. // Float
  55914. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55915. offsetValue = 0;
  55916. break;
  55917. // Quaternion
  55918. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55919. offsetValue = _staticOffsetValueQuaternion;
  55920. break;
  55921. // Vector3
  55922. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55923. offsetValue = _staticOffsetValueVector3;
  55924. break;
  55925. // Vector2
  55926. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55927. offsetValue = _staticOffsetValueVector2;
  55928. break;
  55929. // Size
  55930. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55931. offsetValue = _staticOffsetValueSize;
  55932. break;
  55933. // Color3
  55934. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55935. offsetValue = _staticOffsetValueColor3;
  55936. }
  55937. }
  55938. // Compute value
  55939. var repeatCount = (ratio / range) >> 0;
  55940. var currentFrame = returnValue ? from + ratio % range : to;
  55941. // Need to normalize?
  55942. if (this._host && this._host.syncRoot) {
  55943. var syncRoot = this._host.syncRoot;
  55944. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55945. currentFrame = from + (to - from) * hostNormalizedFrame;
  55946. }
  55947. // Reset events if looping
  55948. var events = this._events;
  55949. if (range > 0 && this.currentFrame > currentFrame ||
  55950. range < 0 && this.currentFrame < currentFrame) {
  55951. if (onLoop) {
  55952. onLoop();
  55953. }
  55954. // Need to reset animation events
  55955. for (var index = 0; index < events.length; index++) {
  55956. if (!events[index].onlyOnce) {
  55957. // reset event, the animation is looping
  55958. events[index].isDone = false;
  55959. }
  55960. }
  55961. }
  55962. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55963. // Set value
  55964. this.setValue(currentValue, weight);
  55965. // Check events
  55966. for (var index = 0; index < events.length; index++) {
  55967. // Make sure current frame has passed event frame and that event frame is within the current range
  55968. // Also, handle both forward and reverse animations
  55969. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55970. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55971. var event = events[index];
  55972. if (!event.isDone) {
  55973. // If event should be done only once, remove it.
  55974. if (event.onlyOnce) {
  55975. events.splice(index, 1);
  55976. index--;
  55977. }
  55978. event.isDone = true;
  55979. event.action(currentFrame);
  55980. } // Don't do anything if the event has already be done.
  55981. }
  55982. }
  55983. if (!returnValue) {
  55984. this._stopped = true;
  55985. }
  55986. return returnValue;
  55987. };
  55988. return RuntimeAnimation;
  55989. }());
  55990. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55991. })(BABYLON || (BABYLON = {}));
  55992. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55993. var BABYLON;
  55994. (function (BABYLON) {
  55995. /**
  55996. * Class used to store an actual running animation
  55997. */
  55998. var Animatable = /** @class */ (function () {
  55999. /**
  56000. * Creates a new Animatable
  56001. * @param scene defines the hosting scene
  56002. * @param target defines the target object
  56003. * @param fromFrame defines the starting frame number (default is 0)
  56004. * @param toFrame defines the ending frame number (default is 100)
  56005. * @param loopAnimation defines if the animation must loop (default is false)
  56006. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  56007. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  56008. * @param animations defines a group of animation to add to the new Animatable
  56009. * @param onAnimationLoop defines a callback to call when animation loops
  56010. */
  56011. function Animatable(scene,
  56012. /** defines the target object */
  56013. target,
  56014. /** defines the starting frame number (default is 0) */
  56015. fromFrame,
  56016. /** defines the ending frame number (default is 100) */
  56017. toFrame,
  56018. /** defines if the animation must loop (default is false) */
  56019. loopAnimation, speedRatio,
  56020. /** defines a callback to call when animation ends if it is not looping */
  56021. onAnimationEnd, animations,
  56022. /** defines a callback to call when animation loops */
  56023. onAnimationLoop) {
  56024. if (fromFrame === void 0) { fromFrame = 0; }
  56025. if (toFrame === void 0) { toFrame = 100; }
  56026. if (loopAnimation === void 0) { loopAnimation = false; }
  56027. if (speedRatio === void 0) { speedRatio = 1.0; }
  56028. this.target = target;
  56029. this.fromFrame = fromFrame;
  56030. this.toFrame = toFrame;
  56031. this.loopAnimation = loopAnimation;
  56032. this.onAnimationEnd = onAnimationEnd;
  56033. this.onAnimationLoop = onAnimationLoop;
  56034. this._localDelayOffset = null;
  56035. this._pausedDelay = null;
  56036. this._runtimeAnimations = new Array();
  56037. this._paused = false;
  56038. this._speedRatio = 1;
  56039. this._weight = -1.0;
  56040. /**
  56041. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  56042. * This will only apply for non looping animation (default is true)
  56043. */
  56044. this.disposeOnEnd = true;
  56045. /**
  56046. * Gets a boolean indicating if the animation has started
  56047. */
  56048. this.animationStarted = false;
  56049. /**
  56050. * Observer raised when the animation ends
  56051. */
  56052. this.onAnimationEndObservable = new BABYLON.Observable();
  56053. /**
  56054. * Observer raised when the animation loops
  56055. */
  56056. this.onAnimationLoopObservable = new BABYLON.Observable();
  56057. this._scene = scene;
  56058. if (animations) {
  56059. this.appendAnimations(target, animations);
  56060. }
  56061. this._speedRatio = speedRatio;
  56062. scene._activeAnimatables.push(this);
  56063. }
  56064. Object.defineProperty(Animatable.prototype, "syncRoot", {
  56065. /**
  56066. * Gets the root Animatable used to synchronize and normalize animations
  56067. */
  56068. get: function () {
  56069. return this._syncRoot;
  56070. },
  56071. enumerable: true,
  56072. configurable: true
  56073. });
  56074. Object.defineProperty(Animatable.prototype, "masterFrame", {
  56075. /**
  56076. * Gets the current frame of the first RuntimeAnimation
  56077. * Used to synchronize Animatables
  56078. */
  56079. get: function () {
  56080. if (this._runtimeAnimations.length === 0) {
  56081. return 0;
  56082. }
  56083. return this._runtimeAnimations[0].currentFrame;
  56084. },
  56085. enumerable: true,
  56086. configurable: true
  56087. });
  56088. Object.defineProperty(Animatable.prototype, "weight", {
  56089. /**
  56090. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  56091. */
  56092. get: function () {
  56093. return this._weight;
  56094. },
  56095. set: function (value) {
  56096. if (value === -1) { // -1 is ok and means no weight
  56097. this._weight = -1;
  56098. return;
  56099. }
  56100. // Else weight must be in [0, 1] range
  56101. this._weight = Math.min(Math.max(value, 0), 1.0);
  56102. },
  56103. enumerable: true,
  56104. configurable: true
  56105. });
  56106. Object.defineProperty(Animatable.prototype, "speedRatio", {
  56107. /**
  56108. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  56109. */
  56110. get: function () {
  56111. return this._speedRatio;
  56112. },
  56113. set: function (value) {
  56114. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  56115. var animation = this._runtimeAnimations[index];
  56116. animation._prepareForSpeedRatioChange(value);
  56117. }
  56118. this._speedRatio = value;
  56119. },
  56120. enumerable: true,
  56121. configurable: true
  56122. });
  56123. // Methods
  56124. /**
  56125. * Synchronize and normalize current Animatable with a source Animatable
  56126. * This is useful when using animation weights and when animations are not of the same length
  56127. * @param root defines the root Animatable to synchronize with
  56128. * @returns the current Animatable
  56129. */
  56130. Animatable.prototype.syncWith = function (root) {
  56131. this._syncRoot = root;
  56132. if (root) {
  56133. // Make sure this animatable will animate after the root
  56134. var index = this._scene._activeAnimatables.indexOf(this);
  56135. if (index > -1) {
  56136. this._scene._activeAnimatables.splice(index, 1);
  56137. this._scene._activeAnimatables.push(this);
  56138. }
  56139. }
  56140. return this;
  56141. };
  56142. /**
  56143. * Gets the list of runtime animations
  56144. * @returns an array of RuntimeAnimation
  56145. */
  56146. Animatable.prototype.getAnimations = function () {
  56147. return this._runtimeAnimations;
  56148. };
  56149. /**
  56150. * Adds more animations to the current animatable
  56151. * @param target defines the target of the animations
  56152. * @param animations defines the new animations to add
  56153. */
  56154. Animatable.prototype.appendAnimations = function (target, animations) {
  56155. for (var index = 0; index < animations.length; index++) {
  56156. var animation = animations[index];
  56157. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  56158. }
  56159. };
  56160. /**
  56161. * Gets the source animation for a specific property
  56162. * @param property defines the propertyu to look for
  56163. * @returns null or the source animation for the given property
  56164. */
  56165. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  56166. var runtimeAnimations = this._runtimeAnimations;
  56167. for (var index = 0; index < runtimeAnimations.length; index++) {
  56168. if (runtimeAnimations[index].animation.targetProperty === property) {
  56169. return runtimeAnimations[index].animation;
  56170. }
  56171. }
  56172. return null;
  56173. };
  56174. /**
  56175. * Gets the runtime animation for a specific property
  56176. * @param property defines the propertyu to look for
  56177. * @returns null or the runtime animation for the given property
  56178. */
  56179. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  56180. var runtimeAnimations = this._runtimeAnimations;
  56181. for (var index = 0; index < runtimeAnimations.length; index++) {
  56182. if (runtimeAnimations[index].animation.targetProperty === property) {
  56183. return runtimeAnimations[index];
  56184. }
  56185. }
  56186. return null;
  56187. };
  56188. /**
  56189. * Resets the animatable to its original state
  56190. */
  56191. Animatable.prototype.reset = function () {
  56192. var runtimeAnimations = this._runtimeAnimations;
  56193. for (var index = 0; index < runtimeAnimations.length; index++) {
  56194. runtimeAnimations[index].reset(true);
  56195. }
  56196. this._localDelayOffset = null;
  56197. this._pausedDelay = null;
  56198. };
  56199. /**
  56200. * Allows the animatable to blend with current running animations
  56201. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  56202. * @param blendingSpeed defines the blending speed to use
  56203. */
  56204. Animatable.prototype.enableBlending = function (blendingSpeed) {
  56205. var runtimeAnimations = this._runtimeAnimations;
  56206. for (var index = 0; index < runtimeAnimations.length; index++) {
  56207. runtimeAnimations[index].animation.enableBlending = true;
  56208. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  56209. }
  56210. };
  56211. /**
  56212. * Disable animation blending
  56213. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  56214. */
  56215. Animatable.prototype.disableBlending = function () {
  56216. var runtimeAnimations = this._runtimeAnimations;
  56217. for (var index = 0; index < runtimeAnimations.length; index++) {
  56218. runtimeAnimations[index].animation.enableBlending = false;
  56219. }
  56220. };
  56221. /**
  56222. * Jump directly to a given frame
  56223. * @param frame defines the frame to jump to
  56224. */
  56225. Animatable.prototype.goToFrame = function (frame) {
  56226. var runtimeAnimations = this._runtimeAnimations;
  56227. if (runtimeAnimations[0]) {
  56228. var fps = runtimeAnimations[0].animation.framePerSecond;
  56229. var currentFrame = runtimeAnimations[0].currentFrame;
  56230. var adjustTime = frame - currentFrame;
  56231. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  56232. if (this._localDelayOffset === null) {
  56233. this._localDelayOffset = 0;
  56234. }
  56235. this._localDelayOffset -= delay;
  56236. }
  56237. for (var index = 0; index < runtimeAnimations.length; index++) {
  56238. runtimeAnimations[index].goToFrame(frame);
  56239. }
  56240. };
  56241. /**
  56242. * Pause the animation
  56243. */
  56244. Animatable.prototype.pause = function () {
  56245. if (this._paused) {
  56246. return;
  56247. }
  56248. this._paused = true;
  56249. };
  56250. /**
  56251. * Restart the animation
  56252. */
  56253. Animatable.prototype.restart = function () {
  56254. this._paused = false;
  56255. };
  56256. Animatable.prototype._raiseOnAnimationEnd = function () {
  56257. if (this.onAnimationEnd) {
  56258. this.onAnimationEnd();
  56259. }
  56260. this.onAnimationEndObservable.notifyObservers(this);
  56261. };
  56262. /**
  56263. * Stop and delete the current animation
  56264. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  56265. * @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)
  56266. */
  56267. Animatable.prototype.stop = function (animationName, targetMask) {
  56268. if (animationName || targetMask) {
  56269. var idx = this._scene._activeAnimatables.indexOf(this);
  56270. if (idx > -1) {
  56271. var runtimeAnimations = this._runtimeAnimations;
  56272. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  56273. var runtimeAnimation = runtimeAnimations[index];
  56274. if (animationName && runtimeAnimation.animation.name != animationName) {
  56275. continue;
  56276. }
  56277. if (targetMask && !targetMask(runtimeAnimation.target)) {
  56278. continue;
  56279. }
  56280. runtimeAnimation.dispose();
  56281. runtimeAnimations.splice(index, 1);
  56282. }
  56283. if (runtimeAnimations.length == 0) {
  56284. this._scene._activeAnimatables.splice(idx, 1);
  56285. this._raiseOnAnimationEnd();
  56286. }
  56287. }
  56288. }
  56289. else {
  56290. var index = this._scene._activeAnimatables.indexOf(this);
  56291. if (index > -1) {
  56292. this._scene._activeAnimatables.splice(index, 1);
  56293. var runtimeAnimations = this._runtimeAnimations;
  56294. for (var index = 0; index < runtimeAnimations.length; index++) {
  56295. runtimeAnimations[index].dispose();
  56296. }
  56297. this._raiseOnAnimationEnd();
  56298. }
  56299. }
  56300. };
  56301. /**
  56302. * Wait asynchronously for the animation to end
  56303. * @returns a promise which will be fullfilled when the animation ends
  56304. */
  56305. Animatable.prototype.waitAsync = function () {
  56306. var _this = this;
  56307. return new Promise(function (resolve, reject) {
  56308. _this.onAnimationEndObservable.add(function () {
  56309. resolve(_this);
  56310. }, undefined, undefined, _this, true);
  56311. });
  56312. };
  56313. /** @hidden */
  56314. Animatable.prototype._animate = function (delay) {
  56315. var _this = this;
  56316. if (this._paused) {
  56317. this.animationStarted = false;
  56318. if (this._pausedDelay === null) {
  56319. this._pausedDelay = delay;
  56320. }
  56321. return true;
  56322. }
  56323. if (this._localDelayOffset === null) {
  56324. this._localDelayOffset = delay;
  56325. this._pausedDelay = null;
  56326. }
  56327. else if (this._pausedDelay !== null) {
  56328. this._localDelayOffset += delay - this._pausedDelay;
  56329. this._pausedDelay = null;
  56330. }
  56331. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  56332. return true;
  56333. }
  56334. // Animating
  56335. var running = false;
  56336. var runtimeAnimations = this._runtimeAnimations;
  56337. var index;
  56338. for (index = 0; index < runtimeAnimations.length; index++) {
  56339. var animation = runtimeAnimations[index];
  56340. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight, function () {
  56341. _this.onAnimationLoopObservable.notifyObservers(_this);
  56342. if (_this.onAnimationLoop) {
  56343. _this.onAnimationLoop();
  56344. }
  56345. });
  56346. running = running || isRunning;
  56347. }
  56348. this.animationStarted = running;
  56349. if (!running) {
  56350. if (this.disposeOnEnd) {
  56351. // Remove from active animatables
  56352. index = this._scene._activeAnimatables.indexOf(this);
  56353. this._scene._activeAnimatables.splice(index, 1);
  56354. // Dispose all runtime animations
  56355. for (index = 0; index < runtimeAnimations.length; index++) {
  56356. runtimeAnimations[index].dispose();
  56357. }
  56358. }
  56359. this._raiseOnAnimationEnd();
  56360. if (this.disposeOnEnd) {
  56361. this.onAnimationEnd = null;
  56362. this.onAnimationLoop = null;
  56363. this.onAnimationLoopObservable.clear();
  56364. this.onAnimationEndObservable.clear();
  56365. }
  56366. }
  56367. return running;
  56368. };
  56369. return Animatable;
  56370. }());
  56371. BABYLON.Animatable = Animatable;
  56372. })(BABYLON || (BABYLON = {}));
  56373. //# sourceMappingURL=babylon.animatable.js.map
  56374. var BABYLON;
  56375. (function (BABYLON) {
  56376. /**
  56377. * Base class used for every default easing function.
  56378. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56379. */
  56380. var EasingFunction = /** @class */ (function () {
  56381. function EasingFunction() {
  56382. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  56383. }
  56384. /**
  56385. * Sets the easing mode of the current function.
  56386. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  56387. */
  56388. EasingFunction.prototype.setEasingMode = function (easingMode) {
  56389. var n = Math.min(Math.max(easingMode, 0), 2);
  56390. this._easingMode = n;
  56391. };
  56392. /**
  56393. * Gets the current easing mode.
  56394. * @returns the easing mode
  56395. */
  56396. EasingFunction.prototype.getEasingMode = function () {
  56397. return this._easingMode;
  56398. };
  56399. /**
  56400. * @hidden
  56401. */
  56402. EasingFunction.prototype.easeInCore = function (gradient) {
  56403. throw new Error('You must implement this method');
  56404. };
  56405. /**
  56406. * Given an input gradient between 0 and 1, this returns the corrseponding value
  56407. * of the easing function.
  56408. * @param gradient Defines the value between 0 and 1 we want the easing value for
  56409. * @returns the corresponding value on the curve defined by the easing function
  56410. */
  56411. EasingFunction.prototype.ease = function (gradient) {
  56412. switch (this._easingMode) {
  56413. case EasingFunction.EASINGMODE_EASEIN:
  56414. return this.easeInCore(gradient);
  56415. case EasingFunction.EASINGMODE_EASEOUT:
  56416. return (1 - this.easeInCore(1 - gradient));
  56417. }
  56418. if (gradient >= 0.5) {
  56419. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  56420. }
  56421. return (this.easeInCore(gradient * 2) * 0.5);
  56422. };
  56423. /**
  56424. * Interpolation follows the mathematical formula associated with the easing function.
  56425. */
  56426. EasingFunction.EASINGMODE_EASEIN = 0;
  56427. /**
  56428. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  56429. */
  56430. EasingFunction.EASINGMODE_EASEOUT = 1;
  56431. /**
  56432. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  56433. */
  56434. EasingFunction.EASINGMODE_EASEINOUT = 2;
  56435. return EasingFunction;
  56436. }());
  56437. BABYLON.EasingFunction = EasingFunction;
  56438. /**
  56439. * Easing function with a circle shape (see link below).
  56440. * @see https://easings.net/#easeInCirc
  56441. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56442. */
  56443. var CircleEase = /** @class */ (function (_super) {
  56444. __extends(CircleEase, _super);
  56445. function CircleEase() {
  56446. return _super !== null && _super.apply(this, arguments) || this;
  56447. }
  56448. /** @hidden */
  56449. CircleEase.prototype.easeInCore = function (gradient) {
  56450. gradient = Math.max(0, Math.min(1, gradient));
  56451. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  56452. };
  56453. return CircleEase;
  56454. }(EasingFunction));
  56455. BABYLON.CircleEase = CircleEase;
  56456. /**
  56457. * Easing function with a ease back shape (see link below).
  56458. * @see https://easings.net/#easeInBack
  56459. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56460. */
  56461. var BackEase = /** @class */ (function (_super) {
  56462. __extends(BackEase, _super);
  56463. /**
  56464. * Instantiates a back ease easing
  56465. * @see https://easings.net/#easeInBack
  56466. * @param amplitude Defines the amplitude of the function
  56467. */
  56468. function BackEase(
  56469. /** Defines the amplitude of the function */
  56470. amplitude) {
  56471. if (amplitude === void 0) { amplitude = 1; }
  56472. var _this = _super.call(this) || this;
  56473. _this.amplitude = amplitude;
  56474. return _this;
  56475. }
  56476. /** @hidden */
  56477. BackEase.prototype.easeInCore = function (gradient) {
  56478. var num = Math.max(0, this.amplitude);
  56479. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  56480. };
  56481. return BackEase;
  56482. }(EasingFunction));
  56483. BABYLON.BackEase = BackEase;
  56484. /**
  56485. * Easing function with a bouncing shape (see link below).
  56486. * @see https://easings.net/#easeInBounce
  56487. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56488. */
  56489. var BounceEase = /** @class */ (function (_super) {
  56490. __extends(BounceEase, _super);
  56491. /**
  56492. * Instantiates a bounce easing
  56493. * @see https://easings.net/#easeInBounce
  56494. * @param bounces Defines the number of bounces
  56495. * @param bounciness Defines the amplitude of the bounce
  56496. */
  56497. function BounceEase(
  56498. /** Defines the number of bounces */
  56499. bounces,
  56500. /** Defines the amplitude of the bounce */
  56501. bounciness) {
  56502. if (bounces === void 0) { bounces = 3; }
  56503. if (bounciness === void 0) { bounciness = 2; }
  56504. var _this = _super.call(this) || this;
  56505. _this.bounces = bounces;
  56506. _this.bounciness = bounciness;
  56507. return _this;
  56508. }
  56509. /** @hidden */
  56510. BounceEase.prototype.easeInCore = function (gradient) {
  56511. var y = Math.max(0.0, this.bounces);
  56512. var bounciness = this.bounciness;
  56513. if (bounciness <= 1.0) {
  56514. bounciness = 1.001;
  56515. }
  56516. var num9 = Math.pow(bounciness, y);
  56517. var num5 = 1.0 - bounciness;
  56518. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  56519. var num15 = gradient * num4;
  56520. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  56521. var num3 = Math.floor(num65);
  56522. var num13 = num3 + 1.0;
  56523. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  56524. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  56525. var num7 = (num8 + num12) * 0.5;
  56526. var num6 = gradient - num7;
  56527. var num2 = num7 - num8;
  56528. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  56529. };
  56530. return BounceEase;
  56531. }(EasingFunction));
  56532. BABYLON.BounceEase = BounceEase;
  56533. /**
  56534. * Easing function with a power of 3 shape (see link below).
  56535. * @see https://easings.net/#easeInCubic
  56536. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56537. */
  56538. var CubicEase = /** @class */ (function (_super) {
  56539. __extends(CubicEase, _super);
  56540. function CubicEase() {
  56541. return _super !== null && _super.apply(this, arguments) || this;
  56542. }
  56543. /** @hidden */
  56544. CubicEase.prototype.easeInCore = function (gradient) {
  56545. return (gradient * gradient * gradient);
  56546. };
  56547. return CubicEase;
  56548. }(EasingFunction));
  56549. BABYLON.CubicEase = CubicEase;
  56550. /**
  56551. * Easing function with an elastic shape (see link below).
  56552. * @see https://easings.net/#easeInElastic
  56553. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56554. */
  56555. var ElasticEase = /** @class */ (function (_super) {
  56556. __extends(ElasticEase, _super);
  56557. /**
  56558. * Instantiates an elastic easing function
  56559. * @see https://easings.net/#easeInElastic
  56560. * @param oscillations Defines the number of oscillations
  56561. * @param springiness Defines the amplitude of the oscillations
  56562. */
  56563. function ElasticEase(
  56564. /** Defines the number of oscillations*/
  56565. oscillations,
  56566. /** Defines the amplitude of the oscillations*/
  56567. springiness) {
  56568. if (oscillations === void 0) { oscillations = 3; }
  56569. if (springiness === void 0) { springiness = 3; }
  56570. var _this = _super.call(this) || this;
  56571. _this.oscillations = oscillations;
  56572. _this.springiness = springiness;
  56573. return _this;
  56574. }
  56575. /** @hidden */
  56576. ElasticEase.prototype.easeInCore = function (gradient) {
  56577. var num2;
  56578. var num3 = Math.max(0.0, this.oscillations);
  56579. var num = Math.max(0.0, this.springiness);
  56580. if (num == 0) {
  56581. num2 = gradient;
  56582. }
  56583. else {
  56584. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  56585. }
  56586. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  56587. };
  56588. return ElasticEase;
  56589. }(EasingFunction));
  56590. BABYLON.ElasticEase = ElasticEase;
  56591. /**
  56592. * Easing function with an exponential shape (see link below).
  56593. * @see https://easings.net/#easeInExpo
  56594. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56595. */
  56596. var ExponentialEase = /** @class */ (function (_super) {
  56597. __extends(ExponentialEase, _super);
  56598. /**
  56599. * Instantiates an exponential easing function
  56600. * @see https://easings.net/#easeInExpo
  56601. * @param exponent Defines the exponent of the function
  56602. */
  56603. function ExponentialEase(
  56604. /** Defines the exponent of the function */
  56605. exponent) {
  56606. if (exponent === void 0) { exponent = 2; }
  56607. var _this = _super.call(this) || this;
  56608. _this.exponent = exponent;
  56609. return _this;
  56610. }
  56611. /** @hidden */
  56612. ExponentialEase.prototype.easeInCore = function (gradient) {
  56613. if (this.exponent <= 0) {
  56614. return gradient;
  56615. }
  56616. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56617. };
  56618. return ExponentialEase;
  56619. }(EasingFunction));
  56620. BABYLON.ExponentialEase = ExponentialEase;
  56621. /**
  56622. * Easing function with a power shape (see link below).
  56623. * @see https://easings.net/#easeInQuad
  56624. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56625. */
  56626. var PowerEase = /** @class */ (function (_super) {
  56627. __extends(PowerEase, _super);
  56628. /**
  56629. * Instantiates an power base easing function
  56630. * @see https://easings.net/#easeInQuad
  56631. * @param power Defines the power of the function
  56632. */
  56633. function PowerEase(
  56634. /** Defines the power of the function */
  56635. power) {
  56636. if (power === void 0) { power = 2; }
  56637. var _this = _super.call(this) || this;
  56638. _this.power = power;
  56639. return _this;
  56640. }
  56641. /** @hidden */
  56642. PowerEase.prototype.easeInCore = function (gradient) {
  56643. var y = Math.max(0.0, this.power);
  56644. return Math.pow(gradient, y);
  56645. };
  56646. return PowerEase;
  56647. }(EasingFunction));
  56648. BABYLON.PowerEase = PowerEase;
  56649. /**
  56650. * Easing function with a power of 2 shape (see link below).
  56651. * @see https://easings.net/#easeInQuad
  56652. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56653. */
  56654. var QuadraticEase = /** @class */ (function (_super) {
  56655. __extends(QuadraticEase, _super);
  56656. function QuadraticEase() {
  56657. return _super !== null && _super.apply(this, arguments) || this;
  56658. }
  56659. /** @hidden */
  56660. QuadraticEase.prototype.easeInCore = function (gradient) {
  56661. return (gradient * gradient);
  56662. };
  56663. return QuadraticEase;
  56664. }(EasingFunction));
  56665. BABYLON.QuadraticEase = QuadraticEase;
  56666. /**
  56667. * Easing function with a power of 4 shape (see link below).
  56668. * @see https://easings.net/#easeInQuart
  56669. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56670. */
  56671. var QuarticEase = /** @class */ (function (_super) {
  56672. __extends(QuarticEase, _super);
  56673. function QuarticEase() {
  56674. return _super !== null && _super.apply(this, arguments) || this;
  56675. }
  56676. /** @hidden */
  56677. QuarticEase.prototype.easeInCore = function (gradient) {
  56678. return (gradient * gradient * gradient * gradient);
  56679. };
  56680. return QuarticEase;
  56681. }(EasingFunction));
  56682. BABYLON.QuarticEase = QuarticEase;
  56683. /**
  56684. * Easing function with a power of 5 shape (see link below).
  56685. * @see https://easings.net/#easeInQuint
  56686. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56687. */
  56688. var QuinticEase = /** @class */ (function (_super) {
  56689. __extends(QuinticEase, _super);
  56690. function QuinticEase() {
  56691. return _super !== null && _super.apply(this, arguments) || this;
  56692. }
  56693. /** @hidden */
  56694. QuinticEase.prototype.easeInCore = function (gradient) {
  56695. return (gradient * gradient * gradient * gradient * gradient);
  56696. };
  56697. return QuinticEase;
  56698. }(EasingFunction));
  56699. BABYLON.QuinticEase = QuinticEase;
  56700. /**
  56701. * Easing function with a sin shape (see link below).
  56702. * @see https://easings.net/#easeInSine
  56703. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56704. */
  56705. var SineEase = /** @class */ (function (_super) {
  56706. __extends(SineEase, _super);
  56707. function SineEase() {
  56708. return _super !== null && _super.apply(this, arguments) || this;
  56709. }
  56710. /** @hidden */
  56711. SineEase.prototype.easeInCore = function (gradient) {
  56712. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56713. };
  56714. return SineEase;
  56715. }(EasingFunction));
  56716. BABYLON.SineEase = SineEase;
  56717. /**
  56718. * Easing function with a bezier shape (see link below).
  56719. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56720. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56721. */
  56722. var BezierCurveEase = /** @class */ (function (_super) {
  56723. __extends(BezierCurveEase, _super);
  56724. /**
  56725. * Instantiates a bezier function
  56726. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56727. * @param x1 Defines the x component of the start tangent in the bezier curve
  56728. * @param y1 Defines the y component of the start tangent in the bezier curve
  56729. * @param x2 Defines the x component of the end tangent in the bezier curve
  56730. * @param y2 Defines the y component of the end tangent in the bezier curve
  56731. */
  56732. function BezierCurveEase(
  56733. /** Defines the x component of the start tangent in the bezier curve */
  56734. x1,
  56735. /** Defines the y component of the start tangent in the bezier curve */
  56736. y1,
  56737. /** Defines the x component of the end tangent in the bezier curve */
  56738. x2,
  56739. /** Defines the y component of the end tangent in the bezier curve */
  56740. y2) {
  56741. if (x1 === void 0) { x1 = 0; }
  56742. if (y1 === void 0) { y1 = 0; }
  56743. if (x2 === void 0) { x2 = 1; }
  56744. if (y2 === void 0) { y2 = 1; }
  56745. var _this = _super.call(this) || this;
  56746. _this.x1 = x1;
  56747. _this.y1 = y1;
  56748. _this.x2 = x2;
  56749. _this.y2 = y2;
  56750. return _this;
  56751. }
  56752. /** @hidden */
  56753. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56754. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56755. };
  56756. return BezierCurveEase;
  56757. }(EasingFunction));
  56758. BABYLON.BezierCurveEase = BezierCurveEase;
  56759. })(BABYLON || (BABYLON = {}));
  56760. //# sourceMappingURL=babylon.easing.js.map
  56761. var BABYLON;
  56762. (function (BABYLON) {
  56763. /**
  56764. * A Condition applied to an Action
  56765. */
  56766. var Condition = /** @class */ (function () {
  56767. /**
  56768. * Creates a new Condition
  56769. * @param actionManager the manager of the action the condition is applied to
  56770. */
  56771. function Condition(actionManager) {
  56772. this._actionManager = actionManager;
  56773. }
  56774. /**
  56775. * Check if the current condition is valid
  56776. * @returns a boolean
  56777. */
  56778. Condition.prototype.isValid = function () {
  56779. return true;
  56780. };
  56781. /**
  56782. * Internal only
  56783. * @hidden
  56784. */
  56785. Condition.prototype._getProperty = function (propertyPath) {
  56786. return this._actionManager._getProperty(propertyPath);
  56787. };
  56788. /**
  56789. * Internal only
  56790. * @hidden
  56791. */
  56792. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56793. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56794. };
  56795. /**
  56796. * Serialize placeholder for child classes
  56797. * @returns the serialized object
  56798. */
  56799. Condition.prototype.serialize = function () {
  56800. };
  56801. /**
  56802. * Internal only
  56803. * @hidden
  56804. */
  56805. Condition.prototype._serialize = function (serializedCondition) {
  56806. return {
  56807. type: 2,
  56808. children: [],
  56809. name: serializedCondition.name,
  56810. properties: serializedCondition.properties
  56811. };
  56812. };
  56813. return Condition;
  56814. }());
  56815. BABYLON.Condition = Condition;
  56816. /**
  56817. * Defines specific conditional operators as extensions of Condition
  56818. */
  56819. var ValueCondition = /** @class */ (function (_super) {
  56820. __extends(ValueCondition, _super);
  56821. /**
  56822. * Creates a new ValueCondition
  56823. * @param actionManager manager for the action the condition applies to
  56824. * @param target for the action
  56825. * @param propertyPath path to specify the property of the target the conditional operator uses
  56826. * @param value the value compared by the conditional operator against the current value of the property
  56827. * @param operator the conditional operator, default ValueCondition.IsEqual
  56828. */
  56829. function ValueCondition(actionManager, target,
  56830. /** path to specify the property of the target the conditional operator uses */
  56831. propertyPath,
  56832. /** the value compared by the conditional operator against the current value of the property */
  56833. value,
  56834. /** the conditional operator, default ValueCondition.IsEqual */
  56835. operator) {
  56836. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56837. var _this = _super.call(this, actionManager) || this;
  56838. _this.propertyPath = propertyPath;
  56839. _this.value = value;
  56840. _this.operator = operator;
  56841. _this._target = target;
  56842. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56843. _this._property = _this._getProperty(_this.propertyPath);
  56844. return _this;
  56845. }
  56846. Object.defineProperty(ValueCondition, "IsEqual", {
  56847. /**
  56848. * returns the number for IsEqual
  56849. */
  56850. get: function () {
  56851. return ValueCondition._IsEqual;
  56852. },
  56853. enumerable: true,
  56854. configurable: true
  56855. });
  56856. Object.defineProperty(ValueCondition, "IsDifferent", {
  56857. /**
  56858. * Returns the number for IsDifferent
  56859. */
  56860. get: function () {
  56861. return ValueCondition._IsDifferent;
  56862. },
  56863. enumerable: true,
  56864. configurable: true
  56865. });
  56866. Object.defineProperty(ValueCondition, "IsGreater", {
  56867. /**
  56868. * Returns the number for IsGreater
  56869. */
  56870. get: function () {
  56871. return ValueCondition._IsGreater;
  56872. },
  56873. enumerable: true,
  56874. configurable: true
  56875. });
  56876. Object.defineProperty(ValueCondition, "IsLesser", {
  56877. /**
  56878. * Returns the number for IsLesser
  56879. */
  56880. get: function () {
  56881. return ValueCondition._IsLesser;
  56882. },
  56883. enumerable: true,
  56884. configurable: true
  56885. });
  56886. /**
  56887. * Compares the given value with the property value for the specified conditional operator
  56888. * @returns the result of the comparison
  56889. */
  56890. ValueCondition.prototype.isValid = function () {
  56891. switch (this.operator) {
  56892. case ValueCondition.IsGreater:
  56893. return this._effectiveTarget[this._property] > this.value;
  56894. case ValueCondition.IsLesser:
  56895. return this._effectiveTarget[this._property] < this.value;
  56896. case ValueCondition.IsEqual:
  56897. case ValueCondition.IsDifferent:
  56898. var check;
  56899. if (this.value.equals) {
  56900. check = this.value.equals(this._effectiveTarget[this._property]);
  56901. }
  56902. else {
  56903. check = this.value === this._effectiveTarget[this._property];
  56904. }
  56905. return this.operator === ValueCondition.IsEqual ? check : !check;
  56906. }
  56907. return false;
  56908. };
  56909. /**
  56910. * Serialize the ValueCondition into a JSON compatible object
  56911. * @returns serialization object
  56912. */
  56913. ValueCondition.prototype.serialize = function () {
  56914. return this._serialize({
  56915. name: "ValueCondition",
  56916. properties: [
  56917. BABYLON.Action._GetTargetProperty(this._target),
  56918. { name: "propertyPath", value: this.propertyPath },
  56919. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56920. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56921. ]
  56922. });
  56923. };
  56924. /**
  56925. * Gets the name of the conditional operator for the ValueCondition
  56926. * @param operator the conditional operator
  56927. * @returns the name
  56928. */
  56929. ValueCondition.GetOperatorName = function (operator) {
  56930. switch (operator) {
  56931. case ValueCondition._IsEqual: return "IsEqual";
  56932. case ValueCondition._IsDifferent: return "IsDifferent";
  56933. case ValueCondition._IsGreater: return "IsGreater";
  56934. case ValueCondition._IsLesser: return "IsLesser";
  56935. default: return "";
  56936. }
  56937. };
  56938. /**
  56939. * Internal only
  56940. * @hidden
  56941. */
  56942. ValueCondition._IsEqual = 0;
  56943. /**
  56944. * Internal only
  56945. * @hidden
  56946. */
  56947. ValueCondition._IsDifferent = 1;
  56948. /**
  56949. * Internal only
  56950. * @hidden
  56951. */
  56952. ValueCondition._IsGreater = 2;
  56953. /**
  56954. * Internal only
  56955. * @hidden
  56956. */
  56957. ValueCondition._IsLesser = 3;
  56958. return ValueCondition;
  56959. }(Condition));
  56960. BABYLON.ValueCondition = ValueCondition;
  56961. /**
  56962. * Defines a predicate condition as an extension of Condition
  56963. */
  56964. var PredicateCondition = /** @class */ (function (_super) {
  56965. __extends(PredicateCondition, _super);
  56966. /**
  56967. * Creates a new PredicateCondition
  56968. * @param actionManager manager for the action the condition applies to
  56969. * @param predicate defines the predicate function used to validate the condition
  56970. */
  56971. function PredicateCondition(actionManager,
  56972. /** defines the predicate function used to validate the condition */
  56973. predicate) {
  56974. var _this = _super.call(this, actionManager) || this;
  56975. _this.predicate = predicate;
  56976. return _this;
  56977. }
  56978. /**
  56979. * @returns the validity of the predicate condition
  56980. */
  56981. PredicateCondition.prototype.isValid = function () {
  56982. return this.predicate();
  56983. };
  56984. return PredicateCondition;
  56985. }(Condition));
  56986. BABYLON.PredicateCondition = PredicateCondition;
  56987. /**
  56988. * Defines a state condition as an extension of Condition
  56989. */
  56990. var StateCondition = /** @class */ (function (_super) {
  56991. __extends(StateCondition, _super);
  56992. /**
  56993. * Creates a new StateCondition
  56994. * @param actionManager manager for the action the condition applies to
  56995. * @param target of the condition
  56996. * @param value to compare with target state
  56997. */
  56998. function StateCondition(actionManager, target,
  56999. /** Value to compare with target state */
  57000. value) {
  57001. var _this = _super.call(this, actionManager) || this;
  57002. _this.value = value;
  57003. _this._target = target;
  57004. return _this;
  57005. }
  57006. /**
  57007. * Gets a boolean indicating if the current condition is met
  57008. * @returns the validity of the state
  57009. */
  57010. StateCondition.prototype.isValid = function () {
  57011. return this._target.state === this.value;
  57012. };
  57013. /**
  57014. * Serialize the StateCondition into a JSON compatible object
  57015. * @returns serialization object
  57016. */
  57017. StateCondition.prototype.serialize = function () {
  57018. return this._serialize({
  57019. name: "StateCondition",
  57020. properties: [
  57021. BABYLON.Action._GetTargetProperty(this._target),
  57022. { name: "value", value: this.value }
  57023. ]
  57024. });
  57025. };
  57026. return StateCondition;
  57027. }(Condition));
  57028. BABYLON.StateCondition = StateCondition;
  57029. })(BABYLON || (BABYLON = {}));
  57030. //# sourceMappingURL=babylon.condition.js.map
  57031. var BABYLON;
  57032. (function (BABYLON) {
  57033. /**
  57034. * The action to be carried out following a trigger
  57035. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  57036. */
  57037. var Action = /** @class */ (function () {
  57038. /**
  57039. * Creates a new Action
  57040. * @param triggerOptions the trigger, with or without parameters, for the action
  57041. * @param condition an optional determinant of action
  57042. */
  57043. function Action(
  57044. /** the trigger, with or without parameters, for the action */
  57045. triggerOptions, condition) {
  57046. this.triggerOptions = triggerOptions;
  57047. /**
  57048. * An event triggered prior to action being executed.
  57049. */
  57050. this.onBeforeExecuteObservable = new BABYLON.Observable();
  57051. if (triggerOptions.parameter) {
  57052. this.trigger = triggerOptions.trigger;
  57053. this._triggerParameter = triggerOptions.parameter;
  57054. }
  57055. else if (triggerOptions.trigger) {
  57056. this.trigger = triggerOptions.trigger;
  57057. }
  57058. else {
  57059. this.trigger = triggerOptions;
  57060. }
  57061. this._nextActiveAction = this;
  57062. this._condition = condition;
  57063. }
  57064. /**
  57065. * Internal only
  57066. * @hidden
  57067. */
  57068. Action.prototype._prepare = function () {
  57069. };
  57070. /**
  57071. * Gets the trigger parameters
  57072. * @returns the trigger parameters
  57073. */
  57074. Action.prototype.getTriggerParameter = function () {
  57075. return this._triggerParameter;
  57076. };
  57077. /**
  57078. * Internal only - executes current action event
  57079. * @hidden
  57080. */
  57081. Action.prototype._executeCurrent = function (evt) {
  57082. if (this._nextActiveAction._condition) {
  57083. var condition = this._nextActiveAction._condition;
  57084. var currentRenderId = this._actionManager.getScene().getRenderId();
  57085. // We cache the current evaluation for the current frame
  57086. if (condition._evaluationId === currentRenderId) {
  57087. if (!condition._currentResult) {
  57088. return;
  57089. }
  57090. }
  57091. else {
  57092. condition._evaluationId = currentRenderId;
  57093. if (!condition.isValid()) {
  57094. condition._currentResult = false;
  57095. return;
  57096. }
  57097. condition._currentResult = true;
  57098. }
  57099. }
  57100. this.onBeforeExecuteObservable.notifyObservers(this);
  57101. this._nextActiveAction.execute(evt);
  57102. this.skipToNextActiveAction();
  57103. };
  57104. /**
  57105. * Execute placeholder for child classes
  57106. * @param evt optional action event
  57107. */
  57108. Action.prototype.execute = function (evt) {
  57109. };
  57110. /**
  57111. * Skips to next active action
  57112. */
  57113. Action.prototype.skipToNextActiveAction = function () {
  57114. if (this._nextActiveAction._child) {
  57115. if (!this._nextActiveAction._child._actionManager) {
  57116. this._nextActiveAction._child._actionManager = this._actionManager;
  57117. }
  57118. this._nextActiveAction = this._nextActiveAction._child;
  57119. }
  57120. else {
  57121. this._nextActiveAction = this;
  57122. }
  57123. };
  57124. /**
  57125. * Adds action to chain of actions, may be a DoNothingAction
  57126. * @param action defines the next action to execute
  57127. * @returns The action passed in
  57128. * @see https://www.babylonjs-playground.com/#1T30HR#0
  57129. */
  57130. Action.prototype.then = function (action) {
  57131. this._child = action;
  57132. action._actionManager = this._actionManager;
  57133. action._prepare();
  57134. return action;
  57135. };
  57136. /**
  57137. * Internal only
  57138. * @hidden
  57139. */
  57140. Action.prototype._getProperty = function (propertyPath) {
  57141. return this._actionManager._getProperty(propertyPath);
  57142. };
  57143. /**
  57144. * Internal only
  57145. * @hidden
  57146. */
  57147. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  57148. return this._actionManager._getEffectiveTarget(target, propertyPath);
  57149. };
  57150. /**
  57151. * Serialize placeholder for child classes
  57152. * @param parent of child
  57153. * @returns the serialized object
  57154. */
  57155. Action.prototype.serialize = function (parent) {
  57156. };
  57157. /**
  57158. * Internal only called by serialize
  57159. * @hidden
  57160. */
  57161. Action.prototype._serialize = function (serializedAction, parent) {
  57162. var serializationObject = {
  57163. type: 1,
  57164. children: [],
  57165. name: serializedAction.name,
  57166. properties: serializedAction.properties || []
  57167. };
  57168. // Serialize child
  57169. if (this._child) {
  57170. this._child.serialize(serializationObject);
  57171. }
  57172. // Check if "this" has a condition
  57173. if (this._condition) {
  57174. var serializedCondition = this._condition.serialize();
  57175. serializedCondition.children.push(serializationObject);
  57176. if (parent) {
  57177. parent.children.push(serializedCondition);
  57178. }
  57179. return serializedCondition;
  57180. }
  57181. if (parent) {
  57182. parent.children.push(serializationObject);
  57183. }
  57184. return serializationObject;
  57185. };
  57186. /**
  57187. * Internal only
  57188. * @hidden
  57189. */
  57190. Action._SerializeValueAsString = function (value) {
  57191. if (typeof value === "number") {
  57192. return value.toString();
  57193. }
  57194. if (typeof value === "boolean") {
  57195. return value ? "true" : "false";
  57196. }
  57197. if (value instanceof BABYLON.Vector2) {
  57198. return value.x + ", " + value.y;
  57199. }
  57200. if (value instanceof BABYLON.Vector3) {
  57201. return value.x + ", " + value.y + ", " + value.z;
  57202. }
  57203. if (value instanceof BABYLON.Color3) {
  57204. return value.r + ", " + value.g + ", " + value.b;
  57205. }
  57206. if (value instanceof BABYLON.Color4) {
  57207. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  57208. }
  57209. return value; // string
  57210. };
  57211. /**
  57212. * Internal only
  57213. * @hidden
  57214. */
  57215. Action._GetTargetProperty = function (target) {
  57216. return {
  57217. name: "target",
  57218. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  57219. : target instanceof BABYLON.Light ? "LightProperties"
  57220. : target instanceof BABYLON.Camera ? "CameraProperties"
  57221. : "SceneProperties",
  57222. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  57223. };
  57224. };
  57225. return Action;
  57226. }());
  57227. BABYLON.Action = Action;
  57228. })(BABYLON || (BABYLON = {}));
  57229. //# sourceMappingURL=babylon.action.js.map
  57230. var BABYLON;
  57231. (function (BABYLON) {
  57232. /**
  57233. * ActionEvent is the event being sent when an action is triggered.
  57234. */
  57235. var ActionEvent = /** @class */ (function () {
  57236. /**
  57237. * Creates a new ActionEvent
  57238. * @param source The mesh or sprite that triggered the action
  57239. * @param pointerX The X mouse cursor position at the time of the event
  57240. * @param pointerY The Y mouse cursor position at the time of the event
  57241. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  57242. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  57243. * @param additionalData additional data for the event
  57244. */
  57245. function ActionEvent(
  57246. /** The mesh or sprite that triggered the action */
  57247. source,
  57248. /** The X mouse cursor position at the time of the event */
  57249. pointerX,
  57250. /** The Y mouse cursor position at the time of the event */
  57251. pointerY,
  57252. /** The mesh that is currently pointed at (can be null) */
  57253. meshUnderPointer,
  57254. /** the original (browser) event that triggered the ActionEvent */
  57255. sourceEvent,
  57256. /** additional data for the event */
  57257. additionalData) {
  57258. this.source = source;
  57259. this.pointerX = pointerX;
  57260. this.pointerY = pointerY;
  57261. this.meshUnderPointer = meshUnderPointer;
  57262. this.sourceEvent = sourceEvent;
  57263. this.additionalData = additionalData;
  57264. }
  57265. /**
  57266. * Helper function to auto-create an ActionEvent from a source mesh.
  57267. * @param source The source mesh that triggered the event
  57268. * @param evt The original (browser) event
  57269. * @param additionalData additional data for the event
  57270. * @returns the new ActionEvent
  57271. */
  57272. ActionEvent.CreateNew = function (source, evt, additionalData) {
  57273. var scene = source.getScene();
  57274. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57275. };
  57276. /**
  57277. * Helper function to auto-create an ActionEvent from a source sprite
  57278. * @param source The source sprite that triggered the event
  57279. * @param scene Scene associated with the sprite
  57280. * @param evt The original (browser) event
  57281. * @param additionalData additional data for the event
  57282. * @returns the new ActionEvent
  57283. */
  57284. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  57285. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57286. };
  57287. /**
  57288. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  57289. * @param scene the scene where the event occurred
  57290. * @param evt The original (browser) event
  57291. * @returns the new ActionEvent
  57292. */
  57293. ActionEvent.CreateNewFromScene = function (scene, evt) {
  57294. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  57295. };
  57296. /**
  57297. * Helper function to auto-create an ActionEvent from a primitive
  57298. * @param prim defines the target primitive
  57299. * @param pointerPos defines the pointer position
  57300. * @param evt The original (browser) event
  57301. * @param additionalData additional data for the event
  57302. * @returns the new ActionEvent
  57303. */
  57304. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  57305. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  57306. };
  57307. return ActionEvent;
  57308. }());
  57309. BABYLON.ActionEvent = ActionEvent;
  57310. /**
  57311. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  57312. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  57313. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57314. */
  57315. var ActionManager = /** @class */ (function () {
  57316. /**
  57317. * Creates a new action manager
  57318. * @param scene defines the hosting scene
  57319. */
  57320. function ActionManager(scene) {
  57321. // Members
  57322. /** Gets the list of actions */
  57323. this.actions = new Array();
  57324. /** Gets the cursor to use when hovering items */
  57325. this.hoverCursor = '';
  57326. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  57327. scene.actionManagers.push(this);
  57328. }
  57329. // Methods
  57330. /**
  57331. * Releases all associated resources
  57332. */
  57333. ActionManager.prototype.dispose = function () {
  57334. var index = this._scene.actionManagers.indexOf(this);
  57335. for (var i = 0; i < this.actions.length; i++) {
  57336. var action = this.actions[i];
  57337. ActionManager.Triggers[action.trigger]--;
  57338. if (ActionManager.Triggers[action.trigger] === 0) {
  57339. delete ActionManager.Triggers[action.trigger];
  57340. }
  57341. }
  57342. if (index > -1) {
  57343. this._scene.actionManagers.splice(index, 1);
  57344. }
  57345. };
  57346. /**
  57347. * Gets hosting scene
  57348. * @returns the hosting scene
  57349. */
  57350. ActionManager.prototype.getScene = function () {
  57351. return this._scene;
  57352. };
  57353. /**
  57354. * Does this action manager handles actions of any of the given triggers
  57355. * @param triggers defines the triggers to be tested
  57356. * @return a boolean indicating whether one (or more) of the triggers is handled
  57357. */
  57358. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  57359. for (var index = 0; index < this.actions.length; index++) {
  57360. var action = this.actions[index];
  57361. if (triggers.indexOf(action.trigger) > -1) {
  57362. return true;
  57363. }
  57364. }
  57365. return false;
  57366. };
  57367. /**
  57368. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  57369. * speed.
  57370. * @param triggerA defines the trigger to be tested
  57371. * @param triggerB defines the trigger to be tested
  57372. * @return a boolean indicating whether one (or more) of the triggers is handled
  57373. */
  57374. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  57375. for (var index = 0; index < this.actions.length; index++) {
  57376. var action = this.actions[index];
  57377. if (triggerA == action.trigger || triggerB == action.trigger) {
  57378. return true;
  57379. }
  57380. }
  57381. return false;
  57382. };
  57383. /**
  57384. * Does this action manager handles actions of a given trigger
  57385. * @param trigger defines the trigger to be tested
  57386. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  57387. * @return whether the trigger is handled
  57388. */
  57389. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  57390. for (var index = 0; index < this.actions.length; index++) {
  57391. var action = this.actions[index];
  57392. if (action.trigger === trigger) {
  57393. if (parameterPredicate) {
  57394. if (parameterPredicate(action.getTriggerParameter())) {
  57395. return true;
  57396. }
  57397. }
  57398. else {
  57399. return true;
  57400. }
  57401. }
  57402. }
  57403. return false;
  57404. };
  57405. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  57406. /**
  57407. * Does this action manager has pointer triggers
  57408. */
  57409. get: function () {
  57410. for (var index = 0; index < this.actions.length; index++) {
  57411. var action = this.actions[index];
  57412. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  57413. return true;
  57414. }
  57415. }
  57416. return false;
  57417. },
  57418. enumerable: true,
  57419. configurable: true
  57420. });
  57421. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  57422. /**
  57423. * Does this action manager has pick triggers
  57424. */
  57425. get: function () {
  57426. for (var index = 0; index < this.actions.length; index++) {
  57427. var action = this.actions[index];
  57428. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  57429. return true;
  57430. }
  57431. }
  57432. return false;
  57433. },
  57434. enumerable: true,
  57435. configurable: true
  57436. });
  57437. Object.defineProperty(ActionManager, "HasTriggers", {
  57438. /**
  57439. * Does exist one action manager with at least one trigger
  57440. **/
  57441. get: function () {
  57442. for (var t in ActionManager.Triggers) {
  57443. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57444. return true;
  57445. }
  57446. }
  57447. return false;
  57448. },
  57449. enumerable: true,
  57450. configurable: true
  57451. });
  57452. Object.defineProperty(ActionManager, "HasPickTriggers", {
  57453. /**
  57454. * Does exist one action manager with at least one pick trigger
  57455. **/
  57456. get: function () {
  57457. for (var t in ActionManager.Triggers) {
  57458. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57459. var t_int = parseInt(t);
  57460. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  57461. return true;
  57462. }
  57463. }
  57464. }
  57465. return false;
  57466. },
  57467. enumerable: true,
  57468. configurable: true
  57469. });
  57470. /**
  57471. * Does exist one action manager that handles actions of a given trigger
  57472. * @param trigger defines the trigger to be tested
  57473. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  57474. **/
  57475. ActionManager.HasSpecificTrigger = function (trigger) {
  57476. for (var t in ActionManager.Triggers) {
  57477. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57478. var t_int = parseInt(t);
  57479. if (t_int === trigger) {
  57480. return true;
  57481. }
  57482. }
  57483. }
  57484. return false;
  57485. };
  57486. /**
  57487. * Registers an action to this action manager
  57488. * @param action defines the action to be registered
  57489. * @return the action amended (prepared) after registration
  57490. */
  57491. ActionManager.prototype.registerAction = function (action) {
  57492. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  57493. if (this.getScene().actionManager !== this) {
  57494. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  57495. return null;
  57496. }
  57497. }
  57498. this.actions.push(action);
  57499. if (ActionManager.Triggers[action.trigger]) {
  57500. ActionManager.Triggers[action.trigger]++;
  57501. }
  57502. else {
  57503. ActionManager.Triggers[action.trigger] = 1;
  57504. }
  57505. action._actionManager = this;
  57506. action._prepare();
  57507. return action;
  57508. };
  57509. /**
  57510. * Unregisters an action to this action manager
  57511. * @param action defines the action to be unregistered
  57512. * @return a boolean indicating whether the action has been unregistered
  57513. */
  57514. ActionManager.prototype.unregisterAction = function (action) {
  57515. var index = this.actions.indexOf(action);
  57516. if (index !== -1) {
  57517. this.actions.splice(index, 1);
  57518. ActionManager.Triggers[action.trigger] -= 1;
  57519. if (ActionManager.Triggers[action.trigger] === 0) {
  57520. delete ActionManager.Triggers[action.trigger];
  57521. }
  57522. delete action._actionManager;
  57523. return true;
  57524. }
  57525. return false;
  57526. };
  57527. /**
  57528. * Process a specific trigger
  57529. * @param trigger defines the trigger to process
  57530. * @param evt defines the event details to be processed
  57531. */
  57532. ActionManager.prototype.processTrigger = function (trigger, evt) {
  57533. for (var index = 0; index < this.actions.length; index++) {
  57534. var action = this.actions[index];
  57535. if (action.trigger === trigger) {
  57536. if (evt) {
  57537. if (trigger === ActionManager.OnKeyUpTrigger
  57538. || trigger === ActionManager.OnKeyDownTrigger) {
  57539. var parameter = action.getTriggerParameter();
  57540. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  57541. if (!parameter.toLowerCase) {
  57542. continue;
  57543. }
  57544. var lowerCase = parameter.toLowerCase();
  57545. if (lowerCase !== evt.sourceEvent.key) {
  57546. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  57547. var actualkey = String.fromCharCode(unicode).toLowerCase();
  57548. if (actualkey !== lowerCase) {
  57549. continue;
  57550. }
  57551. }
  57552. }
  57553. }
  57554. }
  57555. action._executeCurrent(evt);
  57556. }
  57557. }
  57558. };
  57559. /** @hidden */
  57560. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  57561. var properties = propertyPath.split(".");
  57562. for (var index = 0; index < properties.length - 1; index++) {
  57563. target = target[properties[index]];
  57564. }
  57565. return target;
  57566. };
  57567. /** @hidden */
  57568. ActionManager.prototype._getProperty = function (propertyPath) {
  57569. var properties = propertyPath.split(".");
  57570. return properties[properties.length - 1];
  57571. };
  57572. /**
  57573. * Serialize this manager to a JSON object
  57574. * @param name defines the property name to store this manager
  57575. * @returns a JSON representation of this manager
  57576. */
  57577. ActionManager.prototype.serialize = function (name) {
  57578. var root = {
  57579. children: new Array(),
  57580. name: name,
  57581. type: 3,
  57582. properties: new Array() // Empty for root but required
  57583. };
  57584. for (var i = 0; i < this.actions.length; i++) {
  57585. var triggerObject = {
  57586. type: 0,
  57587. children: new Array(),
  57588. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  57589. properties: new Array()
  57590. };
  57591. var triggerOptions = this.actions[i].triggerOptions;
  57592. if (triggerOptions && typeof triggerOptions !== "number") {
  57593. if (triggerOptions.parameter instanceof BABYLON.Node) {
  57594. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  57595. }
  57596. else {
  57597. var parameter = {};
  57598. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57599. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57600. parameter._meshId = triggerOptions.parameter.mesh.id;
  57601. }
  57602. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57603. }
  57604. }
  57605. // Serialize child action, recursively
  57606. this.actions[i].serialize(triggerObject);
  57607. // Add serialized trigger
  57608. root.children.push(triggerObject);
  57609. }
  57610. return root;
  57611. };
  57612. /**
  57613. * Creates a new ActionManager from a JSON data
  57614. * @param parsedActions defines the JSON data to read from
  57615. * @param object defines the hosting mesh
  57616. * @param scene defines the hosting scene
  57617. */
  57618. ActionManager.Parse = function (parsedActions, object, scene) {
  57619. var actionManager = new ActionManager(scene);
  57620. if (object === null) {
  57621. scene.actionManager = actionManager;
  57622. }
  57623. else {
  57624. object.actionManager = actionManager;
  57625. }
  57626. // instanciate a new object
  57627. var instanciate = function (name, params) {
  57628. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57629. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57630. newInstance.constructor.apply(newInstance, params);
  57631. return newInstance;
  57632. };
  57633. var parseParameter = function (name, value, target, propertyPath) {
  57634. if (propertyPath === null) {
  57635. // String, boolean or float
  57636. var floatValue = parseFloat(value);
  57637. if (value === "true" || value === "false") {
  57638. return value === "true";
  57639. }
  57640. else {
  57641. return isNaN(floatValue) ? value : floatValue;
  57642. }
  57643. }
  57644. var effectiveTarget = propertyPath.split(".");
  57645. var values = value.split(",");
  57646. // Get effective Target
  57647. for (var i = 0; i < effectiveTarget.length; i++) {
  57648. target = target[effectiveTarget[i]];
  57649. }
  57650. // Return appropriate value with its type
  57651. if (typeof (target) === "boolean") {
  57652. return values[0] === "true";
  57653. }
  57654. if (typeof (target) === "string") {
  57655. return values[0];
  57656. }
  57657. // Parameters with multiple values such as Vector3 etc.
  57658. var split = new Array();
  57659. for (var i = 0; i < values.length; i++) {
  57660. split.push(parseFloat(values[i]));
  57661. }
  57662. if (target instanceof BABYLON.Vector3) {
  57663. return BABYLON.Vector3.FromArray(split);
  57664. }
  57665. if (target instanceof BABYLON.Vector4) {
  57666. return BABYLON.Vector4.FromArray(split);
  57667. }
  57668. if (target instanceof BABYLON.Color3) {
  57669. return BABYLON.Color3.FromArray(split);
  57670. }
  57671. if (target instanceof BABYLON.Color4) {
  57672. return BABYLON.Color4.FromArray(split);
  57673. }
  57674. return parseFloat(values[0]);
  57675. };
  57676. // traverse graph per trigger
  57677. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57678. if (combineArray === void 0) { combineArray = null; }
  57679. if (parsedAction.detached) {
  57680. return;
  57681. }
  57682. var parameters = new Array();
  57683. var target = null;
  57684. var propertyPath = null;
  57685. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57686. // Parameters
  57687. if (parsedAction.type === 2) {
  57688. parameters.push(actionManager);
  57689. }
  57690. else {
  57691. parameters.push(trigger);
  57692. }
  57693. if (combine) {
  57694. var actions = new Array();
  57695. for (var j = 0; j < parsedAction.combine.length; j++) {
  57696. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57697. }
  57698. parameters.push(actions);
  57699. }
  57700. else {
  57701. for (var i = 0; i < parsedAction.properties.length; i++) {
  57702. var value = parsedAction.properties[i].value;
  57703. var name = parsedAction.properties[i].name;
  57704. var targetType = parsedAction.properties[i].targetType;
  57705. if (name === "target") {
  57706. if (targetType !== null && targetType === "SceneProperties") {
  57707. value = target = scene;
  57708. }
  57709. else {
  57710. value = target = scene.getNodeByName(value);
  57711. }
  57712. }
  57713. else if (name === "parent") {
  57714. value = scene.getNodeByName(value);
  57715. }
  57716. else if (name === "sound") {
  57717. // Can not externalize to component, so only checks for the presence off the API.
  57718. if (scene.getSoundByName) {
  57719. value = scene.getSoundByName(value);
  57720. }
  57721. }
  57722. else if (name !== "propertyPath") {
  57723. if (parsedAction.type === 2 && name === "operator") {
  57724. value = BABYLON.ValueCondition[value];
  57725. }
  57726. else {
  57727. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57728. }
  57729. }
  57730. else {
  57731. propertyPath = value;
  57732. }
  57733. parameters.push(value);
  57734. }
  57735. }
  57736. if (combineArray === null) {
  57737. parameters.push(condition);
  57738. }
  57739. else {
  57740. parameters.push(null);
  57741. }
  57742. // If interpolate value action
  57743. if (parsedAction.name === "InterpolateValueAction") {
  57744. var param = parameters[parameters.length - 2];
  57745. parameters[parameters.length - 1] = param;
  57746. parameters[parameters.length - 2] = condition;
  57747. }
  57748. // Action or condition(s) and not CombineAction
  57749. var newAction = instanciate(parsedAction.name, parameters);
  57750. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57751. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57752. if (action) {
  57753. action.then(nothing);
  57754. }
  57755. else {
  57756. actionManager.registerAction(nothing);
  57757. }
  57758. action = nothing;
  57759. }
  57760. if (combineArray === null) {
  57761. if (newAction instanceof BABYLON.Condition) {
  57762. condition = newAction;
  57763. newAction = action;
  57764. }
  57765. else {
  57766. condition = null;
  57767. if (action) {
  57768. action.then(newAction);
  57769. }
  57770. else {
  57771. actionManager.registerAction(newAction);
  57772. }
  57773. }
  57774. }
  57775. else {
  57776. combineArray.push(newAction);
  57777. }
  57778. for (var i = 0; i < parsedAction.children.length; i++) {
  57779. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57780. }
  57781. };
  57782. // triggers
  57783. for (var i = 0; i < parsedActions.children.length; i++) {
  57784. var triggerParams;
  57785. var trigger = parsedActions.children[i];
  57786. if (trigger.properties.length > 0) {
  57787. var param = trigger.properties[0].value;
  57788. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57789. if (value._meshId) {
  57790. value.mesh = scene.getMeshByID(value._meshId);
  57791. }
  57792. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57793. }
  57794. else {
  57795. triggerParams = ActionManager[trigger.name];
  57796. }
  57797. for (var j = 0; j < trigger.children.length; j++) {
  57798. if (!trigger.detached) {
  57799. traverse(trigger.children[j], triggerParams, null, null);
  57800. }
  57801. }
  57802. }
  57803. };
  57804. /**
  57805. * Get a trigger name by index
  57806. * @param trigger defines the trigger index
  57807. * @returns a trigger name
  57808. */
  57809. ActionManager.GetTriggerName = function (trigger) {
  57810. switch (trigger) {
  57811. case 0: return "NothingTrigger";
  57812. case 1: return "OnPickTrigger";
  57813. case 2: return "OnLeftPickTrigger";
  57814. case 3: return "OnRightPickTrigger";
  57815. case 4: return "OnCenterPickTrigger";
  57816. case 5: return "OnPickDownTrigger";
  57817. case 6: return "OnPickUpTrigger";
  57818. case 7: return "OnLongPressTrigger";
  57819. case 8: return "OnPointerOverTrigger";
  57820. case 9: return "OnPointerOutTrigger";
  57821. case 10: return "OnEveryFrameTrigger";
  57822. case 11: return "OnIntersectionEnterTrigger";
  57823. case 12: return "OnIntersectionExitTrigger";
  57824. case 13: return "OnKeyDownTrigger";
  57825. case 14: return "OnKeyUpTrigger";
  57826. case 15: return "OnPickOutTrigger";
  57827. default: return "";
  57828. }
  57829. };
  57830. /**
  57831. * Nothing
  57832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57833. */
  57834. ActionManager.NothingTrigger = 0;
  57835. /**
  57836. * On pick
  57837. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57838. */
  57839. ActionManager.OnPickTrigger = 1;
  57840. /**
  57841. * On left pick
  57842. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57843. */
  57844. ActionManager.OnLeftPickTrigger = 2;
  57845. /**
  57846. * On right pick
  57847. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57848. */
  57849. ActionManager.OnRightPickTrigger = 3;
  57850. /**
  57851. * On center pick
  57852. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57853. */
  57854. ActionManager.OnCenterPickTrigger = 4;
  57855. /**
  57856. * On pick down
  57857. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57858. */
  57859. ActionManager.OnPickDownTrigger = 5;
  57860. /**
  57861. * On double pick
  57862. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57863. */
  57864. ActionManager.OnDoublePickTrigger = 6;
  57865. /**
  57866. * On pick up
  57867. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57868. */
  57869. ActionManager.OnPickUpTrigger = 7;
  57870. /**
  57871. * On pick out.
  57872. * This trigger will only be raised if you also declared a OnPickDown
  57873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57874. */
  57875. ActionManager.OnPickOutTrigger = 16;
  57876. /**
  57877. * On long press
  57878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57879. */
  57880. ActionManager.OnLongPressTrigger = 8;
  57881. /**
  57882. * On pointer over
  57883. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57884. */
  57885. ActionManager.OnPointerOverTrigger = 9;
  57886. /**
  57887. * On pointer out
  57888. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57889. */
  57890. ActionManager.OnPointerOutTrigger = 10;
  57891. /**
  57892. * On every frame
  57893. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57894. */
  57895. ActionManager.OnEveryFrameTrigger = 11;
  57896. /**
  57897. * On intersection enter
  57898. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57899. */
  57900. ActionManager.OnIntersectionEnterTrigger = 12;
  57901. /**
  57902. * On intersection exit
  57903. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57904. */
  57905. ActionManager.OnIntersectionExitTrigger = 13;
  57906. /**
  57907. * On key down
  57908. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57909. */
  57910. ActionManager.OnKeyDownTrigger = 14;
  57911. /**
  57912. * On key up
  57913. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57914. */
  57915. ActionManager.OnKeyUpTrigger = 15;
  57916. /** Gets the list of active triggers */
  57917. ActionManager.Triggers = {};
  57918. return ActionManager;
  57919. }());
  57920. BABYLON.ActionManager = ActionManager;
  57921. })(BABYLON || (BABYLON = {}));
  57922. //# sourceMappingURL=babylon.actionManager.js.map
  57923. var BABYLON;
  57924. (function (BABYLON) {
  57925. /**
  57926. * This defines an action responsible to change the value of a property
  57927. * by interpolating between its current value and the newly set one once triggered.
  57928. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57929. */
  57930. var InterpolateValueAction = /** @class */ (function (_super) {
  57931. __extends(InterpolateValueAction, _super);
  57932. /**
  57933. * Instantiate the action
  57934. * @param triggerOptions defines the trigger options
  57935. * @param target defines the object containing the value to interpolate
  57936. * @param propertyPath defines the path to the property in the target object
  57937. * @param value defines the target value at the end of the interpolation
  57938. * @param duration deines the time it will take for the property to interpolate to the value.
  57939. * @param condition defines the trigger related conditions
  57940. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57941. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57942. */
  57943. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57944. if (duration === void 0) { duration = 1000; }
  57945. var _this = _super.call(this, triggerOptions, condition) || this;
  57946. /**
  57947. * Defines the time it will take for the property to interpolate to the value.
  57948. */
  57949. _this.duration = 1000;
  57950. /**
  57951. * Observable triggered once the interpolation animation has been done.
  57952. */
  57953. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57954. _this.propertyPath = propertyPath;
  57955. _this.value = value;
  57956. _this.duration = duration;
  57957. _this.stopOtherAnimations = stopOtherAnimations;
  57958. _this.onInterpolationDone = onInterpolationDone;
  57959. _this._target = _this._effectiveTarget = target;
  57960. return _this;
  57961. }
  57962. /** @hidden */
  57963. InterpolateValueAction.prototype._prepare = function () {
  57964. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57965. this._property = this._getProperty(this.propertyPath);
  57966. };
  57967. /**
  57968. * Execute the action starts the value interpolation.
  57969. */
  57970. InterpolateValueAction.prototype.execute = function () {
  57971. var _this = this;
  57972. var scene = this._actionManager.getScene();
  57973. var keys = [
  57974. {
  57975. frame: 0,
  57976. value: this._effectiveTarget[this._property]
  57977. }, {
  57978. frame: 100,
  57979. value: this.value
  57980. }
  57981. ];
  57982. var dataType;
  57983. if (typeof this.value === "number") {
  57984. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57985. }
  57986. else if (this.value instanceof BABYLON.Color3) {
  57987. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57988. }
  57989. else if (this.value instanceof BABYLON.Vector3) {
  57990. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57991. }
  57992. else if (this.value instanceof BABYLON.Matrix) {
  57993. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57994. }
  57995. else if (this.value instanceof BABYLON.Quaternion) {
  57996. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57997. }
  57998. else {
  57999. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  58000. return;
  58001. }
  58002. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  58003. animation.setKeys(keys);
  58004. if (this.stopOtherAnimations) {
  58005. scene.stopAnimation(this._effectiveTarget);
  58006. }
  58007. var wrapper = function () {
  58008. _this.onInterpolationDoneObservable.notifyObservers(_this);
  58009. if (_this.onInterpolationDone) {
  58010. _this.onInterpolationDone();
  58011. }
  58012. };
  58013. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  58014. };
  58015. /**
  58016. * Serializes the actions and its related information.
  58017. * @param parent defines the object to serialize in
  58018. * @returns the serialized object
  58019. */
  58020. InterpolateValueAction.prototype.serialize = function (parent) {
  58021. return _super.prototype._serialize.call(this, {
  58022. name: "InterpolateValueAction",
  58023. properties: [
  58024. BABYLON.Action._GetTargetProperty(this._target),
  58025. { name: "propertyPath", value: this.propertyPath },
  58026. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  58027. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  58028. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  58029. ]
  58030. }, parent);
  58031. };
  58032. return InterpolateValueAction;
  58033. }(BABYLON.Action));
  58034. BABYLON.InterpolateValueAction = InterpolateValueAction;
  58035. })(BABYLON || (BABYLON = {}));
  58036. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  58037. var BABYLON;
  58038. (function (BABYLON) {
  58039. /**
  58040. * This defines an action responsible to toggle a boolean once triggered.
  58041. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58042. */
  58043. var SwitchBooleanAction = /** @class */ (function (_super) {
  58044. __extends(SwitchBooleanAction, _super);
  58045. /**
  58046. * Instantiate the action
  58047. * @param triggerOptions defines the trigger options
  58048. * @param target defines the object containing the boolean
  58049. * @param propertyPath defines the path to the boolean property in the target object
  58050. * @param condition defines the trigger related conditions
  58051. */
  58052. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  58053. var _this = _super.call(this, triggerOptions, condition) || this;
  58054. _this.propertyPath = propertyPath;
  58055. _this._target = _this._effectiveTarget = target;
  58056. return _this;
  58057. }
  58058. /** @hidden */
  58059. SwitchBooleanAction.prototype._prepare = function () {
  58060. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  58061. this._property = this._getProperty(this.propertyPath);
  58062. };
  58063. /**
  58064. * Execute the action toggle the boolean value.
  58065. */
  58066. SwitchBooleanAction.prototype.execute = function () {
  58067. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  58068. };
  58069. /**
  58070. * Serializes the actions and its related information.
  58071. * @param parent defines the object to serialize in
  58072. * @returns the serialized object
  58073. */
  58074. SwitchBooleanAction.prototype.serialize = function (parent) {
  58075. return _super.prototype._serialize.call(this, {
  58076. name: "SwitchBooleanAction",
  58077. properties: [
  58078. BABYLON.Action._GetTargetProperty(this._target),
  58079. { name: "propertyPath", value: this.propertyPath }
  58080. ]
  58081. }, parent);
  58082. };
  58083. return SwitchBooleanAction;
  58084. }(BABYLON.Action));
  58085. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  58086. /**
  58087. * This defines an action responsible to set a the state field of the target
  58088. * to a desired value once triggered.
  58089. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58090. */
  58091. var SetStateAction = /** @class */ (function (_super) {
  58092. __extends(SetStateAction, _super);
  58093. /**
  58094. * Instantiate the action
  58095. * @param triggerOptions defines the trigger options
  58096. * @param target defines the object containing the state property
  58097. * @param value defines the value to store in the state field
  58098. * @param condition defines the trigger related conditions
  58099. */
  58100. function SetStateAction(triggerOptions, target, value, condition) {
  58101. var _this = _super.call(this, triggerOptions, condition) || this;
  58102. _this.value = value;
  58103. _this._target = target;
  58104. return _this;
  58105. }
  58106. /**
  58107. * Execute the action and store the value on the target state property.
  58108. */
  58109. SetStateAction.prototype.execute = function () {
  58110. this._target.state = this.value;
  58111. };
  58112. /**
  58113. * Serializes the actions and its related information.
  58114. * @param parent defines the object to serialize in
  58115. * @returns the serialized object
  58116. */
  58117. SetStateAction.prototype.serialize = function (parent) {
  58118. return _super.prototype._serialize.call(this, {
  58119. name: "SetStateAction",
  58120. properties: [
  58121. BABYLON.Action._GetTargetProperty(this._target),
  58122. { name: "value", value: this.value }
  58123. ]
  58124. }, parent);
  58125. };
  58126. return SetStateAction;
  58127. }(BABYLON.Action));
  58128. BABYLON.SetStateAction = SetStateAction;
  58129. /**
  58130. * This defines an action responsible to set a property of the target
  58131. * to a desired value once triggered.
  58132. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58133. */
  58134. var SetValueAction = /** @class */ (function (_super) {
  58135. __extends(SetValueAction, _super);
  58136. /**
  58137. * Instantiate the action
  58138. * @param triggerOptions defines the trigger options
  58139. * @param target defines the object containing the property
  58140. * @param propertyPath defines the path of the property to set in the target
  58141. * @param value defines the value to set in the property
  58142. * @param condition defines the trigger related conditions
  58143. */
  58144. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  58145. var _this = _super.call(this, triggerOptions, condition) || this;
  58146. _this.propertyPath = propertyPath;
  58147. _this.value = value;
  58148. _this._target = _this._effectiveTarget = target;
  58149. return _this;
  58150. }
  58151. /** @hidden */
  58152. SetValueAction.prototype._prepare = function () {
  58153. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  58154. this._property = this._getProperty(this.propertyPath);
  58155. };
  58156. /**
  58157. * Execute the action and set the targetted property to the desired value.
  58158. */
  58159. SetValueAction.prototype.execute = function () {
  58160. this._effectiveTarget[this._property] = this.value;
  58161. if (this._target.markAsDirty) {
  58162. this._target.markAsDirty(this._property);
  58163. }
  58164. };
  58165. /**
  58166. * Serializes the actions and its related information.
  58167. * @param parent defines the object to serialize in
  58168. * @returns the serialized object
  58169. */
  58170. SetValueAction.prototype.serialize = function (parent) {
  58171. return _super.prototype._serialize.call(this, {
  58172. name: "SetValueAction",
  58173. properties: [
  58174. BABYLON.Action._GetTargetProperty(this._target),
  58175. { name: "propertyPath", value: this.propertyPath },
  58176. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  58177. ]
  58178. }, parent);
  58179. };
  58180. return SetValueAction;
  58181. }(BABYLON.Action));
  58182. BABYLON.SetValueAction = SetValueAction;
  58183. /**
  58184. * This defines an action responsible to increment the target value
  58185. * to a desired value once triggered.
  58186. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58187. */
  58188. var IncrementValueAction = /** @class */ (function (_super) {
  58189. __extends(IncrementValueAction, _super);
  58190. /**
  58191. * Instantiate the action
  58192. * @param triggerOptions defines the trigger options
  58193. * @param target defines the object containing the property
  58194. * @param propertyPath defines the path of the property to increment in the target
  58195. * @param value defines the value value we should increment the property by
  58196. * @param condition defines the trigger related conditions
  58197. */
  58198. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  58199. var _this = _super.call(this, triggerOptions, condition) || this;
  58200. _this.propertyPath = propertyPath;
  58201. _this.value = value;
  58202. _this._target = _this._effectiveTarget = target;
  58203. return _this;
  58204. }
  58205. /** @hidden */
  58206. IncrementValueAction.prototype._prepare = function () {
  58207. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  58208. this._property = this._getProperty(this.propertyPath);
  58209. if (typeof this._effectiveTarget[this._property] !== "number") {
  58210. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  58211. }
  58212. };
  58213. /**
  58214. * Execute the action and increment the target of the value amount.
  58215. */
  58216. IncrementValueAction.prototype.execute = function () {
  58217. this._effectiveTarget[this._property] += this.value;
  58218. if (this._target.markAsDirty) {
  58219. this._target.markAsDirty(this._property);
  58220. }
  58221. };
  58222. /**
  58223. * Serializes the actions and its related information.
  58224. * @param parent defines the object to serialize in
  58225. * @returns the serialized object
  58226. */
  58227. IncrementValueAction.prototype.serialize = function (parent) {
  58228. return _super.prototype._serialize.call(this, {
  58229. name: "IncrementValueAction",
  58230. properties: [
  58231. BABYLON.Action._GetTargetProperty(this._target),
  58232. { name: "propertyPath", value: this.propertyPath },
  58233. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  58234. ]
  58235. }, parent);
  58236. };
  58237. return IncrementValueAction;
  58238. }(BABYLON.Action));
  58239. BABYLON.IncrementValueAction = IncrementValueAction;
  58240. /**
  58241. * This defines an action responsible to start an animation once triggered.
  58242. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58243. */
  58244. var PlayAnimationAction = /** @class */ (function (_super) {
  58245. __extends(PlayAnimationAction, _super);
  58246. /**
  58247. * Instantiate the action
  58248. * @param triggerOptions defines the trigger options
  58249. * @param target defines the target animation or animation name
  58250. * @param from defines from where the animation should start (animation frame)
  58251. * @param end defines where the animation should stop (animation frame)
  58252. * @param loop defines if the animation should loop or stop after the first play
  58253. * @param condition defines the trigger related conditions
  58254. */
  58255. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  58256. var _this = _super.call(this, triggerOptions, condition) || this;
  58257. _this.from = from;
  58258. _this.to = to;
  58259. _this.loop = loop;
  58260. _this._target = target;
  58261. return _this;
  58262. }
  58263. /** @hidden */
  58264. PlayAnimationAction.prototype._prepare = function () {
  58265. };
  58266. /**
  58267. * Execute the action and play the animation.
  58268. */
  58269. PlayAnimationAction.prototype.execute = function () {
  58270. var scene = this._actionManager.getScene();
  58271. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  58272. };
  58273. /**
  58274. * Serializes the actions and its related information.
  58275. * @param parent defines the object to serialize in
  58276. * @returns the serialized object
  58277. */
  58278. PlayAnimationAction.prototype.serialize = function (parent) {
  58279. return _super.prototype._serialize.call(this, {
  58280. name: "PlayAnimationAction",
  58281. properties: [
  58282. BABYLON.Action._GetTargetProperty(this._target),
  58283. { name: "from", value: String(this.from) },
  58284. { name: "to", value: String(this.to) },
  58285. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  58286. ]
  58287. }, parent);
  58288. };
  58289. return PlayAnimationAction;
  58290. }(BABYLON.Action));
  58291. BABYLON.PlayAnimationAction = PlayAnimationAction;
  58292. /**
  58293. * This defines an action responsible to stop an animation once triggered.
  58294. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58295. */
  58296. var StopAnimationAction = /** @class */ (function (_super) {
  58297. __extends(StopAnimationAction, _super);
  58298. /**
  58299. * Instantiate the action
  58300. * @param triggerOptions defines the trigger options
  58301. * @param target defines the target animation or animation name
  58302. * @param condition defines the trigger related conditions
  58303. */
  58304. function StopAnimationAction(triggerOptions, target, condition) {
  58305. var _this = _super.call(this, triggerOptions, condition) || this;
  58306. _this._target = target;
  58307. return _this;
  58308. }
  58309. /** @hidden */
  58310. StopAnimationAction.prototype._prepare = function () {
  58311. };
  58312. /**
  58313. * Execute the action and stop the animation.
  58314. */
  58315. StopAnimationAction.prototype.execute = function () {
  58316. var scene = this._actionManager.getScene();
  58317. scene.stopAnimation(this._target);
  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. StopAnimationAction.prototype.serialize = function (parent) {
  58325. return _super.prototype._serialize.call(this, {
  58326. name: "StopAnimationAction",
  58327. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  58328. }, parent);
  58329. };
  58330. return StopAnimationAction;
  58331. }(BABYLON.Action));
  58332. BABYLON.StopAnimationAction = StopAnimationAction;
  58333. /**
  58334. * This defines an action responsible that does nothing once triggered.
  58335. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58336. */
  58337. var DoNothingAction = /** @class */ (function (_super) {
  58338. __extends(DoNothingAction, _super);
  58339. /**
  58340. * Instantiate the action
  58341. * @param triggerOptions defines the trigger options
  58342. * @param condition defines the trigger related conditions
  58343. */
  58344. function DoNothingAction(triggerOptions, condition) {
  58345. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  58346. return _super.call(this, triggerOptions, condition) || this;
  58347. }
  58348. /**
  58349. * Execute the action and do nothing.
  58350. */
  58351. DoNothingAction.prototype.execute = function () {
  58352. };
  58353. /**
  58354. * Serializes the actions and its related information.
  58355. * @param parent defines the object to serialize in
  58356. * @returns the serialized object
  58357. */
  58358. DoNothingAction.prototype.serialize = function (parent) {
  58359. return _super.prototype._serialize.call(this, {
  58360. name: "DoNothingAction",
  58361. properties: []
  58362. }, parent);
  58363. };
  58364. return DoNothingAction;
  58365. }(BABYLON.Action));
  58366. BABYLON.DoNothingAction = DoNothingAction;
  58367. /**
  58368. * This defines an action responsible to trigger several actions once triggered.
  58369. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58370. */
  58371. var CombineAction = /** @class */ (function (_super) {
  58372. __extends(CombineAction, _super);
  58373. /**
  58374. * Instantiate the action
  58375. * @param triggerOptions defines the trigger options
  58376. * @param children defines the list of aggregated animations to run
  58377. * @param condition defines the trigger related conditions
  58378. */
  58379. function CombineAction(triggerOptions, children, condition) {
  58380. var _this = _super.call(this, triggerOptions, condition) || this;
  58381. _this.children = children;
  58382. return _this;
  58383. }
  58384. /** @hidden */
  58385. CombineAction.prototype._prepare = function () {
  58386. for (var index = 0; index < this.children.length; index++) {
  58387. this.children[index]._actionManager = this._actionManager;
  58388. this.children[index]._prepare();
  58389. }
  58390. };
  58391. /**
  58392. * Execute the action and executes all the aggregated actions.
  58393. */
  58394. CombineAction.prototype.execute = function (evt) {
  58395. for (var index = 0; index < this.children.length; index++) {
  58396. this.children[index].execute(evt);
  58397. }
  58398. };
  58399. /**
  58400. * Serializes the actions and its related information.
  58401. * @param parent defines the object to serialize in
  58402. * @returns the serialized object
  58403. */
  58404. CombineAction.prototype.serialize = function (parent) {
  58405. var serializationObject = _super.prototype._serialize.call(this, {
  58406. name: "CombineAction",
  58407. properties: [],
  58408. combine: []
  58409. }, parent);
  58410. for (var i = 0; i < this.children.length; i++) {
  58411. serializationObject.combine.push(this.children[i].serialize(null));
  58412. }
  58413. return serializationObject;
  58414. };
  58415. return CombineAction;
  58416. }(BABYLON.Action));
  58417. BABYLON.CombineAction = CombineAction;
  58418. /**
  58419. * This defines an action responsible to run code (external event) once triggered.
  58420. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58421. */
  58422. var ExecuteCodeAction = /** @class */ (function (_super) {
  58423. __extends(ExecuteCodeAction, _super);
  58424. /**
  58425. * Instantiate the action
  58426. * @param triggerOptions defines the trigger options
  58427. * @param func defines the callback function to run
  58428. * @param condition defines the trigger related conditions
  58429. */
  58430. function ExecuteCodeAction(triggerOptions, func, condition) {
  58431. var _this = _super.call(this, triggerOptions, condition) || this;
  58432. _this.func = func;
  58433. return _this;
  58434. }
  58435. /**
  58436. * Execute the action and run the attached code.
  58437. */
  58438. ExecuteCodeAction.prototype.execute = function (evt) {
  58439. this.func(evt);
  58440. };
  58441. return ExecuteCodeAction;
  58442. }(BABYLON.Action));
  58443. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  58444. /**
  58445. * This defines an action responsible to set the parent property of the target once triggered.
  58446. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58447. */
  58448. var SetParentAction = /** @class */ (function (_super) {
  58449. __extends(SetParentAction, _super);
  58450. /**
  58451. * Instantiate the action
  58452. * @param triggerOptions defines the trigger options
  58453. * @param target defines the target containing the parent property
  58454. * @param parent defines from where the animation should start (animation frame)
  58455. * @param condition defines the trigger related conditions
  58456. */
  58457. function SetParentAction(triggerOptions, target, parent, condition) {
  58458. var _this = _super.call(this, triggerOptions, condition) || this;
  58459. _this._target = target;
  58460. _this._parent = parent;
  58461. return _this;
  58462. }
  58463. /** @hidden */
  58464. SetParentAction.prototype._prepare = function () {
  58465. };
  58466. /**
  58467. * Execute the action and set the parent property.
  58468. */
  58469. SetParentAction.prototype.execute = function () {
  58470. if (this._target.parent === this._parent) {
  58471. return;
  58472. }
  58473. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  58474. invertParentWorldMatrix.invert();
  58475. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  58476. this._target.parent = this._parent;
  58477. };
  58478. /**
  58479. * Serializes the actions and its related information.
  58480. * @param parent defines the object to serialize in
  58481. * @returns the serialized object
  58482. */
  58483. SetParentAction.prototype.serialize = function (parent) {
  58484. return _super.prototype._serialize.call(this, {
  58485. name: "SetParentAction",
  58486. properties: [
  58487. BABYLON.Action._GetTargetProperty(this._target),
  58488. BABYLON.Action._GetTargetProperty(this._parent),
  58489. ]
  58490. }, parent);
  58491. };
  58492. return SetParentAction;
  58493. }(BABYLON.Action));
  58494. BABYLON.SetParentAction = SetParentAction;
  58495. })(BABYLON || (BABYLON = {}));
  58496. //# sourceMappingURL=babylon.directActions.js.map
  58497. var BABYLON;
  58498. (function (BABYLON) {
  58499. /**
  58500. * Class used to manage multiple sprites on the same spritesheet
  58501. * @see http://doc.babylonjs.com/babylon101/sprites
  58502. */
  58503. var SpriteManager = /** @class */ (function () {
  58504. /**
  58505. * Creates a new sprite manager
  58506. * @param name defines the manager's name
  58507. * @param imgUrl defines the sprite sheet url
  58508. * @param capacity defines the maximum allowed number of sprites
  58509. * @param cellSize defines the size of a sprite cell
  58510. * @param scene defines the hosting scene
  58511. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  58512. * @param samplingMode defines the smapling mode to use with spritesheet
  58513. */
  58514. function SpriteManager(
  58515. /** defines the manager's name */
  58516. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  58517. if (epsilon === void 0) { epsilon = 0.01; }
  58518. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  58519. this.name = name;
  58520. /** Gets the list of sprites */
  58521. this.sprites = new Array();
  58522. /** Gets or sets the rendering group id (0 by default) */
  58523. this.renderingGroupId = 0;
  58524. /** Gets or sets camera layer mask */
  58525. this.layerMask = 0x0FFFFFFF;
  58526. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  58527. this.fogEnabled = true;
  58528. /** Gets or sets a boolean indicating if the sprites are pickable */
  58529. this.isPickable = false;
  58530. /**
  58531. * An event triggered when the manager is disposed.
  58532. */
  58533. this.onDisposeObservable = new BABYLON.Observable();
  58534. this._vertexBuffers = {};
  58535. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  58536. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  58537. }
  58538. this._capacity = capacity;
  58539. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  58540. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58541. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58542. if (cellSize.width && cellSize.height) {
  58543. this.cellWidth = cellSize.width;
  58544. this.cellHeight = cellSize.height;
  58545. }
  58546. else if (cellSize !== undefined) {
  58547. this.cellWidth = cellSize;
  58548. this.cellHeight = cellSize;
  58549. }
  58550. else {
  58551. return;
  58552. }
  58553. this._epsilon = epsilon;
  58554. this._scene = scene;
  58555. this._scene.spriteManagers.push(this);
  58556. var indices = [];
  58557. var index = 0;
  58558. for (var count = 0; count < capacity; count++) {
  58559. indices.push(index);
  58560. indices.push(index + 1);
  58561. indices.push(index + 2);
  58562. indices.push(index);
  58563. indices.push(index + 2);
  58564. indices.push(index + 3);
  58565. index += 4;
  58566. }
  58567. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  58568. // VBO
  58569. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  58570. this._vertexData = new Float32Array(capacity * 16 * 4);
  58571. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  58572. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  58573. var options = this._buffer.createVertexBuffer("options", 4, 4);
  58574. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  58575. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  58576. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58577. this._vertexBuffers["options"] = options;
  58578. this._vertexBuffers["cellInfo"] = cellInfo;
  58579. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58580. // Effects
  58581. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  58582. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  58583. }
  58584. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  58585. /**
  58586. * Callback called when the manager is disposed
  58587. */
  58588. set: function (callback) {
  58589. if (this._onDisposeObserver) {
  58590. this.onDisposeObservable.remove(this._onDisposeObserver);
  58591. }
  58592. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  58593. },
  58594. enumerable: true,
  58595. configurable: true
  58596. });
  58597. Object.defineProperty(SpriteManager.prototype, "texture", {
  58598. /**
  58599. * Gets or sets the spritesheet texture
  58600. */
  58601. get: function () {
  58602. return this._spriteTexture;
  58603. },
  58604. set: function (value) {
  58605. this._spriteTexture = value;
  58606. },
  58607. enumerable: true,
  58608. configurable: true
  58609. });
  58610. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58611. var arrayOffset = index * 16;
  58612. if (offsetX === 0) {
  58613. offsetX = this._epsilon;
  58614. }
  58615. else if (offsetX === 1) {
  58616. offsetX = 1 - this._epsilon;
  58617. }
  58618. if (offsetY === 0) {
  58619. offsetY = this._epsilon;
  58620. }
  58621. else if (offsetY === 1) {
  58622. offsetY = 1 - this._epsilon;
  58623. }
  58624. this._vertexData[arrayOffset] = sprite.position.x;
  58625. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58626. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58627. this._vertexData[arrayOffset + 3] = sprite.angle;
  58628. this._vertexData[arrayOffset + 4] = sprite.width;
  58629. this._vertexData[arrayOffset + 5] = sprite.height;
  58630. this._vertexData[arrayOffset + 6] = offsetX;
  58631. this._vertexData[arrayOffset + 7] = offsetY;
  58632. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58633. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58634. var offset = (sprite.cellIndex / rowSize) >> 0;
  58635. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58636. this._vertexData[arrayOffset + 11] = offset;
  58637. // Color
  58638. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58639. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58640. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58641. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58642. };
  58643. /**
  58644. * Intersects the sprites with a ray
  58645. * @param ray defines the ray to intersect with
  58646. * @param camera defines the current active camera
  58647. * @param predicate defines a predicate used to select candidate sprites
  58648. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58649. * @returns null if no hit or a PickingInfo
  58650. */
  58651. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58652. var count = Math.min(this._capacity, this.sprites.length);
  58653. var min = BABYLON.Vector3.Zero();
  58654. var max = BABYLON.Vector3.Zero();
  58655. var distance = Number.MAX_VALUE;
  58656. var currentSprite = null;
  58657. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58658. var cameraView = camera.getViewMatrix();
  58659. for (var index = 0; index < count; index++) {
  58660. var sprite = this.sprites[index];
  58661. if (!sprite) {
  58662. continue;
  58663. }
  58664. if (predicate) {
  58665. if (!predicate(sprite)) {
  58666. continue;
  58667. }
  58668. }
  58669. else if (!sprite.isPickable) {
  58670. continue;
  58671. }
  58672. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58673. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58674. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58675. if (ray.intersectsBoxMinMax(min, max)) {
  58676. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58677. if (distance > currentDistance) {
  58678. distance = currentDistance;
  58679. currentSprite = sprite;
  58680. if (fastCheck) {
  58681. break;
  58682. }
  58683. }
  58684. }
  58685. }
  58686. if (currentSprite) {
  58687. var result = new BABYLON.PickingInfo();
  58688. result.hit = true;
  58689. result.pickedSprite = currentSprite;
  58690. result.distance = distance;
  58691. return result;
  58692. }
  58693. return null;
  58694. };
  58695. /**
  58696. * Render all child sprites
  58697. */
  58698. SpriteManager.prototype.render = function () {
  58699. // Check
  58700. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58701. return;
  58702. }
  58703. var engine = this._scene.getEngine();
  58704. var baseSize = this._spriteTexture.getBaseSize();
  58705. // Sprites
  58706. var deltaTime = engine.getDeltaTime();
  58707. var max = Math.min(this._capacity, this.sprites.length);
  58708. var rowSize = baseSize.width / this.cellWidth;
  58709. var offset = 0;
  58710. for (var index = 0; index < max; index++) {
  58711. var sprite = this.sprites[index];
  58712. if (!sprite || !sprite.isVisible) {
  58713. continue;
  58714. }
  58715. sprite._animate(deltaTime);
  58716. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58717. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58718. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58719. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58720. }
  58721. this._buffer.update(this._vertexData);
  58722. // Render
  58723. var effect = this._effectBase;
  58724. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58725. effect = this._effectFog;
  58726. }
  58727. engine.enableEffect(effect);
  58728. var viewMatrix = this._scene.getViewMatrix();
  58729. effect.setTexture("diffuseSampler", this._spriteTexture);
  58730. effect.setMatrix("view", viewMatrix);
  58731. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58732. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58733. // Fog
  58734. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58735. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58736. effect.setColor3("vFogColor", this._scene.fogColor);
  58737. }
  58738. // VBOs
  58739. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58740. // Draw order
  58741. engine.setDepthFunctionToLessOrEqual();
  58742. effect.setBool("alphaTest", true);
  58743. engine.setColorWrite(false);
  58744. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58745. engine.setColorWrite(true);
  58746. effect.setBool("alphaTest", false);
  58747. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58748. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58749. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58750. };
  58751. /**
  58752. * Release associated resources
  58753. */
  58754. SpriteManager.prototype.dispose = function () {
  58755. if (this._buffer) {
  58756. this._buffer.dispose();
  58757. this._buffer = null;
  58758. }
  58759. if (this._indexBuffer) {
  58760. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58761. this._indexBuffer = null;
  58762. }
  58763. if (this._spriteTexture) {
  58764. this._spriteTexture.dispose();
  58765. this._spriteTexture = null;
  58766. }
  58767. // Remove from scene
  58768. var index = this._scene.spriteManagers.indexOf(this);
  58769. this._scene.spriteManagers.splice(index, 1);
  58770. // Callback
  58771. this.onDisposeObservable.notifyObservers(this);
  58772. this.onDisposeObservable.clear();
  58773. };
  58774. return SpriteManager;
  58775. }());
  58776. BABYLON.SpriteManager = SpriteManager;
  58777. })(BABYLON || (BABYLON = {}));
  58778. //# sourceMappingURL=babylon.spriteManager.js.map
  58779. var BABYLON;
  58780. (function (BABYLON) {
  58781. /**
  58782. * Class used to represent a sprite
  58783. * @see http://doc.babylonjs.com/babylon101/sprites
  58784. */
  58785. var Sprite = /** @class */ (function () {
  58786. /**
  58787. * Creates a new Sprite
  58788. * @param name defines the name
  58789. * @param manager defines the manager
  58790. */
  58791. function Sprite(
  58792. /** defines the name */
  58793. name, manager) {
  58794. this.name = name;
  58795. /** Gets or sets the main color */
  58796. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58797. /** Gets or sets the width */
  58798. this.width = 1.0;
  58799. /** Gets or sets the height */
  58800. this.height = 1.0;
  58801. /** Gets or sets rotation angle */
  58802. this.angle = 0;
  58803. /** Gets or sets the cell index in the sprite sheet */
  58804. this.cellIndex = 0;
  58805. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58806. this.invertU = 0;
  58807. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58808. this.invertV = 0;
  58809. /** Gets the list of attached animations */
  58810. this.animations = new Array();
  58811. /** Gets or sets a boolean indicating if the sprite can be picked */
  58812. this.isPickable = false;
  58813. this._animationStarted = false;
  58814. this._loopAnimation = false;
  58815. this._fromIndex = 0;
  58816. this._toIndex = 0;
  58817. this._delay = 0;
  58818. this._direction = 1;
  58819. this._time = 0;
  58820. /**
  58821. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58822. */
  58823. this.isVisible = true;
  58824. this._manager = manager;
  58825. this._manager.sprites.push(this);
  58826. this.position = BABYLON.Vector3.Zero();
  58827. }
  58828. Object.defineProperty(Sprite.prototype, "size", {
  58829. /**
  58830. * Gets or sets the sprite size
  58831. */
  58832. get: function () {
  58833. return this.width;
  58834. },
  58835. set: function (value) {
  58836. this.width = value;
  58837. this.height = value;
  58838. },
  58839. enumerable: true,
  58840. configurable: true
  58841. });
  58842. /**
  58843. * Starts an animation
  58844. * @param from defines the initial key
  58845. * @param to defines the end key
  58846. * @param loop defines if the animation must loop
  58847. * @param delay defines the start delay (in ms)
  58848. * @param onAnimationEnd defines a callback to call when animation ends
  58849. */
  58850. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58851. this._fromIndex = from;
  58852. this._toIndex = to;
  58853. this._loopAnimation = loop;
  58854. this._delay = delay;
  58855. this._animationStarted = true;
  58856. this._direction = from < to ? 1 : -1;
  58857. this.cellIndex = from;
  58858. this._time = 0;
  58859. this._onAnimationEnd = onAnimationEnd;
  58860. };
  58861. /** Stops current animation (if any) */
  58862. Sprite.prototype.stopAnimation = function () {
  58863. this._animationStarted = false;
  58864. };
  58865. /** @hidden */
  58866. Sprite.prototype._animate = function (deltaTime) {
  58867. if (!this._animationStarted) {
  58868. return;
  58869. }
  58870. this._time += deltaTime;
  58871. if (this._time > this._delay) {
  58872. this._time = this._time % this._delay;
  58873. this.cellIndex += this._direction;
  58874. if (this.cellIndex > this._toIndex) {
  58875. if (this._loopAnimation) {
  58876. this.cellIndex = this._fromIndex;
  58877. }
  58878. else {
  58879. this.cellIndex = this._toIndex;
  58880. this._animationStarted = false;
  58881. if (this._onAnimationEnd) {
  58882. this._onAnimationEnd();
  58883. }
  58884. if (this.disposeWhenFinishedAnimating) {
  58885. this.dispose();
  58886. }
  58887. }
  58888. }
  58889. }
  58890. };
  58891. /** Release associated resources */
  58892. Sprite.prototype.dispose = function () {
  58893. for (var i = 0; i < this._manager.sprites.length; i++) {
  58894. if (this._manager.sprites[i] == this) {
  58895. this._manager.sprites.splice(i, 1);
  58896. }
  58897. }
  58898. };
  58899. return Sprite;
  58900. }());
  58901. BABYLON.Sprite = Sprite;
  58902. })(BABYLON || (BABYLON = {}));
  58903. //# sourceMappingURL=babylon.sprite.js.map
  58904. var BABYLON;
  58905. (function (BABYLON) {
  58906. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58907. if (!BABYLON.PickingInfo) {
  58908. return null;
  58909. }
  58910. var pickingInfo = null;
  58911. if (!camera) {
  58912. if (!this.activeCamera) {
  58913. return null;
  58914. }
  58915. camera = this.activeCamera;
  58916. }
  58917. if (this.spriteManagers.length > 0) {
  58918. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58919. var spriteManager = this.spriteManagers[spriteIndex];
  58920. if (!spriteManager.isPickable) {
  58921. continue;
  58922. }
  58923. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58924. if (!result || !result.hit) {
  58925. continue;
  58926. }
  58927. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58928. continue;
  58929. }
  58930. pickingInfo = result;
  58931. if (fastCheck) {
  58932. break;
  58933. }
  58934. }
  58935. }
  58936. return pickingInfo || new BABYLON.PickingInfo();
  58937. };
  58938. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58939. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58940. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58941. };
  58942. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58943. if (!this._tempSpritePickingRay) {
  58944. return null;
  58945. }
  58946. if (!camera) {
  58947. if (!this.activeCamera) {
  58948. return null;
  58949. }
  58950. camera = this.activeCamera;
  58951. }
  58952. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58953. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58954. };
  58955. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58956. if (this._pointerOverSprite === sprite) {
  58957. return;
  58958. }
  58959. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58960. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58961. }
  58962. this._pointerOverSprite = sprite;
  58963. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58964. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58965. }
  58966. };
  58967. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58968. return this._pointerOverSprite;
  58969. };
  58970. /**
  58971. * Defines the sprite scene component responsible to manage sprites
  58972. * in a given scene.
  58973. */
  58974. var SpriteSceneComponent = /** @class */ (function () {
  58975. /**
  58976. * Creates a new instance of the component for the given scene
  58977. * @param scene Defines the scene to register the component in
  58978. */
  58979. function SpriteSceneComponent(scene) {
  58980. /**
  58981. * The component name helpfull to identify the component in the list of scene components.
  58982. */
  58983. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58984. this.scene = scene;
  58985. this.scene.spriteManagers = new Array();
  58986. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58987. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58988. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58989. this._spritePredicate = function (sprite) {
  58990. if (!sprite.actionManager) {
  58991. return false;
  58992. }
  58993. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58994. };
  58995. }
  58996. /**
  58997. * Registers the component in a given scene
  58998. */
  58999. SpriteSceneComponent.prototype.register = function () {
  59000. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  59001. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  59002. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  59003. };
  59004. /**
  59005. * Rebuilds the elements related to this component in case of
  59006. * context lost for instance.
  59007. */
  59008. SpriteSceneComponent.prototype.rebuild = function () {
  59009. /** Nothing to do for sprites */
  59010. };
  59011. /**
  59012. * Disposes the component and the associated ressources.
  59013. */
  59014. SpriteSceneComponent.prototype.dispose = function () {
  59015. this.scene.onBeforeSpritesRenderingObservable.clear();
  59016. this.scene.onAfterSpritesRenderingObservable.clear();
  59017. var spriteManagers = this.scene.spriteManagers;
  59018. while (spriteManagers.length) {
  59019. spriteManagers[0].dispose();
  59020. }
  59021. };
  59022. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  59023. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  59024. if (result) {
  59025. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  59026. }
  59027. return result;
  59028. };
  59029. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  59030. var scene = this.scene;
  59031. if (isMeshPicked) {
  59032. scene.setPointerOverSprite(null);
  59033. }
  59034. else {
  59035. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  59036. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  59037. scene.setPointerOverSprite(pickResult.pickedSprite);
  59038. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  59039. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  59040. }
  59041. else {
  59042. canvas.style.cursor = scene.hoverCursor;
  59043. }
  59044. }
  59045. else {
  59046. scene.setPointerOverSprite(null);
  59047. }
  59048. }
  59049. return pickResult;
  59050. };
  59051. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  59052. var scene = this.scene;
  59053. scene._pickedDownSprite = null;
  59054. if (scene.spriteManagers.length > 0) {
  59055. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  59056. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  59057. if (pickResult.pickedSprite.actionManager) {
  59058. scene._pickedDownSprite = pickResult.pickedSprite;
  59059. switch (evt.button) {
  59060. case 0:
  59061. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  59062. break;
  59063. case 1:
  59064. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  59065. break;
  59066. case 2:
  59067. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  59068. break;
  59069. }
  59070. if (pickResult.pickedSprite.actionManager) {
  59071. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  59072. }
  59073. }
  59074. }
  59075. }
  59076. return pickResult;
  59077. };
  59078. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  59079. var scene = this.scene;
  59080. if (scene.spriteManagers.length > 0) {
  59081. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  59082. if (spritePickResult) {
  59083. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  59084. if (spritePickResult.pickedSprite.actionManager) {
  59085. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  59086. if (spritePickResult.pickedSprite.actionManager) {
  59087. if (!this.scene._isPointerSwiping()) {
  59088. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  59089. }
  59090. }
  59091. }
  59092. }
  59093. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  59094. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  59095. }
  59096. }
  59097. }
  59098. return pickResult;
  59099. };
  59100. return SpriteSceneComponent;
  59101. }());
  59102. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  59103. })(BABYLON || (BABYLON = {}));
  59104. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  59105. var BABYLON;
  59106. (function (BABYLON) {
  59107. /**
  59108. * @hidden
  59109. */
  59110. var IntersectionInfo = /** @class */ (function () {
  59111. function IntersectionInfo(bu, bv, distance) {
  59112. this.bu = bu;
  59113. this.bv = bv;
  59114. this.distance = distance;
  59115. this.faceId = 0;
  59116. this.subMeshId = 0;
  59117. }
  59118. return IntersectionInfo;
  59119. }());
  59120. BABYLON.IntersectionInfo = IntersectionInfo;
  59121. /**
  59122. * Information about the result of picking within a scene
  59123. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  59124. */
  59125. var PickingInfo = /** @class */ (function () {
  59126. function PickingInfo() {
  59127. /**
  59128. * If the pick collided with an object
  59129. */
  59130. this.hit = false;
  59131. /**
  59132. * Distance away where the pick collided
  59133. */
  59134. this.distance = 0;
  59135. /**
  59136. * The location of pick collision
  59137. */
  59138. this.pickedPoint = null;
  59139. /**
  59140. * The mesh corresponding the the pick collision
  59141. */
  59142. this.pickedMesh = null;
  59143. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  59144. this.bu = 0;
  59145. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  59146. this.bv = 0;
  59147. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  59148. this.faceId = -1;
  59149. /** Id of the the submesh that was picked */
  59150. this.subMeshId = 0;
  59151. /** If a sprite was picked, this will be the sprite the pick collided with */
  59152. this.pickedSprite = null;
  59153. /**
  59154. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  59155. */
  59156. this.originMesh = null;
  59157. /**
  59158. * The ray that was used to perform the picking.
  59159. */
  59160. this.ray = null;
  59161. }
  59162. /**
  59163. * Gets the normal correspodning to the face the pick collided with
  59164. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  59165. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  59166. * @returns The normal correspodning to the face the pick collided with
  59167. */
  59168. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  59169. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  59170. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  59171. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  59172. return null;
  59173. }
  59174. var indices = this.pickedMesh.getIndices();
  59175. if (!indices) {
  59176. return null;
  59177. }
  59178. var result;
  59179. if (useVerticesNormals) {
  59180. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  59181. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  59182. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  59183. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  59184. normal0 = normal0.scale(this.bu);
  59185. normal1 = normal1.scale(this.bv);
  59186. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  59187. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  59188. }
  59189. else {
  59190. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  59191. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  59192. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  59193. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  59194. var p1p2 = vertex1.subtract(vertex2);
  59195. var p3p2 = vertex3.subtract(vertex2);
  59196. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  59197. }
  59198. if (useWorldCoordinates) {
  59199. var wm = this.pickedMesh.getWorldMatrix();
  59200. if (this.pickedMesh.nonUniformScaling) {
  59201. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  59202. wm = BABYLON.Tmp.Matrix[0];
  59203. wm.setTranslationFromFloats(0, 0, 0);
  59204. wm.invert();
  59205. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  59206. wm = BABYLON.Tmp.Matrix[1];
  59207. }
  59208. result = BABYLON.Vector3.TransformNormal(result, wm);
  59209. }
  59210. result.normalize();
  59211. return result;
  59212. };
  59213. /**
  59214. * Gets the texture coordinates of where the pick occured
  59215. * @returns the vector containing the coordnates of the texture
  59216. */
  59217. PickingInfo.prototype.getTextureCoordinates = function () {
  59218. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  59219. return null;
  59220. }
  59221. var indices = this.pickedMesh.getIndices();
  59222. if (!indices) {
  59223. return null;
  59224. }
  59225. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  59226. if (!uvs) {
  59227. return null;
  59228. }
  59229. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  59230. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  59231. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  59232. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  59233. uv1 = uv1.scale(this.bu);
  59234. uv2 = uv2.scale(this.bv);
  59235. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  59236. };
  59237. return PickingInfo;
  59238. }());
  59239. BABYLON.PickingInfo = PickingInfo;
  59240. })(BABYLON || (BABYLON = {}));
  59241. //# sourceMappingURL=babylon.pickingInfo.js.map
  59242. var BABYLON;
  59243. (function (BABYLON) {
  59244. /**
  59245. * Class representing a ray with position and direction
  59246. */
  59247. var Ray = /** @class */ (function () {
  59248. /**
  59249. * Creates a new ray
  59250. * @param origin origin point
  59251. * @param direction direction
  59252. * @param length length of the ray
  59253. */
  59254. function Ray(
  59255. /** origin point */
  59256. origin,
  59257. /** direction */
  59258. direction,
  59259. /** length of the ray */
  59260. length) {
  59261. if (length === void 0) { length = Number.MAX_VALUE; }
  59262. this.origin = origin;
  59263. this.direction = direction;
  59264. this.length = length;
  59265. }
  59266. // Methods
  59267. /**
  59268. * Checks if the ray intersects a box
  59269. * @param minimum bound of the box
  59270. * @param maximum bound of the box
  59271. * @param intersectionTreshold extra extend to be added to the box in all direction
  59272. * @returns if the box was hit
  59273. */
  59274. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  59275. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59276. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  59277. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  59278. var d = 0.0;
  59279. var maxValue = Number.MAX_VALUE;
  59280. var inv;
  59281. var min;
  59282. var max;
  59283. var temp;
  59284. if (Math.abs(this.direction.x) < 0.0000001) {
  59285. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  59286. return false;
  59287. }
  59288. }
  59289. else {
  59290. inv = 1.0 / this.direction.x;
  59291. min = (newMinimum.x - this.origin.x) * inv;
  59292. max = (newMaximum.x - this.origin.x) * inv;
  59293. if (max === -Infinity) {
  59294. max = Infinity;
  59295. }
  59296. if (min > max) {
  59297. temp = min;
  59298. min = max;
  59299. max = temp;
  59300. }
  59301. d = Math.max(min, d);
  59302. maxValue = Math.min(max, maxValue);
  59303. if (d > maxValue) {
  59304. return false;
  59305. }
  59306. }
  59307. if (Math.abs(this.direction.y) < 0.0000001) {
  59308. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  59309. return false;
  59310. }
  59311. }
  59312. else {
  59313. inv = 1.0 / this.direction.y;
  59314. min = (newMinimum.y - this.origin.y) * inv;
  59315. max = (newMaximum.y - this.origin.y) * inv;
  59316. if (max === -Infinity) {
  59317. max = Infinity;
  59318. }
  59319. if (min > max) {
  59320. temp = min;
  59321. min = max;
  59322. max = temp;
  59323. }
  59324. d = Math.max(min, d);
  59325. maxValue = Math.min(max, maxValue);
  59326. if (d > maxValue) {
  59327. return false;
  59328. }
  59329. }
  59330. if (Math.abs(this.direction.z) < 0.0000001) {
  59331. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  59332. return false;
  59333. }
  59334. }
  59335. else {
  59336. inv = 1.0 / this.direction.z;
  59337. min = (newMinimum.z - this.origin.z) * inv;
  59338. max = (newMaximum.z - this.origin.z) * inv;
  59339. if (max === -Infinity) {
  59340. max = Infinity;
  59341. }
  59342. if (min > max) {
  59343. temp = min;
  59344. min = max;
  59345. max = temp;
  59346. }
  59347. d = Math.max(min, d);
  59348. maxValue = Math.min(max, maxValue);
  59349. if (d > maxValue) {
  59350. return false;
  59351. }
  59352. }
  59353. return true;
  59354. };
  59355. /**
  59356. * Checks if the ray intersects a box
  59357. * @param box the bounding box to check
  59358. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  59359. * @returns if the box was hit
  59360. */
  59361. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  59362. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59363. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  59364. };
  59365. /**
  59366. * If the ray hits a sphere
  59367. * @param sphere the bounding sphere to check
  59368. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  59369. * @returns true if it hits the sphere
  59370. */
  59371. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  59372. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59373. var x = sphere.center.x - this.origin.x;
  59374. var y = sphere.center.y - this.origin.y;
  59375. var z = sphere.center.z - this.origin.z;
  59376. var pyth = (x * x) + (y * y) + (z * z);
  59377. var radius = sphere.radius + intersectionTreshold;
  59378. var rr = radius * radius;
  59379. if (pyth <= rr) {
  59380. return true;
  59381. }
  59382. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  59383. if (dot < 0.0) {
  59384. return false;
  59385. }
  59386. var temp = pyth - (dot * dot);
  59387. return temp <= rr;
  59388. };
  59389. /**
  59390. * If the ray hits a triange
  59391. * @param vertex0 triangle vertex
  59392. * @param vertex1 triangle vertex
  59393. * @param vertex2 triangle vertex
  59394. * @returns intersection information if hit
  59395. */
  59396. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  59397. var edge1 = Ray.TmpVector3[0];
  59398. var edge2 = Ray.TmpVector3[1];
  59399. var pvec = Ray.TmpVector3[2];
  59400. var tvec = Ray.TmpVector3[3];
  59401. var qvec = Ray.TmpVector3[4];
  59402. vertex1.subtractToRef(vertex0, edge1);
  59403. vertex2.subtractToRef(vertex0, edge2);
  59404. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  59405. var det = BABYLON.Vector3.Dot(edge1, pvec);
  59406. if (det === 0) {
  59407. return null;
  59408. }
  59409. var invdet = 1 / det;
  59410. this.origin.subtractToRef(vertex0, tvec);
  59411. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  59412. if (bu < 0 || bu > 1.0) {
  59413. return null;
  59414. }
  59415. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  59416. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  59417. if (bv < 0 || bu + bv > 1.0) {
  59418. return null;
  59419. }
  59420. //check if the distance is longer than the predefined length.
  59421. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  59422. if (distance > this.length) {
  59423. return null;
  59424. }
  59425. return new BABYLON.IntersectionInfo(bu, bv, distance);
  59426. };
  59427. /**
  59428. * Checks if ray intersects a plane
  59429. * @param plane the plane to check
  59430. * @returns the distance away it was hit
  59431. */
  59432. Ray.prototype.intersectsPlane = function (plane) {
  59433. var distance;
  59434. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  59435. if (Math.abs(result1) < 9.99999997475243E-07) {
  59436. return null;
  59437. }
  59438. else {
  59439. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  59440. distance = (-plane.d - result2) / result1;
  59441. if (distance < 0.0) {
  59442. if (distance < -9.99999997475243E-07) {
  59443. return null;
  59444. }
  59445. else {
  59446. return 0;
  59447. }
  59448. }
  59449. return distance;
  59450. }
  59451. };
  59452. /**
  59453. * Checks if ray intersects a mesh
  59454. * @param mesh the mesh to check
  59455. * @param fastCheck if only the bounding box should checked
  59456. * @returns picking info of the intersecton
  59457. */
  59458. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  59459. var tm = BABYLON.Tmp.Matrix[0];
  59460. mesh.getWorldMatrix().invertToRef(tm);
  59461. if (this._tmpRay) {
  59462. Ray.TransformToRef(this, tm, this._tmpRay);
  59463. }
  59464. else {
  59465. this._tmpRay = Ray.Transform(this, tm);
  59466. }
  59467. return mesh.intersects(this._tmpRay, fastCheck);
  59468. };
  59469. /**
  59470. * Checks if ray intersects a mesh
  59471. * @param meshes the meshes to check
  59472. * @param fastCheck if only the bounding box should checked
  59473. * @param results array to store result in
  59474. * @returns Array of picking infos
  59475. */
  59476. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  59477. if (results) {
  59478. results.length = 0;
  59479. }
  59480. else {
  59481. results = [];
  59482. }
  59483. for (var i = 0; i < meshes.length; i++) {
  59484. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  59485. if (pickInfo.hit) {
  59486. results.push(pickInfo);
  59487. }
  59488. }
  59489. results.sort(this._comparePickingInfo);
  59490. return results;
  59491. };
  59492. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  59493. if (pickingInfoA.distance < pickingInfoB.distance) {
  59494. return -1;
  59495. }
  59496. else if (pickingInfoA.distance > pickingInfoB.distance) {
  59497. return 1;
  59498. }
  59499. else {
  59500. return 0;
  59501. }
  59502. };
  59503. /**
  59504. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  59505. * @param sega the first point of the segment to test the intersection against
  59506. * @param segb the second point of the segment to test the intersection against
  59507. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  59508. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  59509. */
  59510. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  59511. var o = this.origin;
  59512. var u = BABYLON.Tmp.Vector3[0];
  59513. var rsegb = BABYLON.Tmp.Vector3[1];
  59514. var v = BABYLON.Tmp.Vector3[2];
  59515. var w = BABYLON.Tmp.Vector3[3];
  59516. segb.subtractToRef(sega, u);
  59517. this.direction.scaleToRef(Ray.rayl, v);
  59518. o.addToRef(v, rsegb);
  59519. sega.subtractToRef(o, w);
  59520. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  59521. var b = BABYLON.Vector3.Dot(u, v);
  59522. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  59523. var d = BABYLON.Vector3.Dot(u, w);
  59524. var e = BABYLON.Vector3.Dot(v, w);
  59525. var D = a * c - b * b; // always >= 0
  59526. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  59527. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  59528. // compute the line parameters of the two closest points
  59529. if (D < Ray.smallnum) { // the lines are almost parallel
  59530. sN = 0.0; // force using point P0 on segment S1
  59531. sD = 1.0; // to prevent possible division by 0.0 later
  59532. tN = e;
  59533. tD = c;
  59534. }
  59535. else { // get the closest points on the infinite lines
  59536. sN = (b * e - c * d);
  59537. tN = (a * e - b * d);
  59538. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  59539. sN = 0.0;
  59540. tN = e;
  59541. tD = c;
  59542. }
  59543. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  59544. sN = sD;
  59545. tN = e + b;
  59546. tD = c;
  59547. }
  59548. }
  59549. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  59550. tN = 0.0;
  59551. // recompute sc for this edge
  59552. if (-d < 0.0) {
  59553. sN = 0.0;
  59554. }
  59555. else if (-d > a) {
  59556. sN = sD;
  59557. }
  59558. else {
  59559. sN = -d;
  59560. sD = a;
  59561. }
  59562. }
  59563. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  59564. tN = tD;
  59565. // recompute sc for this edge
  59566. if ((-d + b) < 0.0) {
  59567. sN = 0;
  59568. }
  59569. else if ((-d + b) > a) {
  59570. sN = sD;
  59571. }
  59572. else {
  59573. sN = (-d + b);
  59574. sD = a;
  59575. }
  59576. }
  59577. // finally do the division to get sc and tc
  59578. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  59579. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  59580. // get the difference of the two closest points
  59581. var qtc = BABYLON.Tmp.Vector3[4];
  59582. v.scaleToRef(tc, qtc);
  59583. var qsc = BABYLON.Tmp.Vector3[5];
  59584. u.scaleToRef(sc, qsc);
  59585. qsc.addInPlace(w);
  59586. var dP = BABYLON.Tmp.Vector3[6];
  59587. qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
  59588. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  59589. if (isIntersected) {
  59590. return qsc.length();
  59591. }
  59592. return -1;
  59593. };
  59594. /**
  59595. * Update the ray from viewport position
  59596. * @param x position
  59597. * @param y y position
  59598. * @param viewportWidth viewport width
  59599. * @param viewportHeight viewport height
  59600. * @param world world matrix
  59601. * @param view view matrix
  59602. * @param projection projection matrix
  59603. * @returns this ray updated
  59604. */
  59605. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59606. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59607. return this;
  59608. };
  59609. // Statics
  59610. /**
  59611. * Creates a ray with origin and direction of 0,0,0
  59612. * @returns the new ray
  59613. */
  59614. Ray.Zero = function () {
  59615. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59616. };
  59617. /**
  59618. * Creates a new ray from screen space and viewport
  59619. * @param x position
  59620. * @param y y position
  59621. * @param viewportWidth viewport width
  59622. * @param viewportHeight viewport height
  59623. * @param world world matrix
  59624. * @param view view matrix
  59625. * @param projection projection matrix
  59626. * @returns new ray
  59627. */
  59628. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59629. var result = Ray.Zero();
  59630. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59631. };
  59632. /**
  59633. * 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
  59634. * transformed to the given world matrix.
  59635. * @param origin The origin point
  59636. * @param end The end point
  59637. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59638. * @returns the new ray
  59639. */
  59640. Ray.CreateNewFromTo = function (origin, end, world) {
  59641. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59642. var direction = end.subtract(origin);
  59643. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59644. direction.normalize();
  59645. return Ray.Transform(new Ray(origin, direction, length), world);
  59646. };
  59647. /**
  59648. * Transforms a ray by a matrix
  59649. * @param ray ray to transform
  59650. * @param matrix matrix to apply
  59651. * @returns the resulting new ray
  59652. */
  59653. Ray.Transform = function (ray, matrix) {
  59654. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59655. Ray.TransformToRef(ray, matrix, result);
  59656. return result;
  59657. };
  59658. /**
  59659. * Transforms a ray by a matrix
  59660. * @param ray ray to transform
  59661. * @param matrix matrix to apply
  59662. * @param result ray to store result in
  59663. */
  59664. Ray.TransformToRef = function (ray, matrix, result) {
  59665. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59666. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59667. result.length = ray.length;
  59668. var dir = result.direction;
  59669. var len = dir.length();
  59670. if (!(len === 0 || len === 1)) {
  59671. var num = 1.0 / len;
  59672. dir.x *= num;
  59673. dir.y *= num;
  59674. dir.z *= num;
  59675. result.length *= len;
  59676. }
  59677. };
  59678. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59679. Ray.smallnum = 0.00000001;
  59680. Ray.rayl = 10e8;
  59681. return Ray;
  59682. }());
  59683. BABYLON.Ray = Ray;
  59684. })(BABYLON || (BABYLON = {}));
  59685. //# sourceMappingURL=babylon.ray.js.map
  59686. var BABYLON;
  59687. (function (BABYLON) {
  59688. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59689. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59690. return false;
  59691. }
  59692. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59693. return false;
  59694. }
  59695. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59696. return false;
  59697. }
  59698. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59699. return false;
  59700. }
  59701. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59702. return false;
  59703. }
  59704. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59705. return false;
  59706. }
  59707. return true;
  59708. };
  59709. var getLowestRoot = (function () {
  59710. var result = { root: 0, found: false };
  59711. return function (a, b, c, maxR) {
  59712. result.root = 0;
  59713. result.found = false;
  59714. var determinant = b * b - 4.0 * a * c;
  59715. if (determinant < 0) {
  59716. return result;
  59717. }
  59718. var sqrtD = Math.sqrt(determinant);
  59719. var r1 = (-b - sqrtD) / (2.0 * a);
  59720. var r2 = (-b + sqrtD) / (2.0 * a);
  59721. if (r1 > r2) {
  59722. var temp = r2;
  59723. r2 = r1;
  59724. r1 = temp;
  59725. }
  59726. if (r1 > 0 && r1 < maxR) {
  59727. result.root = r1;
  59728. result.found = true;
  59729. return result;
  59730. }
  59731. if (r2 > 0 && r2 < maxR) {
  59732. result.root = r2;
  59733. result.found = true;
  59734. return result;
  59735. }
  59736. return result;
  59737. };
  59738. })();
  59739. /** @hidden */
  59740. var Collider = /** @class */ (function () {
  59741. function Collider() {
  59742. this._collisionPoint = BABYLON.Vector3.Zero();
  59743. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59744. this._tempVector = BABYLON.Vector3.Zero();
  59745. this._tempVector2 = BABYLON.Vector3.Zero();
  59746. this._tempVector3 = BABYLON.Vector3.Zero();
  59747. this._tempVector4 = BABYLON.Vector3.Zero();
  59748. this._edge = BABYLON.Vector3.Zero();
  59749. this._baseToVertex = BABYLON.Vector3.Zero();
  59750. this._destinationPoint = BABYLON.Vector3.Zero();
  59751. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59752. this._displacementVector = BABYLON.Vector3.Zero();
  59753. /** @hidden */
  59754. this._radius = BABYLON.Vector3.One();
  59755. /** @hidden */
  59756. this._retry = 0;
  59757. /** @hidden */
  59758. this._basePointWorld = BABYLON.Vector3.Zero();
  59759. this._velocityWorld = BABYLON.Vector3.Zero();
  59760. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59761. this._collisionMask = -1;
  59762. }
  59763. Object.defineProperty(Collider.prototype, "collisionMask", {
  59764. get: function () {
  59765. return this._collisionMask;
  59766. },
  59767. set: function (mask) {
  59768. this._collisionMask = !isNaN(mask) ? mask : -1;
  59769. },
  59770. enumerable: true,
  59771. configurable: true
  59772. });
  59773. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59774. /**
  59775. * Gets the plane normal used to compute the sliding response (in local space)
  59776. */
  59777. get: function () {
  59778. return this._slidePlaneNormal;
  59779. },
  59780. enumerable: true,
  59781. configurable: true
  59782. });
  59783. // Methods
  59784. /** @hidden */
  59785. Collider.prototype._initialize = function (source, dir, e) {
  59786. this._velocity = dir;
  59787. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59788. this._basePoint = source;
  59789. source.multiplyToRef(this._radius, this._basePointWorld);
  59790. dir.multiplyToRef(this._radius, this._velocityWorld);
  59791. this._velocityWorldLength = this._velocityWorld.length();
  59792. this._epsilon = e;
  59793. this.collisionFound = false;
  59794. };
  59795. /** @hidden */
  59796. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59797. pa.subtractToRef(point, this._tempVector);
  59798. pb.subtractToRef(point, this._tempVector2);
  59799. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59800. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59801. if (d < 0) {
  59802. return false;
  59803. }
  59804. pc.subtractToRef(point, this._tempVector3);
  59805. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59806. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59807. if (d < 0) {
  59808. return false;
  59809. }
  59810. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59811. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59812. return d >= 0;
  59813. };
  59814. /** @hidden */
  59815. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59816. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59817. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59818. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59819. return false;
  59820. }
  59821. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59822. return false;
  59823. }
  59824. return true;
  59825. };
  59826. /** @hidden */
  59827. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59828. var t0;
  59829. var embeddedInPlane = false;
  59830. //defensive programming, actually not needed.
  59831. if (!trianglePlaneArray) {
  59832. trianglePlaneArray = [];
  59833. }
  59834. if (!trianglePlaneArray[faceIndex]) {
  59835. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59836. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59837. }
  59838. var trianglePlane = trianglePlaneArray[faceIndex];
  59839. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59840. return;
  59841. }
  59842. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59843. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59844. if (normalDotVelocity == 0) {
  59845. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59846. return;
  59847. }
  59848. embeddedInPlane = true;
  59849. t0 = 0;
  59850. }
  59851. else {
  59852. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59853. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59854. if (t0 > t1) {
  59855. var temp = t1;
  59856. t1 = t0;
  59857. t0 = temp;
  59858. }
  59859. if (t0 > 1.0 || t1 < 0.0) {
  59860. return;
  59861. }
  59862. if (t0 < 0) {
  59863. t0 = 0;
  59864. }
  59865. if (t0 > 1.0) {
  59866. t0 = 1.0;
  59867. }
  59868. }
  59869. this._collisionPoint.copyFromFloats(0, 0, 0);
  59870. var found = false;
  59871. var t = 1.0;
  59872. if (!embeddedInPlane) {
  59873. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59874. this._velocity.scaleToRef(t0, this._tempVector);
  59875. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59876. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59877. found = true;
  59878. t = t0;
  59879. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59880. }
  59881. }
  59882. if (!found) {
  59883. var velocitySquaredLength = this._velocity.lengthSquared();
  59884. var a = velocitySquaredLength;
  59885. this._basePoint.subtractToRef(p1, this._tempVector);
  59886. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59887. var c = this._tempVector.lengthSquared() - 1.0;
  59888. var lowestRoot = getLowestRoot(a, b, c, t);
  59889. if (lowestRoot.found) {
  59890. t = lowestRoot.root;
  59891. found = true;
  59892. this._collisionPoint.copyFrom(p1);
  59893. }
  59894. this._basePoint.subtractToRef(p2, this._tempVector);
  59895. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59896. c = this._tempVector.lengthSquared() - 1.0;
  59897. lowestRoot = getLowestRoot(a, b, c, t);
  59898. if (lowestRoot.found) {
  59899. t = lowestRoot.root;
  59900. found = true;
  59901. this._collisionPoint.copyFrom(p2);
  59902. }
  59903. this._basePoint.subtractToRef(p3, this._tempVector);
  59904. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59905. c = this._tempVector.lengthSquared() - 1.0;
  59906. lowestRoot = getLowestRoot(a, b, c, t);
  59907. if (lowestRoot.found) {
  59908. t = lowestRoot.root;
  59909. found = true;
  59910. this._collisionPoint.copyFrom(p3);
  59911. }
  59912. p2.subtractToRef(p1, this._edge);
  59913. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59914. var edgeSquaredLength = this._edge.lengthSquared();
  59915. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59916. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59917. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59918. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59919. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59920. lowestRoot = getLowestRoot(a, b, c, t);
  59921. if (lowestRoot.found) {
  59922. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59923. if (f >= 0.0 && f <= 1.0) {
  59924. t = lowestRoot.root;
  59925. found = true;
  59926. this._edge.scaleInPlace(f);
  59927. p1.addToRef(this._edge, this._collisionPoint);
  59928. }
  59929. }
  59930. p3.subtractToRef(p2, this._edge);
  59931. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59932. edgeSquaredLength = this._edge.lengthSquared();
  59933. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59934. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59935. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59936. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59937. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59938. lowestRoot = getLowestRoot(a, b, c, t);
  59939. if (lowestRoot.found) {
  59940. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59941. if (f >= 0.0 && f <= 1.0) {
  59942. t = lowestRoot.root;
  59943. found = true;
  59944. this._edge.scaleInPlace(f);
  59945. p2.addToRef(this._edge, this._collisionPoint);
  59946. }
  59947. }
  59948. p1.subtractToRef(p3, this._edge);
  59949. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59950. edgeSquaredLength = this._edge.lengthSquared();
  59951. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59952. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59953. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59954. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59955. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59956. lowestRoot = getLowestRoot(a, b, c, t);
  59957. if (lowestRoot.found) {
  59958. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59959. if (f >= 0.0 && f <= 1.0) {
  59960. t = lowestRoot.root;
  59961. found = true;
  59962. this._edge.scaleInPlace(f);
  59963. p3.addToRef(this._edge, this._collisionPoint);
  59964. }
  59965. }
  59966. }
  59967. if (found) {
  59968. var distToCollision = t * this._velocity.length();
  59969. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59970. if (!this.intersectionPoint) {
  59971. this.intersectionPoint = this._collisionPoint.clone();
  59972. }
  59973. else {
  59974. this.intersectionPoint.copyFrom(this._collisionPoint);
  59975. }
  59976. this._nearestDistance = distToCollision;
  59977. this.collisionFound = true;
  59978. }
  59979. }
  59980. };
  59981. /** @hidden */
  59982. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59983. for (var i = indexStart; i < indexEnd; i += 3) {
  59984. var p1 = pts[indices[i] - decal];
  59985. var p2 = pts[indices[i + 1] - decal];
  59986. var p3 = pts[indices[i + 2] - decal];
  59987. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59988. }
  59989. };
  59990. /** @hidden */
  59991. Collider.prototype._getResponse = function (pos, vel) {
  59992. pos.addToRef(vel, this._destinationPoint);
  59993. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59994. this._basePoint.addToRef(vel, pos);
  59995. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59996. this._slidePlaneNormal.normalize();
  59997. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59998. pos.addInPlace(this._displacementVector);
  59999. this.intersectionPoint.addInPlace(this._displacementVector);
  60000. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  60001. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  60002. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  60003. };
  60004. return Collider;
  60005. }());
  60006. BABYLON.Collider = Collider;
  60007. })(BABYLON || (BABYLON = {}));
  60008. //# sourceMappingURL=babylon.collider.js.map
  60009. var BABYLON;
  60010. (function (BABYLON) {
  60011. //WebWorker code will be inserted to this variable.
  60012. /** @hidden */
  60013. BABYLON.CollisionWorker = "";
  60014. /** Defines supported task for worker process */
  60015. var WorkerTaskType;
  60016. (function (WorkerTaskType) {
  60017. /** Initialization */
  60018. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  60019. /** Update of geometry */
  60020. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  60021. /** Evaluate collision */
  60022. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  60023. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  60024. /** Defines kind of replies returned by worker */
  60025. var WorkerReplyType;
  60026. (function (WorkerReplyType) {
  60027. /** Success */
  60028. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  60029. /** Unkown error */
  60030. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  60031. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  60032. /** @hidden */
  60033. var CollisionCoordinatorWorker = /** @class */ (function () {
  60034. function CollisionCoordinatorWorker() {
  60035. var _this = this;
  60036. this._scaledPosition = BABYLON.Vector3.Zero();
  60037. this._scaledVelocity = BABYLON.Vector3.Zero();
  60038. this.onMeshUpdated = function (transformNode) {
  60039. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  60040. };
  60041. this.onGeometryUpdated = function (geometry) {
  60042. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  60043. };
  60044. this._afterRender = function () {
  60045. if (!_this._init) {
  60046. return;
  60047. }
  60048. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  60049. return;
  60050. }
  60051. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  60052. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  60053. if (_this._runningUpdated > 4) {
  60054. return;
  60055. }
  60056. ++_this._runningUpdated;
  60057. var payload = {
  60058. updatedMeshes: _this._addUpdateMeshesList,
  60059. updatedGeometries: _this._addUpdateGeometriesList,
  60060. removedGeometries: _this._toRemoveGeometryArray,
  60061. removedMeshes: _this._toRemoveMeshesArray
  60062. };
  60063. var message = {
  60064. payload: payload,
  60065. taskType: WorkerTaskType.UPDATE
  60066. };
  60067. var serializable = [];
  60068. for (var id in payload.updatedGeometries) {
  60069. if (payload.updatedGeometries.hasOwnProperty(id)) {
  60070. //prepare transferables
  60071. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  60072. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  60073. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  60074. }
  60075. }
  60076. _this._worker.postMessage(message, serializable);
  60077. _this._addUpdateMeshesList = {};
  60078. _this._addUpdateGeometriesList = {};
  60079. _this._toRemoveGeometryArray = [];
  60080. _this._toRemoveMeshesArray = [];
  60081. };
  60082. this._onMessageFromWorker = function (e) {
  60083. var returnData = e.data;
  60084. if (returnData.error != WorkerReplyType.SUCCESS) {
  60085. //TODO what errors can be returned from the worker?
  60086. BABYLON.Tools.Warn("error returned from worker!");
  60087. return;
  60088. }
  60089. switch (returnData.taskType) {
  60090. case WorkerTaskType.INIT:
  60091. _this._init = true;
  60092. //Update the worked with ALL of the scene's current state
  60093. _this._scene.meshes.forEach(function (mesh) {
  60094. _this.onMeshAdded(mesh);
  60095. });
  60096. _this._scene.getGeometries().forEach(function (geometry) {
  60097. _this.onGeometryAdded(geometry);
  60098. });
  60099. break;
  60100. case WorkerTaskType.UPDATE:
  60101. _this._runningUpdated--;
  60102. break;
  60103. case WorkerTaskType.COLLIDE:
  60104. var returnPayload = returnData.payload;
  60105. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  60106. return;
  60107. }
  60108. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  60109. if (callback) {
  60110. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  60111. if (mesh) {
  60112. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  60113. }
  60114. }
  60115. //cleanup
  60116. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  60117. break;
  60118. }
  60119. };
  60120. this._collisionsCallbackArray = [];
  60121. this._init = false;
  60122. this._runningUpdated = 0;
  60123. this._addUpdateMeshesList = {};
  60124. this._addUpdateGeometriesList = {};
  60125. this._toRemoveGeometryArray = [];
  60126. this._toRemoveMeshesArray = [];
  60127. }
  60128. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  60129. if (!this._init) {
  60130. return;
  60131. }
  60132. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  60133. return;
  60134. }
  60135. position.divideToRef(collider._radius, this._scaledPosition);
  60136. displacement.divideToRef(collider._radius, this._scaledVelocity);
  60137. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  60138. var payload = {
  60139. collider: {
  60140. position: this._scaledPosition.asArray(),
  60141. velocity: this._scaledVelocity.asArray(),
  60142. radius: collider._radius.asArray()
  60143. },
  60144. collisionId: collisionIndex,
  60145. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  60146. maximumRetry: maximumRetry
  60147. };
  60148. var message = {
  60149. payload: payload,
  60150. taskType: WorkerTaskType.COLLIDE
  60151. };
  60152. this._worker.postMessage(message);
  60153. };
  60154. CollisionCoordinatorWorker.prototype.init = function (scene) {
  60155. this._scene = scene;
  60156. this._scene.registerAfterRender(this._afterRender);
  60157. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  60158. this._worker = new Worker(workerUrl);
  60159. this._worker.onmessage = this._onMessageFromWorker;
  60160. var message = {
  60161. payload: {},
  60162. taskType: WorkerTaskType.INIT
  60163. };
  60164. this._worker.postMessage(message);
  60165. };
  60166. CollisionCoordinatorWorker.prototype.destroy = function () {
  60167. this._scene.unregisterAfterRender(this._afterRender);
  60168. this._worker.terminate();
  60169. };
  60170. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  60171. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  60172. this.onMeshUpdated(mesh);
  60173. };
  60174. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  60175. this._toRemoveMeshesArray.push(mesh.uniqueId);
  60176. };
  60177. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  60178. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  60179. geometry.onGeometryUpdated = this.onGeometryUpdated;
  60180. this.onGeometryUpdated(geometry);
  60181. };
  60182. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  60183. this._toRemoveGeometryArray.push(geometry.id);
  60184. };
  60185. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  60186. var submeshes = [];
  60187. if (mesh.subMeshes) {
  60188. submeshes = mesh.subMeshes.map(function (sm, idx) {
  60189. var boundingInfo = sm.getBoundingInfo();
  60190. return {
  60191. position: idx,
  60192. verticesStart: sm.verticesStart,
  60193. verticesCount: sm.verticesCount,
  60194. indexStart: sm.indexStart,
  60195. indexCount: sm.indexCount,
  60196. hasMaterial: !!sm.getMaterial(),
  60197. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  60198. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  60199. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  60200. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  60201. };
  60202. });
  60203. }
  60204. var geometryId = null;
  60205. if (mesh instanceof BABYLON.Mesh) {
  60206. var geometry = mesh.geometry;
  60207. geometryId = geometry ? geometry.id : null;
  60208. }
  60209. else if (mesh instanceof BABYLON.InstancedMesh) {
  60210. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  60211. geometryId = geometry ? geometry.id : null;
  60212. }
  60213. var boundingInfo = mesh.getBoundingInfo();
  60214. return {
  60215. uniqueId: mesh.uniqueId,
  60216. id: mesh.id,
  60217. name: mesh.name,
  60218. geometryId: geometryId,
  60219. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  60220. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  60221. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  60222. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  60223. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  60224. subMeshes: submeshes,
  60225. checkCollisions: mesh.checkCollisions
  60226. };
  60227. };
  60228. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  60229. return {
  60230. id: geometry.id,
  60231. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  60232. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  60233. indices: new Uint32Array(geometry.getIndices() || []),
  60234. };
  60235. };
  60236. return CollisionCoordinatorWorker;
  60237. }());
  60238. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  60239. /** @hidden */
  60240. var CollisionCoordinatorLegacy = /** @class */ (function () {
  60241. function CollisionCoordinatorLegacy() {
  60242. this._scaledPosition = BABYLON.Vector3.Zero();
  60243. this._scaledVelocity = BABYLON.Vector3.Zero();
  60244. this._finalPosition = BABYLON.Vector3.Zero();
  60245. }
  60246. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  60247. position.divideToRef(collider._radius, this._scaledPosition);
  60248. displacement.divideToRef(collider._radius, this._scaledVelocity);
  60249. collider.collidedMesh = null;
  60250. collider._retry = 0;
  60251. collider._initialVelocity = this._scaledVelocity;
  60252. collider._initialPosition = this._scaledPosition;
  60253. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  60254. this._finalPosition.multiplyInPlace(collider._radius);
  60255. //run the callback
  60256. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  60257. };
  60258. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  60259. this._scene = scene;
  60260. };
  60261. CollisionCoordinatorLegacy.prototype.destroy = function () {
  60262. //Legacy need no destruction method.
  60263. };
  60264. //No update in legacy mode
  60265. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  60266. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  60267. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  60268. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  60269. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  60270. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  60271. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  60272. if (excludedMesh === void 0) { excludedMesh = null; }
  60273. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  60274. if (collider._retry >= maximumRetry) {
  60275. finalPosition.copyFrom(position);
  60276. return;
  60277. }
  60278. // Check if this is a mesh else camera or -1
  60279. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  60280. collider._initialize(position, velocity, closeDistance);
  60281. // Check all meshes
  60282. for (var index = 0; index < this._scene.meshes.length; index++) {
  60283. var mesh = this._scene.meshes[index];
  60284. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  60285. mesh._checkCollision(collider);
  60286. }
  60287. }
  60288. if (!collider.collisionFound) {
  60289. position.addToRef(velocity, finalPosition);
  60290. return;
  60291. }
  60292. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  60293. collider._getResponse(position, velocity);
  60294. }
  60295. if (velocity.length() <= closeDistance) {
  60296. finalPosition.copyFrom(position);
  60297. return;
  60298. }
  60299. collider._retry++;
  60300. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  60301. };
  60302. return CollisionCoordinatorLegacy;
  60303. }());
  60304. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  60305. })(BABYLON || (BABYLON = {}));
  60306. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  60307. var BABYLON;
  60308. (function (BABYLON) {
  60309. /**
  60310. * A particle represents one of the element emitted by a particle system.
  60311. * This is mainly define by its coordinates, direction, velocity and age.
  60312. */
  60313. var Particle = /** @class */ (function () {
  60314. /**
  60315. * Creates a new instance Particle
  60316. * @param particleSystem the particle system the particle belongs to
  60317. */
  60318. function Particle(
  60319. /**
  60320. * The particle system the particle belongs to.
  60321. */
  60322. particleSystem) {
  60323. this.particleSystem = particleSystem;
  60324. /**
  60325. * The world position of the particle in the scene.
  60326. */
  60327. this.position = BABYLON.Vector3.Zero();
  60328. /**
  60329. * The world direction of the particle in the scene.
  60330. */
  60331. this.direction = BABYLON.Vector3.Zero();
  60332. /**
  60333. * The color of the particle.
  60334. */
  60335. this.color = new BABYLON.Color4(0, 0, 0, 0);
  60336. /**
  60337. * The color change of the particle per step.
  60338. */
  60339. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  60340. /**
  60341. * Defines how long will the life of the particle be.
  60342. */
  60343. this.lifeTime = 1.0;
  60344. /**
  60345. * The current age of the particle.
  60346. */
  60347. this.age = 0;
  60348. /**
  60349. * The current size of the particle.
  60350. */
  60351. this.size = 0;
  60352. /**
  60353. * The current scale of the particle.
  60354. */
  60355. this.scale = new BABYLON.Vector2(1, 1);
  60356. /**
  60357. * The current angle of the particle.
  60358. */
  60359. this.angle = 0;
  60360. /**
  60361. * Defines how fast is the angle changing.
  60362. */
  60363. this.angularSpeed = 0;
  60364. /**
  60365. * Defines the cell index used by the particle to be rendered from a sprite.
  60366. */
  60367. this.cellIndex = 0;
  60368. /** @hidden */
  60369. this._attachedSubEmitters = null;
  60370. /** @hidden */
  60371. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  60372. /** @hidden */
  60373. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  60374. /** @hidden */
  60375. this._currentSize1 = 0;
  60376. /** @hidden */
  60377. this._currentSize2 = 0;
  60378. /** @hidden */
  60379. this._currentAngularSpeed1 = 0;
  60380. /** @hidden */
  60381. this._currentAngularSpeed2 = 0;
  60382. /** @hidden */
  60383. this._currentVelocity1 = 0;
  60384. /** @hidden */
  60385. this._currentVelocity2 = 0;
  60386. /** @hidden */
  60387. this._currentLimitVelocity1 = 0;
  60388. /** @hidden */
  60389. this._currentLimitVelocity2 = 0;
  60390. /** @hidden */
  60391. this._currentDrag1 = 0;
  60392. /** @hidden */
  60393. this._currentDrag2 = 0;
  60394. this.id = Particle._Count++;
  60395. if (!this.particleSystem.isAnimationSheetEnabled) {
  60396. return;
  60397. }
  60398. this.updateCellInfoFromSystem();
  60399. }
  60400. Particle.prototype.updateCellInfoFromSystem = function () {
  60401. this.cellIndex = this.particleSystem.startSpriteCellID;
  60402. };
  60403. /**
  60404. * Defines how the sprite cell index is updated for the particle
  60405. */
  60406. Particle.prototype.updateCellIndex = function () {
  60407. var offsetAge = this.age;
  60408. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  60409. if (this.particleSystem.spriteRandomStartCell) {
  60410. if (this._randomCellOffset === undefined) {
  60411. this._randomCellOffset = Math.random() * this.lifeTime;
  60412. }
  60413. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  60414. changeSpeed = 1;
  60415. offsetAge = this._randomCellOffset;
  60416. }
  60417. else {
  60418. offsetAge += this._randomCellOffset;
  60419. }
  60420. }
  60421. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  60422. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  60423. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  60424. };
  60425. /** @hidden */
  60426. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  60427. if (subEmitter.particleSystem.emitter.position) {
  60428. var emitterMesh = subEmitter.particleSystem.emitter;
  60429. emitterMesh.position.copyFrom(this.position);
  60430. if (subEmitter.inheritDirection) {
  60431. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  60432. // Look at using Y as forward
  60433. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  60434. }
  60435. }
  60436. else {
  60437. var emitterPosition = subEmitter.particleSystem.emitter;
  60438. emitterPosition.copyFrom(this.position);
  60439. }
  60440. // Set inheritedVelocityOffset to be used when new particles are created
  60441. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  60442. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  60443. };
  60444. /** @hidden */
  60445. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  60446. var _this = this;
  60447. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  60448. this._attachedSubEmitters.forEach(function (subEmitter) {
  60449. _this._inheritParticleInfoToSubEmitter(subEmitter);
  60450. });
  60451. }
  60452. };
  60453. /** @hidden */
  60454. Particle.prototype._reset = function () {
  60455. this.age = 0;
  60456. this._currentColorGradient = null;
  60457. this._currentSizeGradient = null;
  60458. this._currentAngularSpeedGradient = null;
  60459. this._currentVelocityGradient = null;
  60460. this._currentLimitVelocityGradient = null;
  60461. this._currentDragGradient = null;
  60462. this.cellIndex = this.particleSystem.startSpriteCellID;
  60463. this._randomCellOffset = undefined;
  60464. };
  60465. /**
  60466. * Copy the properties of particle to another one.
  60467. * @param other the particle to copy the information to.
  60468. */
  60469. Particle.prototype.copyTo = function (other) {
  60470. other.position.copyFrom(this.position);
  60471. if (this._initialDirection) {
  60472. if (other._initialDirection) {
  60473. other._initialDirection.copyFrom(this._initialDirection);
  60474. }
  60475. else {
  60476. other._initialDirection = this._initialDirection.clone();
  60477. }
  60478. }
  60479. else {
  60480. other._initialDirection = null;
  60481. }
  60482. other.direction.copyFrom(this.direction);
  60483. other.color.copyFrom(this.color);
  60484. other.colorStep.copyFrom(this.colorStep);
  60485. other.lifeTime = this.lifeTime;
  60486. other.age = this.age;
  60487. other._randomCellOffset = this._randomCellOffset;
  60488. other.size = this.size;
  60489. other.scale.copyFrom(this.scale);
  60490. other.angle = this.angle;
  60491. other.angularSpeed = this.angularSpeed;
  60492. other.particleSystem = this.particleSystem;
  60493. other.cellIndex = this.cellIndex;
  60494. other.id = this.id;
  60495. other._attachedSubEmitters = this._attachedSubEmitters;
  60496. if (this._currentColorGradient) {
  60497. other._currentColorGradient = this._currentColorGradient;
  60498. other._currentColor1.copyFrom(this._currentColor1);
  60499. other._currentColor2.copyFrom(this._currentColor2);
  60500. }
  60501. if (this._currentSizeGradient) {
  60502. other._currentSizeGradient = this._currentSizeGradient;
  60503. other._currentSize1 = this._currentSize1;
  60504. other._currentSize2 = this._currentSize2;
  60505. }
  60506. if (this._currentAngularSpeedGradient) {
  60507. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  60508. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  60509. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  60510. }
  60511. if (this._currentVelocityGradient) {
  60512. other._currentVelocityGradient = this._currentVelocityGradient;
  60513. other._currentVelocity1 = this._currentVelocity1;
  60514. other._currentVelocity2 = this._currentVelocity2;
  60515. }
  60516. if (this._currentLimitVelocityGradient) {
  60517. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  60518. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  60519. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  60520. }
  60521. if (this._currentDragGradient) {
  60522. other._currentDragGradient = this._currentDragGradient;
  60523. other._currentDrag1 = this._currentDrag1;
  60524. other._currentDrag2 = this._currentDrag2;
  60525. }
  60526. if (this.particleSystem.isAnimationSheetEnabled) {
  60527. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  60528. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  60529. }
  60530. if (this.particleSystem.useRampGradients) {
  60531. other.remapData.copyFrom(this.remapData);
  60532. }
  60533. if (this._randomNoiseCoordinates1) {
  60534. if (other._randomNoiseCoordinates1) {
  60535. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  60536. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  60537. }
  60538. else {
  60539. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  60540. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  60541. }
  60542. }
  60543. };
  60544. Particle._Count = 0;
  60545. return Particle;
  60546. }());
  60547. BABYLON.Particle = Particle;
  60548. })(BABYLON || (BABYLON = {}));
  60549. //# sourceMappingURL=babylon.particle.js.map
  60550. var BABYLON;
  60551. (function (BABYLON) {
  60552. /**
  60553. * This represents the base class for particle system in Babylon.
  60554. * 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.
  60555. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60556. * @example https://doc.babylonjs.com/babylon101/particles
  60557. */
  60558. var BaseParticleSystem = /** @class */ (function () {
  60559. /**
  60560. * Instantiates a particle system.
  60561. * 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.
  60562. * @param name The name of the particle system
  60563. */
  60564. function BaseParticleSystem(name) {
  60565. /**
  60566. * List of animations used by the particle system.
  60567. */
  60568. this.animations = [];
  60569. /**
  60570. * The rendering group used by the Particle system to chose when to render.
  60571. */
  60572. this.renderingGroupId = 0;
  60573. /**
  60574. * The emitter represents the Mesh or position we are attaching the particle system to.
  60575. */
  60576. this.emitter = null;
  60577. /**
  60578. * The maximum number of particles to emit per frame
  60579. */
  60580. this.emitRate = 10;
  60581. /**
  60582. * If you want to launch only a few particles at once, that can be done, as well.
  60583. */
  60584. this.manualEmitCount = -1;
  60585. /**
  60586. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  60587. */
  60588. this.updateSpeed = 0.01;
  60589. /**
  60590. * The amount of time the particle system is running (depends of the overall update speed).
  60591. */
  60592. this.targetStopDuration = 0;
  60593. /**
  60594. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  60595. */
  60596. this.disposeOnStop = false;
  60597. /**
  60598. * Minimum power of emitting particles.
  60599. */
  60600. this.minEmitPower = 1;
  60601. /**
  60602. * Maximum power of emitting particles.
  60603. */
  60604. this.maxEmitPower = 1;
  60605. /**
  60606. * Minimum life time of emitting particles.
  60607. */
  60608. this.minLifeTime = 1;
  60609. /**
  60610. * Maximum life time of emitting particles.
  60611. */
  60612. this.maxLifeTime = 1;
  60613. /**
  60614. * Minimum Size of emitting particles.
  60615. */
  60616. this.minSize = 1;
  60617. /**
  60618. * Maximum Size of emitting particles.
  60619. */
  60620. this.maxSize = 1;
  60621. /**
  60622. * Minimum scale of emitting particles on X axis.
  60623. */
  60624. this.minScaleX = 1;
  60625. /**
  60626. * Maximum scale of emitting particles on X axis.
  60627. */
  60628. this.maxScaleX = 1;
  60629. /**
  60630. * Minimum scale of emitting particles on Y axis.
  60631. */
  60632. this.minScaleY = 1;
  60633. /**
  60634. * Maximum scale of emitting particles on Y axis.
  60635. */
  60636. this.maxScaleY = 1;
  60637. /**
  60638. * Gets or sets the minimal initial rotation in radians.
  60639. */
  60640. this.minInitialRotation = 0;
  60641. /**
  60642. * Gets or sets the maximal initial rotation in radians.
  60643. */
  60644. this.maxInitialRotation = 0;
  60645. /**
  60646. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60647. */
  60648. this.minAngularSpeed = 0;
  60649. /**
  60650. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60651. */
  60652. this.maxAngularSpeed = 0;
  60653. /**
  60654. * The layer mask we are rendering the particles through.
  60655. */
  60656. this.layerMask = 0x0FFFFFFF;
  60657. /**
  60658. * This can help using your own shader to render the particle system.
  60659. * The according effect will be created
  60660. */
  60661. this.customShader = null;
  60662. /**
  60663. * By default particle system starts as soon as they are created. This prevents the
  60664. * automatic start to happen and let you decide when to start emitting particles.
  60665. */
  60666. this.preventAutoStart = false;
  60667. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60668. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60669. /**
  60670. * Callback triggered when the particle animation is ending.
  60671. */
  60672. this.onAnimationEnd = null;
  60673. /**
  60674. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60675. */
  60676. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60677. /**
  60678. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60679. * to override the particles.
  60680. */
  60681. this.forceDepthWrite = false;
  60682. /** 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 */
  60683. this.preWarmCycles = 0;
  60684. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60685. this.preWarmStepOffset = 1;
  60686. /**
  60687. * 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)
  60688. */
  60689. this.spriteCellChangeSpeed = 1;
  60690. /**
  60691. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60692. */
  60693. this.startSpriteCellID = 0;
  60694. /**
  60695. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60696. */
  60697. this.endSpriteCellID = 0;
  60698. /**
  60699. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60700. */
  60701. this.spriteCellWidth = 0;
  60702. /**
  60703. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60704. */
  60705. this.spriteCellHeight = 0;
  60706. /**
  60707. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60708. */
  60709. this.spriteRandomStartCell = false;
  60710. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60711. this.translationPivot = new BABYLON.Vector2(0, 0);
  60712. /**
  60713. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60714. */
  60715. this.beginAnimationOnStart = false;
  60716. /**
  60717. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60718. */
  60719. this.beginAnimationFrom = 0;
  60720. /**
  60721. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60722. */
  60723. this.beginAnimationTo = 60;
  60724. /**
  60725. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60726. */
  60727. this.beginAnimationLoop = false;
  60728. /**
  60729. * You can use gravity if you want to give an orientation to your particles.
  60730. */
  60731. this.gravity = BABYLON.Vector3.Zero();
  60732. this._colorGradients = null;
  60733. this._sizeGradients = null;
  60734. this._lifeTimeGradients = null;
  60735. this._angularSpeedGradients = null;
  60736. this._velocityGradients = null;
  60737. this._limitVelocityGradients = null;
  60738. this._dragGradients = null;
  60739. this._emitRateGradients = null;
  60740. this._startSizeGradients = null;
  60741. this._rampGradients = null;
  60742. this._colorRemapGradients = null;
  60743. this._alphaRemapGradients = null;
  60744. /**
  60745. * Defines the delay in milliseconds before starting the system (0 by default)
  60746. */
  60747. this.startDelay = 0;
  60748. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60749. this.limitVelocityDamping = 0.4;
  60750. /**
  60751. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60752. */
  60753. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60754. /**
  60755. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60756. */
  60757. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60758. /**
  60759. * Color the particle will have at the end of its lifetime
  60760. */
  60761. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60762. /**
  60763. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60764. */
  60765. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60766. /** @hidden */
  60767. this._isSubEmitter = false;
  60768. /**
  60769. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60770. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60771. */
  60772. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60773. this._isBillboardBased = true;
  60774. /**
  60775. * Local cache of defines for image processing.
  60776. */
  60777. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60778. this.id = name;
  60779. this.name = name;
  60780. }
  60781. Object.defineProperty(BaseParticleSystem.prototype, "noiseTexture", {
  60782. /**
  60783. * Gets or sets a texture used to add random noise to particle positions
  60784. */
  60785. get: function () {
  60786. return this._noiseTexture;
  60787. },
  60788. set: function (value) {
  60789. if (this._noiseTexture === value) {
  60790. return;
  60791. }
  60792. this._noiseTexture = value;
  60793. this._reset();
  60794. },
  60795. enumerable: true,
  60796. configurable: true
  60797. });
  60798. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60799. /**
  60800. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60801. */
  60802. get: function () {
  60803. return this._isAnimationSheetEnabled;
  60804. },
  60805. set: function (value) {
  60806. if (this._isAnimationSheetEnabled == value) {
  60807. return;
  60808. }
  60809. this._isAnimationSheetEnabled = value;
  60810. this._reset();
  60811. },
  60812. enumerable: true,
  60813. configurable: true
  60814. });
  60815. /**
  60816. * Get hosting scene
  60817. * @returns the scene
  60818. */
  60819. BaseParticleSystem.prototype.getScene = function () {
  60820. return this._scene;
  60821. };
  60822. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60823. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60824. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60825. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60826. };
  60827. /**
  60828. * Gets the current list of drag gradients.
  60829. * You must use addDragGradient and removeDragGradient to udpate this list
  60830. * @returns the list of drag gradients
  60831. */
  60832. BaseParticleSystem.prototype.getDragGradients = function () {
  60833. return this._dragGradients;
  60834. };
  60835. /**
  60836. * Gets the current list of limit velocity gradients.
  60837. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60838. * @returns the list of limit velocity gradients
  60839. */
  60840. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60841. return this._limitVelocityGradients;
  60842. };
  60843. /**
  60844. * Gets the current list of color gradients.
  60845. * You must use addColorGradient and removeColorGradient to udpate this list
  60846. * @returns the list of color gradients
  60847. */
  60848. BaseParticleSystem.prototype.getColorGradients = function () {
  60849. return this._colorGradients;
  60850. };
  60851. /**
  60852. * Gets the current list of size gradients.
  60853. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60854. * @returns the list of size gradients
  60855. */
  60856. BaseParticleSystem.prototype.getSizeGradients = function () {
  60857. return this._sizeGradients;
  60858. };
  60859. /**
  60860. * Gets the current list of color remap gradients.
  60861. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60862. * @returns the list of color remap gradients
  60863. */
  60864. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60865. return this._colorRemapGradients;
  60866. };
  60867. /**
  60868. * Gets the current list of alpha remap gradients.
  60869. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60870. * @returns the list of alpha remap gradients
  60871. */
  60872. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60873. return this._alphaRemapGradients;
  60874. };
  60875. /**
  60876. * Gets the current list of life time gradients.
  60877. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60878. * @returns the list of life time gradients
  60879. */
  60880. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60881. return this._lifeTimeGradients;
  60882. };
  60883. /**
  60884. * Gets the current list of angular speed gradients.
  60885. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60886. * @returns the list of angular speed gradients
  60887. */
  60888. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60889. return this._angularSpeedGradients;
  60890. };
  60891. /**
  60892. * Gets the current list of velocity gradients.
  60893. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60894. * @returns the list of velocity gradients
  60895. */
  60896. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60897. return this._velocityGradients;
  60898. };
  60899. /**
  60900. * Gets the current list of start size gradients.
  60901. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60902. * @returns the list of start size gradients
  60903. */
  60904. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60905. return this._startSizeGradients;
  60906. };
  60907. /**
  60908. * Gets the current list of emit rate gradients.
  60909. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60910. * @returns the list of emit rate gradients
  60911. */
  60912. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60913. return this._emitRateGradients;
  60914. };
  60915. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60916. /**
  60917. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60918. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60919. */
  60920. get: function () {
  60921. if (this.particleEmitterType.direction1) {
  60922. return this.particleEmitterType.direction1;
  60923. }
  60924. return BABYLON.Vector3.Zero();
  60925. },
  60926. set: function (value) {
  60927. if (this.particleEmitterType.direction1) {
  60928. this.particleEmitterType.direction1 = value;
  60929. }
  60930. },
  60931. enumerable: true,
  60932. configurable: true
  60933. });
  60934. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60935. /**
  60936. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60937. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60938. */
  60939. get: function () {
  60940. if (this.particleEmitterType.direction2) {
  60941. return this.particleEmitterType.direction2;
  60942. }
  60943. return BABYLON.Vector3.Zero();
  60944. },
  60945. set: function (value) {
  60946. if (this.particleEmitterType.direction2) {
  60947. this.particleEmitterType.direction2 = value;
  60948. }
  60949. },
  60950. enumerable: true,
  60951. configurable: true
  60952. });
  60953. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60954. /**
  60955. * 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.
  60956. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60957. */
  60958. get: function () {
  60959. if (this.particleEmitterType.minEmitBox) {
  60960. return this.particleEmitterType.minEmitBox;
  60961. }
  60962. return BABYLON.Vector3.Zero();
  60963. },
  60964. set: function (value) {
  60965. if (this.particleEmitterType.minEmitBox) {
  60966. this.particleEmitterType.minEmitBox = value;
  60967. }
  60968. },
  60969. enumerable: true,
  60970. configurable: true
  60971. });
  60972. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60973. /**
  60974. * 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.
  60975. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60976. */
  60977. get: function () {
  60978. if (this.particleEmitterType.maxEmitBox) {
  60979. return this.particleEmitterType.maxEmitBox;
  60980. }
  60981. return BABYLON.Vector3.Zero();
  60982. },
  60983. set: function (value) {
  60984. if (this.particleEmitterType.maxEmitBox) {
  60985. this.particleEmitterType.maxEmitBox = value;
  60986. }
  60987. },
  60988. enumerable: true,
  60989. configurable: true
  60990. });
  60991. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60992. /**
  60993. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60994. */
  60995. get: function () {
  60996. return this._isBillboardBased;
  60997. },
  60998. set: function (value) {
  60999. if (this._isBillboardBased === value) {
  61000. return;
  61001. }
  61002. this._isBillboardBased = value;
  61003. this._reset();
  61004. },
  61005. enumerable: true,
  61006. configurable: true
  61007. });
  61008. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  61009. /**
  61010. * Gets the image processing configuration used either in this material.
  61011. */
  61012. get: function () {
  61013. return this._imageProcessingConfiguration;
  61014. },
  61015. /**
  61016. * Sets the Default image processing configuration used either in the this material.
  61017. *
  61018. * If sets to null, the scene one is in use.
  61019. */
  61020. set: function (value) {
  61021. this._attachImageProcessingConfiguration(value);
  61022. },
  61023. enumerable: true,
  61024. configurable: true
  61025. });
  61026. /**
  61027. * Attaches a new image processing configuration to the Standard Material.
  61028. * @param configuration
  61029. */
  61030. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  61031. if (configuration === this._imageProcessingConfiguration) {
  61032. return;
  61033. }
  61034. // Pick the scene configuration if needed.
  61035. if (!configuration) {
  61036. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  61037. }
  61038. else {
  61039. this._imageProcessingConfiguration = configuration;
  61040. }
  61041. };
  61042. /** @hidden */
  61043. BaseParticleSystem.prototype._reset = function () {
  61044. };
  61045. /** @hidden */
  61046. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  61047. if (!gradients) {
  61048. return this;
  61049. }
  61050. var index = 0;
  61051. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  61052. var valueGradient = gradients_1[_i];
  61053. if (valueGradient.gradient === gradient) {
  61054. gradients.splice(index, 1);
  61055. break;
  61056. }
  61057. index++;
  61058. }
  61059. if (texture) {
  61060. texture.dispose();
  61061. }
  61062. return this;
  61063. };
  61064. /**
  61065. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  61066. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  61067. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  61068. * @returns the emitter
  61069. */
  61070. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  61071. var particleEmitter = new BABYLON.PointParticleEmitter();
  61072. particleEmitter.direction1 = direction1;
  61073. particleEmitter.direction2 = direction2;
  61074. this.particleEmitterType = particleEmitter;
  61075. return particleEmitter;
  61076. };
  61077. /**
  61078. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  61079. * @param radius The radius of the hemisphere to emit from
  61080. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  61081. * @returns the emitter
  61082. */
  61083. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  61084. if (radius === void 0) { radius = 1; }
  61085. if (radiusRange === void 0) { radiusRange = 1; }
  61086. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  61087. this.particleEmitterType = particleEmitter;
  61088. return particleEmitter;
  61089. };
  61090. /**
  61091. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  61092. * @param radius The radius of the sphere to emit from
  61093. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  61094. * @returns the emitter
  61095. */
  61096. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  61097. if (radius === void 0) { radius = 1; }
  61098. if (radiusRange === void 0) { radiusRange = 1; }
  61099. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  61100. this.particleEmitterType = particleEmitter;
  61101. return particleEmitter;
  61102. };
  61103. /**
  61104. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  61105. * @param radius The radius of the sphere to emit from
  61106. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  61107. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  61108. * @returns the emitter
  61109. */
  61110. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  61111. if (radius === void 0) { radius = 1; }
  61112. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  61113. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  61114. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  61115. this.particleEmitterType = particleEmitter;
  61116. return particleEmitter;
  61117. };
  61118. /**
  61119. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  61120. * @param radius The radius of the emission cylinder
  61121. * @param height The height of the emission cylinder
  61122. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  61123. * @param directionRandomizer How much to randomize the particle direction [0-1]
  61124. * @returns the emitter
  61125. */
  61126. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  61127. if (radius === void 0) { radius = 1; }
  61128. if (height === void 0) { height = 1; }
  61129. if (radiusRange === void 0) { radiusRange = 1; }
  61130. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  61131. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  61132. this.particleEmitterType = particleEmitter;
  61133. return particleEmitter;
  61134. };
  61135. /**
  61136. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  61137. * @param radius The radius of the cylinder to emit from
  61138. * @param height The height of the emission cylinder
  61139. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  61140. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  61141. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  61142. * @returns the emitter
  61143. */
  61144. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  61145. if (radius === void 0) { radius = 1; }
  61146. if (height === void 0) { height = 1; }
  61147. if (radiusRange === void 0) { radiusRange = 1; }
  61148. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  61149. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  61150. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  61151. this.particleEmitterType = particleEmitter;
  61152. return particleEmitter;
  61153. };
  61154. /**
  61155. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  61156. * @param radius The radius of the cone to emit from
  61157. * @param angle The base angle of the cone
  61158. * @returns the emitter
  61159. */
  61160. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  61161. if (radius === void 0) { radius = 1; }
  61162. if (angle === void 0) { angle = Math.PI / 4; }
  61163. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  61164. this.particleEmitterType = particleEmitter;
  61165. return particleEmitter;
  61166. };
  61167. /**
  61168. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  61169. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  61170. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  61171. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  61172. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  61173. * @returns the emitter
  61174. */
  61175. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  61176. var particleEmitter = new BABYLON.BoxParticleEmitter();
  61177. this.particleEmitterType = particleEmitter;
  61178. this.direction1 = direction1;
  61179. this.direction2 = direction2;
  61180. this.minEmitBox = minEmitBox;
  61181. this.maxEmitBox = maxEmitBox;
  61182. return particleEmitter;
  61183. };
  61184. /**
  61185. * Source color is added to the destination color without alpha affecting the result
  61186. */
  61187. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  61188. /**
  61189. * Blend current color and particle color using particle’s alpha
  61190. */
  61191. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  61192. /**
  61193. * Add current color and particle color multiplied by particle’s alpha
  61194. */
  61195. BaseParticleSystem.BLENDMODE_ADD = 2;
  61196. /**
  61197. * Multiply current color with particle color
  61198. */
  61199. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  61200. /**
  61201. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  61202. */
  61203. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  61204. return BaseParticleSystem;
  61205. }());
  61206. BABYLON.BaseParticleSystem = BaseParticleSystem;
  61207. })(BABYLON || (BABYLON = {}));
  61208. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  61209. var BABYLON;
  61210. (function (BABYLON) {
  61211. /**
  61212. * This represents a particle system in Babylon.
  61213. * 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.
  61214. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  61215. * @example https://doc.babylonjs.com/babylon101/particles
  61216. */
  61217. var ParticleSystem = /** @class */ (function (_super) {
  61218. __extends(ParticleSystem, _super);
  61219. /**
  61220. * Instantiates a particle system.
  61221. * 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.
  61222. * @param name The name of the particle system
  61223. * @param capacity The max number of particles alive at the same time
  61224. * @param scene The scene the particle system belongs to
  61225. * @param customEffect a custom effect used to change the way particles are rendered by default
  61226. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  61227. * @param epsilon Offset used to render the particles
  61228. */
  61229. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  61230. if (customEffect === void 0) { customEffect = null; }
  61231. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61232. if (epsilon === void 0) { epsilon = 0.01; }
  61233. var _this = _super.call(this, name) || this;
  61234. /**
  61235. * @hidden
  61236. */
  61237. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  61238. /**
  61239. * An event triggered when the system is disposed
  61240. */
  61241. _this.onDisposeObservable = new BABYLON.Observable();
  61242. _this._particles = new Array();
  61243. _this._stockParticles = new Array();
  61244. _this._newPartsExcess = 0;
  61245. _this._vertexBuffers = {};
  61246. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  61247. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  61248. _this._scaledDirection = BABYLON.Vector3.Zero();
  61249. _this._scaledGravity = BABYLON.Vector3.Zero();
  61250. _this._currentRenderId = -1;
  61251. _this._useInstancing = false;
  61252. _this._started = false;
  61253. _this._stopped = false;
  61254. _this._actualFrame = 0;
  61255. /** @hidden */
  61256. _this._currentEmitRate1 = 0;
  61257. /** @hidden */
  61258. _this._currentEmitRate2 = 0;
  61259. /** @hidden */
  61260. _this._currentStartSize1 = 0;
  61261. /** @hidden */
  61262. _this._currentStartSize2 = 0;
  61263. _this._rawTextureWidth = 256;
  61264. _this._useRampGradients = false;
  61265. /**
  61266. * @hidden
  61267. * If the particle systems emitter should be disposed when the particle system is disposed
  61268. */
  61269. _this._disposeEmitterOnDispose = false;
  61270. // start of sub system methods
  61271. /**
  61272. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  61273. * Its lifetime will start back at 0.
  61274. */
  61275. _this.recycleParticle = function (particle) {
  61276. // move particle from activeParticle list to stock particles
  61277. var lastParticle = _this._particles.pop();
  61278. if (lastParticle !== particle) {
  61279. lastParticle.copyTo(particle);
  61280. }
  61281. _this._stockParticles.push(lastParticle);
  61282. };
  61283. _this._createParticle = function () {
  61284. var particle;
  61285. if (_this._stockParticles.length !== 0) {
  61286. particle = _this._stockParticles.pop();
  61287. particle._reset();
  61288. }
  61289. else {
  61290. particle = new BABYLON.Particle(_this);
  61291. }
  61292. // Attach emitters
  61293. if (_this._subEmitters && _this._subEmitters.length > 0) {
  61294. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  61295. particle._attachedSubEmitters = [];
  61296. subEmitters.forEach(function (subEmitter) {
  61297. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  61298. var newEmitter = subEmitter.clone();
  61299. particle._attachedSubEmitters.push(newEmitter);
  61300. newEmitter.particleSystem.start();
  61301. }
  61302. });
  61303. }
  61304. return particle;
  61305. };
  61306. _this._emitFromParticle = function (particle) {
  61307. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  61308. return;
  61309. }
  61310. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  61311. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  61312. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  61313. var subSystem = subEmitter.clone();
  61314. particle._inheritParticleInfoToSubEmitter(subSystem);
  61315. subSystem.particleSystem._rootParticleSystem = _this;
  61316. _this.activeSubSystems.push(subSystem.particleSystem);
  61317. subSystem.particleSystem.start();
  61318. }
  61319. });
  61320. };
  61321. _this._capacity = capacity;
  61322. _this._epsilon = epsilon;
  61323. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  61324. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  61325. // Setup the default processing configuration to the scene.
  61326. _this._attachImageProcessingConfiguration(null);
  61327. _this._customEffect = customEffect;
  61328. _this._scene.particleSystems.push(_this);
  61329. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  61330. _this._createIndexBuffer();
  61331. _this._createVertexBuffers();
  61332. // Default emitter type
  61333. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  61334. // Update
  61335. _this.updateFunction = function (particles) {
  61336. var noiseTextureSize = null;
  61337. var noiseTextureData = null;
  61338. if (_this.noiseTexture) { // We need to get texture data back to CPU
  61339. noiseTextureSize = _this.noiseTexture.getSize();
  61340. noiseTextureData = (_this.noiseTexture.getContent());
  61341. }
  61342. var _loop_1 = function () {
  61343. particle = particles[index];
  61344. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  61345. var previousAge = particle.age;
  61346. particle.age += scaledUpdateSpeed;
  61347. // Evaluate step to death
  61348. if (particle.age > particle.lifeTime) {
  61349. var diff = particle.age - previousAge;
  61350. var oldDiff = particle.lifeTime - previousAge;
  61351. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  61352. particle.age = particle.lifeTime;
  61353. }
  61354. var ratio = particle.age / particle.lifeTime;
  61355. // Color
  61356. if (_this._colorGradients && _this._colorGradients.length > 0) {
  61357. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  61358. if (currentGradient !== particle._currentColorGradient) {
  61359. particle._currentColor1.copyFrom(particle._currentColor2);
  61360. nextGradient.getColorToRef(particle._currentColor2);
  61361. particle._currentColorGradient = currentGradient;
  61362. }
  61363. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  61364. });
  61365. }
  61366. else {
  61367. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  61368. particle.color.addInPlace(_this._scaledColorStep);
  61369. if (particle.color.a < 0) {
  61370. particle.color.a = 0;
  61371. }
  61372. }
  61373. // Angular speed
  61374. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  61375. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  61376. if (currentGradient !== particle._currentAngularSpeedGradient) {
  61377. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  61378. particle._currentAngularSpeed2 = nextGradient.getFactor();
  61379. particle._currentAngularSpeedGradient = currentGradient;
  61380. }
  61381. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  61382. });
  61383. }
  61384. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  61385. // Direction
  61386. var directionScale = scaledUpdateSpeed;
  61387. /// Velocity
  61388. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  61389. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  61390. if (currentGradient !== particle._currentVelocityGradient) {
  61391. particle._currentVelocity1 = particle._currentVelocity2;
  61392. particle._currentVelocity2 = nextGradient.getFactor();
  61393. particle._currentVelocityGradient = currentGradient;
  61394. }
  61395. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  61396. });
  61397. }
  61398. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  61399. /// Limit velocity
  61400. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  61401. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  61402. if (currentGradient !== particle._currentLimitVelocityGradient) {
  61403. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  61404. particle._currentLimitVelocity2 = nextGradient.getFactor();
  61405. particle._currentLimitVelocityGradient = currentGradient;
  61406. }
  61407. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  61408. var currentVelocity = particle.direction.length();
  61409. if (currentVelocity > limitVelocity) {
  61410. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  61411. }
  61412. });
  61413. }
  61414. /// Drag
  61415. if (_this._dragGradients && _this._dragGradients.length > 0) {
  61416. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  61417. if (currentGradient !== particle._currentDragGradient) {
  61418. particle._currentDrag1 = particle._currentDrag2;
  61419. particle._currentDrag2 = nextGradient.getFactor();
  61420. particle._currentDragGradient = currentGradient;
  61421. }
  61422. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  61423. _this._scaledDirection.scaleInPlace(1.0 - drag);
  61424. });
  61425. }
  61426. particle.position.addInPlace(_this._scaledDirection);
  61427. // Noise
  61428. if (noiseTextureData && noiseTextureSize && particle._randomNoiseCoordinates1) {
  61429. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61430. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61431. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61432. var force = BABYLON.Tmp.Vector3[0];
  61433. var scaledForce = BABYLON.Tmp.Vector3[1];
  61434. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  61435. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  61436. particle.direction.addInPlace(scaledForce);
  61437. }
  61438. // Gravity
  61439. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  61440. particle.direction.addInPlace(_this._scaledGravity);
  61441. // Size
  61442. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  61443. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  61444. if (currentGradient !== particle._currentSizeGradient) {
  61445. particle._currentSize1 = particle._currentSize2;
  61446. particle._currentSize2 = nextGradient.getFactor();
  61447. particle._currentSizeGradient = currentGradient;
  61448. }
  61449. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  61450. });
  61451. }
  61452. // Remap data
  61453. if (_this._useRampGradients) {
  61454. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  61455. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  61456. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61457. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61458. particle.remapData.x = min;
  61459. particle.remapData.y = max - min;
  61460. });
  61461. }
  61462. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  61463. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  61464. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61465. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61466. particle.remapData.z = min;
  61467. particle.remapData.w = max - min;
  61468. });
  61469. }
  61470. }
  61471. if (_this._isAnimationSheetEnabled) {
  61472. particle.updateCellIndex();
  61473. }
  61474. // Update the position of the attached sub-emitters to match their attached particle
  61475. particle._inheritParticleInfoToSubEmitters();
  61476. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  61477. _this._emitFromParticle(particle);
  61478. if (particle._attachedSubEmitters) {
  61479. particle._attachedSubEmitters.forEach(function (subEmitter) {
  61480. subEmitter.particleSystem.disposeOnStop = true;
  61481. subEmitter.particleSystem.stop();
  61482. });
  61483. particle._attachedSubEmitters = null;
  61484. }
  61485. _this.recycleParticle(particle);
  61486. index--;
  61487. return "continue";
  61488. }
  61489. };
  61490. var particle;
  61491. for (var index = 0; index < particles.length; index++) {
  61492. _loop_1();
  61493. }
  61494. };
  61495. return _this;
  61496. }
  61497. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  61498. /**
  61499. * Sets a callback that will be triggered when the system is disposed
  61500. */
  61501. set: function (callback) {
  61502. if (this._onDisposeObserver) {
  61503. this.onDisposeObservable.remove(this._onDisposeObserver);
  61504. }
  61505. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  61506. },
  61507. enumerable: true,
  61508. configurable: true
  61509. });
  61510. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  61511. /** Gets or sets a boolean indicating that ramp gradients must be used
  61512. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61513. */
  61514. get: function () {
  61515. return this._useRampGradients;
  61516. },
  61517. set: function (value) {
  61518. if (this._useRampGradients === value) {
  61519. return;
  61520. }
  61521. this._useRampGradients = value;
  61522. this._resetEffect();
  61523. },
  61524. enumerable: true,
  61525. configurable: true
  61526. });
  61527. Object.defineProperty(ParticleSystem.prototype, "particles", {
  61528. //end of Sub-emitter
  61529. /**
  61530. * Gets the current list of active particles
  61531. */
  61532. get: function () {
  61533. return this._particles;
  61534. },
  61535. enumerable: true,
  61536. configurable: true
  61537. });
  61538. /**
  61539. * Returns the string "ParticleSystem"
  61540. * @returns a string containing the class name
  61541. */
  61542. ParticleSystem.prototype.getClassName = function () {
  61543. return "ParticleSystem";
  61544. };
  61545. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  61546. var newGradient = new BABYLON.FactorGradient();
  61547. newGradient.gradient = gradient;
  61548. newGradient.factor1 = factor;
  61549. newGradient.factor2 = factor2;
  61550. factorGradients.push(newGradient);
  61551. factorGradients.sort(function (a, b) {
  61552. if (a.gradient < b.gradient) {
  61553. return -1;
  61554. }
  61555. else if (a.gradient > b.gradient) {
  61556. return 1;
  61557. }
  61558. return 0;
  61559. });
  61560. };
  61561. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  61562. if (!factorGradients) {
  61563. return;
  61564. }
  61565. var index = 0;
  61566. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  61567. var factorGradient = factorGradients_1[_i];
  61568. if (factorGradient.gradient === gradient) {
  61569. factorGradients.splice(index, 1);
  61570. break;
  61571. }
  61572. index++;
  61573. }
  61574. };
  61575. /**
  61576. * Adds a new life time gradient
  61577. * @param gradient defines the gradient to use (between 0 and 1)
  61578. * @param factor defines the life time factor to affect to the specified gradient
  61579. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61580. * @returns the current particle system
  61581. */
  61582. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  61583. if (!this._lifeTimeGradients) {
  61584. this._lifeTimeGradients = [];
  61585. }
  61586. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  61587. return this;
  61588. };
  61589. /**
  61590. * Remove a specific life time gradient
  61591. * @param gradient defines the gradient to remove
  61592. * @returns the current particle system
  61593. */
  61594. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  61595. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  61596. return this;
  61597. };
  61598. /**
  61599. * Adds a new size gradient
  61600. * @param gradient defines the gradient to use (between 0 and 1)
  61601. * @param factor defines the size factor to affect to the specified gradient
  61602. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61603. * @returns the current particle system
  61604. */
  61605. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  61606. if (!this._sizeGradients) {
  61607. this._sizeGradients = [];
  61608. }
  61609. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  61610. return this;
  61611. };
  61612. /**
  61613. * Remove a specific size gradient
  61614. * @param gradient defines the gradient to remove
  61615. * @returns the current particle system
  61616. */
  61617. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61618. this._removeFactorGradient(this._sizeGradients, gradient);
  61619. return this;
  61620. };
  61621. /**
  61622. * Adds a new color remap gradient
  61623. * @param gradient defines the gradient to use (between 0 and 1)
  61624. * @param min defines the color remap minimal range
  61625. * @param max defines the color remap maximal range
  61626. * @returns the current particle system
  61627. */
  61628. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61629. if (!this._colorRemapGradients) {
  61630. this._colorRemapGradients = [];
  61631. }
  61632. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61633. return this;
  61634. };
  61635. /**
  61636. * Remove a specific color remap gradient
  61637. * @param gradient defines the gradient to remove
  61638. * @returns the current particle system
  61639. */
  61640. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61641. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61642. return this;
  61643. };
  61644. /**
  61645. * Adds a new alpha remap gradient
  61646. * @param gradient defines the gradient to use (between 0 and 1)
  61647. * @param min defines the alpha remap minimal range
  61648. * @param max defines the alpha remap maximal range
  61649. * @returns the current particle system
  61650. */
  61651. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61652. if (!this._alphaRemapGradients) {
  61653. this._alphaRemapGradients = [];
  61654. }
  61655. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61656. return this;
  61657. };
  61658. /**
  61659. * Remove a specific alpha remap gradient
  61660. * @param gradient defines the gradient to remove
  61661. * @returns the current particle system
  61662. */
  61663. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61664. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61665. return this;
  61666. };
  61667. /**
  61668. * Adds a new angular speed gradient
  61669. * @param gradient defines the gradient to use (between 0 and 1)
  61670. * @param factor defines the angular speed to affect to the specified gradient
  61671. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61672. * @returns the current particle system
  61673. */
  61674. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61675. if (!this._angularSpeedGradients) {
  61676. this._angularSpeedGradients = [];
  61677. }
  61678. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61679. return this;
  61680. };
  61681. /**
  61682. * Remove a specific angular speed gradient
  61683. * @param gradient defines the gradient to remove
  61684. * @returns the current particle system
  61685. */
  61686. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61687. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61688. return this;
  61689. };
  61690. /**
  61691. * Adds a new velocity gradient
  61692. * @param gradient defines the gradient to use (between 0 and 1)
  61693. * @param factor defines the velocity to affect to the specified gradient
  61694. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61695. * @returns the current particle system
  61696. */
  61697. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61698. if (!this._velocityGradients) {
  61699. this._velocityGradients = [];
  61700. }
  61701. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61702. return this;
  61703. };
  61704. /**
  61705. * Remove a specific velocity gradient
  61706. * @param gradient defines the gradient to remove
  61707. * @returns the current particle system
  61708. */
  61709. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61710. this._removeFactorGradient(this._velocityGradients, gradient);
  61711. return this;
  61712. };
  61713. /**
  61714. * Adds a new limit velocity gradient
  61715. * @param gradient defines the gradient to use (between 0 and 1)
  61716. * @param factor defines the limit velocity value to affect to the specified gradient
  61717. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61718. * @returns the current particle system
  61719. */
  61720. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61721. if (!this._limitVelocityGradients) {
  61722. this._limitVelocityGradients = [];
  61723. }
  61724. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61725. return this;
  61726. };
  61727. /**
  61728. * Remove a specific limit velocity gradient
  61729. * @param gradient defines the gradient to remove
  61730. * @returns the current particle system
  61731. */
  61732. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61733. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61734. return this;
  61735. };
  61736. /**
  61737. * Adds a new drag gradient
  61738. * @param gradient defines the gradient to use (between 0 and 1)
  61739. * @param factor defines the drag value to affect to the specified gradient
  61740. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61741. * @returns the current particle system
  61742. */
  61743. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61744. if (!this._dragGradients) {
  61745. this._dragGradients = [];
  61746. }
  61747. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61748. return this;
  61749. };
  61750. /**
  61751. * Remove a specific drag gradient
  61752. * @param gradient defines the gradient to remove
  61753. * @returns the current particle system
  61754. */
  61755. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61756. this._removeFactorGradient(this._dragGradients, gradient);
  61757. return this;
  61758. };
  61759. /**
  61760. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61761. * @param gradient defines the gradient to use (between 0 and 1)
  61762. * @param factor defines the emit rate value to affect to the specified gradient
  61763. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61764. * @returns the current particle system
  61765. */
  61766. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61767. if (!this._emitRateGradients) {
  61768. this._emitRateGradients = [];
  61769. }
  61770. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61771. return this;
  61772. };
  61773. /**
  61774. * Remove a specific emit rate gradient
  61775. * @param gradient defines the gradient to remove
  61776. * @returns the current particle system
  61777. */
  61778. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61779. this._removeFactorGradient(this._emitRateGradients, gradient);
  61780. return this;
  61781. };
  61782. /**
  61783. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61784. * @param gradient defines the gradient to use (between 0 and 1)
  61785. * @param factor defines the start size value to affect to the specified gradient
  61786. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61787. * @returns the current particle system
  61788. */
  61789. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61790. if (!this._startSizeGradients) {
  61791. this._startSizeGradients = [];
  61792. }
  61793. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61794. return this;
  61795. };
  61796. /**
  61797. * Remove a specific start size gradient
  61798. * @param gradient defines the gradient to remove
  61799. * @returns the current particle system
  61800. */
  61801. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61802. this._removeFactorGradient(this._emitRateGradients, gradient);
  61803. return this;
  61804. };
  61805. ParticleSystem.prototype._createRampGradientTexture = function () {
  61806. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61807. return;
  61808. }
  61809. var data = new Uint8Array(this._rawTextureWidth * 4);
  61810. var tmpColor = BABYLON.Tmp.Color3[0];
  61811. for (var x = 0; x < this._rawTextureWidth; x++) {
  61812. var ratio = x / this._rawTextureWidth;
  61813. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61814. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61815. data[x * 4] = tmpColor.r * 255;
  61816. data[x * 4 + 1] = tmpColor.g * 255;
  61817. data[x * 4 + 2] = tmpColor.b * 255;
  61818. data[x * 4 + 3] = 255;
  61819. });
  61820. }
  61821. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61822. };
  61823. /**
  61824. * Gets the current list of ramp gradients.
  61825. * You must use addRampGradient and removeRampGradient to udpate this list
  61826. * @returns the list of ramp gradients
  61827. */
  61828. ParticleSystem.prototype.getRampGradients = function () {
  61829. return this._rampGradients;
  61830. };
  61831. /**
  61832. * Adds a new ramp gradient used to remap particle colors
  61833. * @param gradient defines the gradient to use (between 0 and 1)
  61834. * @param color defines the color to affect to the specified gradient
  61835. * @returns the current particle system
  61836. */
  61837. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61838. if (!this._rampGradients) {
  61839. this._rampGradients = [];
  61840. }
  61841. var rampGradient = new BABYLON.Color3Gradient();
  61842. rampGradient.gradient = gradient;
  61843. rampGradient.color = color;
  61844. this._rampGradients.push(rampGradient);
  61845. this._rampGradients.sort(function (a, b) {
  61846. if (a.gradient < b.gradient) {
  61847. return -1;
  61848. }
  61849. else if (a.gradient > b.gradient) {
  61850. return 1;
  61851. }
  61852. return 0;
  61853. });
  61854. if (this._rampGradientsTexture) {
  61855. this._rampGradientsTexture.dispose();
  61856. this._rampGradientsTexture = null;
  61857. }
  61858. this._createRampGradientTexture();
  61859. return this;
  61860. };
  61861. /**
  61862. * Remove a specific ramp gradient
  61863. * @param gradient defines the gradient to remove
  61864. * @returns the current particle system
  61865. */
  61866. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61867. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61868. this._rampGradientsTexture = null;
  61869. if (this._rampGradients && this._rampGradients.length > 0) {
  61870. this._createRampGradientTexture();
  61871. }
  61872. return this;
  61873. };
  61874. /**
  61875. * Adds a new color gradient
  61876. * @param gradient defines the gradient to use (between 0 and 1)
  61877. * @param color1 defines the color to affect to the specified gradient
  61878. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61879. * @returns this particle system
  61880. */
  61881. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61882. if (!this._colorGradients) {
  61883. this._colorGradients = [];
  61884. }
  61885. var colorGradient = new BABYLON.ColorGradient();
  61886. colorGradient.gradient = gradient;
  61887. colorGradient.color1 = color1;
  61888. colorGradient.color2 = color2;
  61889. this._colorGradients.push(colorGradient);
  61890. this._colorGradients.sort(function (a, b) {
  61891. if (a.gradient < b.gradient) {
  61892. return -1;
  61893. }
  61894. else if (a.gradient > b.gradient) {
  61895. return 1;
  61896. }
  61897. return 0;
  61898. });
  61899. return this;
  61900. };
  61901. /**
  61902. * Remove a specific color gradient
  61903. * @param gradient defines the gradient to remove
  61904. * @returns this particle system
  61905. */
  61906. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61907. if (!this._colorGradients) {
  61908. return this;
  61909. }
  61910. var index = 0;
  61911. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61912. var colorGradient = _a[_i];
  61913. if (colorGradient.gradient === gradient) {
  61914. this._colorGradients.splice(index, 1);
  61915. break;
  61916. }
  61917. index++;
  61918. }
  61919. return this;
  61920. };
  61921. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61922. u = Math.abs(u) * 0.5 + 0.5;
  61923. v = Math.abs(v) * 0.5 + 0.5;
  61924. var wrappedU = ((u * width) % width) | 0;
  61925. var wrappedV = ((v * height) % height) | 0;
  61926. var position = (wrappedU + wrappedV * width) * 4;
  61927. return pixels[position] / 255;
  61928. };
  61929. ParticleSystem.prototype._reset = function () {
  61930. this._resetEffect();
  61931. };
  61932. ParticleSystem.prototype._resetEffect = function () {
  61933. if (this._vertexBuffer) {
  61934. this._vertexBuffer.dispose();
  61935. this._vertexBuffer = null;
  61936. }
  61937. if (this._spriteBuffer) {
  61938. this._spriteBuffer.dispose();
  61939. this._spriteBuffer = null;
  61940. }
  61941. this._createVertexBuffers();
  61942. };
  61943. ParticleSystem.prototype._createVertexBuffers = function () {
  61944. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61945. if (this._isAnimationSheetEnabled) {
  61946. this._vertexBufferSize += 1;
  61947. }
  61948. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61949. this._vertexBufferSize += 3;
  61950. }
  61951. if (this._useRampGradients) {
  61952. this._vertexBufferSize += 4;
  61953. }
  61954. var engine = this._scene.getEngine();
  61955. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61956. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61957. var dataOffset = 0;
  61958. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61959. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61960. dataOffset += 3;
  61961. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61962. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61963. dataOffset += 4;
  61964. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61965. this._vertexBuffers["angle"] = options;
  61966. dataOffset += 1;
  61967. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61968. this._vertexBuffers["size"] = size;
  61969. dataOffset += 2;
  61970. if (this._isAnimationSheetEnabled) {
  61971. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61972. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61973. dataOffset += 1;
  61974. }
  61975. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61976. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61977. this._vertexBuffers["direction"] = directionBuffer;
  61978. dataOffset += 3;
  61979. }
  61980. if (this._useRampGradients) {
  61981. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61982. this._vertexBuffers["remapData"] = rampDataBuffer;
  61983. dataOffset += 4;
  61984. }
  61985. var offsets;
  61986. if (this._useInstancing) {
  61987. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61988. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61989. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61990. }
  61991. else {
  61992. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61993. dataOffset += 2;
  61994. }
  61995. this._vertexBuffers["offset"] = offsets;
  61996. };
  61997. ParticleSystem.prototype._createIndexBuffer = function () {
  61998. if (this._useInstancing) {
  61999. return;
  62000. }
  62001. var indices = [];
  62002. var index = 0;
  62003. for (var count = 0; count < this._capacity; count++) {
  62004. indices.push(index);
  62005. indices.push(index + 1);
  62006. indices.push(index + 2);
  62007. indices.push(index);
  62008. indices.push(index + 2);
  62009. indices.push(index + 3);
  62010. index += 4;
  62011. }
  62012. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  62013. };
  62014. /**
  62015. * Gets the maximum number of particles active at the same time.
  62016. * @returns The max number of active particles.
  62017. */
  62018. ParticleSystem.prototype.getCapacity = function () {
  62019. return this._capacity;
  62020. };
  62021. /**
  62022. * Gets whether there are still active particles in the system.
  62023. * @returns True if it is alive, otherwise false.
  62024. */
  62025. ParticleSystem.prototype.isAlive = function () {
  62026. return this._alive;
  62027. };
  62028. /**
  62029. * Gets if the system has been started. (Note: this will still be true after stop is called)
  62030. * @returns True if it has been started, otherwise false.
  62031. */
  62032. ParticleSystem.prototype.isStarted = function () {
  62033. return this._started;
  62034. };
  62035. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  62036. var _this = this;
  62037. this._subEmitters = new Array();
  62038. if (this.subEmitters) {
  62039. this.subEmitters.forEach(function (subEmitter) {
  62040. if (subEmitter instanceof ParticleSystem) {
  62041. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  62042. }
  62043. else if (subEmitter instanceof BABYLON.SubEmitter) {
  62044. _this._subEmitters.push([subEmitter]);
  62045. }
  62046. else if (subEmitter instanceof Array) {
  62047. _this._subEmitters.push(subEmitter);
  62048. }
  62049. });
  62050. }
  62051. };
  62052. /**
  62053. * Starts the particle system and begins to emit
  62054. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  62055. */
  62056. ParticleSystem.prototype.start = function (delay) {
  62057. var _this = this;
  62058. if (delay === void 0) { delay = this.startDelay; }
  62059. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  62060. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  62061. }
  62062. if (delay) {
  62063. setTimeout(function () {
  62064. _this.start(0);
  62065. }, delay);
  62066. return;
  62067. }
  62068. // Convert the subEmitters field to the constant type field _subEmitters
  62069. this._prepareSubEmitterInternalArray();
  62070. this._started = true;
  62071. this._stopped = false;
  62072. this._actualFrame = 0;
  62073. if (this._subEmitters && this._subEmitters.length != 0) {
  62074. this.activeSubSystems = new Array();
  62075. }
  62076. // Reset emit gradient so it acts the same on every start
  62077. if (this._emitRateGradients) {
  62078. if (this._emitRateGradients.length > 0) {
  62079. this._currentEmitRateGradient = this._emitRateGradients[0];
  62080. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  62081. this._currentEmitRate2 = this._currentEmitRate1;
  62082. }
  62083. if (this._emitRateGradients.length > 1) {
  62084. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  62085. }
  62086. }
  62087. // Reset start size gradient so it acts the same on every start
  62088. if (this._startSizeGradients) {
  62089. if (this._startSizeGradients.length > 0) {
  62090. this._currentStartSizeGradient = this._startSizeGradients[0];
  62091. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  62092. this._currentStartSize2 = this._currentStartSize1;
  62093. }
  62094. if (this._startSizeGradients.length > 1) {
  62095. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  62096. }
  62097. }
  62098. if (this.preWarmCycles) {
  62099. if (this.emitter instanceof BABYLON.AbstractMesh) {
  62100. this.emitter.computeWorldMatrix(true);
  62101. }
  62102. var noiseTextureAsProcedural_1 = this.noiseTexture;
  62103. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  62104. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  62105. setTimeout(function () {
  62106. for (var index = 0; index < _this.preWarmCycles; index++) {
  62107. _this.animate(true);
  62108. noiseTextureAsProcedural_1.render();
  62109. }
  62110. });
  62111. });
  62112. }
  62113. else {
  62114. for (var index = 0; index < this.preWarmCycles; index++) {
  62115. this.animate(true);
  62116. }
  62117. }
  62118. }
  62119. // Animations
  62120. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  62121. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  62122. }
  62123. };
  62124. /**
  62125. * Stops the particle system.
  62126. * @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.
  62127. */
  62128. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  62129. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  62130. this._stopped = true;
  62131. if (stopSubEmitters) {
  62132. this._stopSubEmitters();
  62133. }
  62134. };
  62135. // animation sheet
  62136. /**
  62137. * Remove all active particles
  62138. */
  62139. ParticleSystem.prototype.reset = function () {
  62140. this._stockParticles = [];
  62141. this._particles = [];
  62142. };
  62143. /**
  62144. * @hidden (for internal use only)
  62145. */
  62146. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  62147. var offset = index * this._vertexBufferSize;
  62148. this._vertexData[offset++] = particle.position.x;
  62149. this._vertexData[offset++] = particle.position.y;
  62150. this._vertexData[offset++] = particle.position.z;
  62151. this._vertexData[offset++] = particle.color.r;
  62152. this._vertexData[offset++] = particle.color.g;
  62153. this._vertexData[offset++] = particle.color.b;
  62154. this._vertexData[offset++] = particle.color.a;
  62155. this._vertexData[offset++] = particle.angle;
  62156. this._vertexData[offset++] = particle.scale.x * particle.size;
  62157. this._vertexData[offset++] = particle.scale.y * particle.size;
  62158. if (this._isAnimationSheetEnabled) {
  62159. this._vertexData[offset++] = particle.cellIndex;
  62160. }
  62161. if (!this._isBillboardBased) {
  62162. if (particle._initialDirection) {
  62163. this._vertexData[offset++] = particle._initialDirection.x;
  62164. this._vertexData[offset++] = particle._initialDirection.y;
  62165. this._vertexData[offset++] = particle._initialDirection.z;
  62166. }
  62167. else {
  62168. this._vertexData[offset++] = particle.direction.x;
  62169. this._vertexData[offset++] = particle.direction.y;
  62170. this._vertexData[offset++] = particle.direction.z;
  62171. }
  62172. }
  62173. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  62174. this._vertexData[offset++] = particle.direction.x;
  62175. this._vertexData[offset++] = particle.direction.y;
  62176. this._vertexData[offset++] = particle.direction.z;
  62177. }
  62178. if (this._useRampGradients) {
  62179. this._vertexData[offset++] = particle.remapData.x;
  62180. this._vertexData[offset++] = particle.remapData.y;
  62181. this._vertexData[offset++] = particle.remapData.z;
  62182. this._vertexData[offset++] = particle.remapData.w;
  62183. }
  62184. if (!this._useInstancing) {
  62185. if (this._isAnimationSheetEnabled) {
  62186. if (offsetX === 0) {
  62187. offsetX = this._epsilon;
  62188. }
  62189. else if (offsetX === 1) {
  62190. offsetX = 1 - this._epsilon;
  62191. }
  62192. if (offsetY === 0) {
  62193. offsetY = this._epsilon;
  62194. }
  62195. else if (offsetY === 1) {
  62196. offsetY = 1 - this._epsilon;
  62197. }
  62198. }
  62199. this._vertexData[offset++] = offsetX;
  62200. this._vertexData[offset++] = offsetY;
  62201. }
  62202. };
  62203. ParticleSystem.prototype._stopSubEmitters = function () {
  62204. if (!this.activeSubSystems) {
  62205. return;
  62206. }
  62207. this.activeSubSystems.forEach(function (subSystem) {
  62208. subSystem.stop(true);
  62209. });
  62210. this.activeSubSystems = new Array();
  62211. };
  62212. ParticleSystem.prototype._removeFromRoot = function () {
  62213. if (!this._rootParticleSystem) {
  62214. return;
  62215. }
  62216. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  62217. if (index !== -1) {
  62218. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  62219. }
  62220. this._rootParticleSystem = null;
  62221. };
  62222. // End of sub system methods
  62223. ParticleSystem.prototype._update = function (newParticles) {
  62224. var _this = this;
  62225. // Update current
  62226. this._alive = this._particles.length > 0;
  62227. if (this.emitter.position) {
  62228. var emitterMesh = this.emitter;
  62229. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  62230. }
  62231. else {
  62232. var emitterPosition = this.emitter;
  62233. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  62234. }
  62235. this.updateFunction(this._particles);
  62236. // Add new ones
  62237. var particle;
  62238. var _loop_2 = function () {
  62239. if (this_1._particles.length === this_1._capacity) {
  62240. return "break";
  62241. }
  62242. particle = this_1._createParticle();
  62243. this_1._particles.push(particle);
  62244. // Emitter
  62245. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  62246. if (this_1.startPositionFunction) {
  62247. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62248. }
  62249. else {
  62250. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62251. }
  62252. if (this_1.startDirectionFunction) {
  62253. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62254. }
  62255. else {
  62256. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62257. }
  62258. if (emitPower === 0) {
  62259. if (!particle._initialDirection) {
  62260. particle._initialDirection = particle.direction.clone();
  62261. }
  62262. else {
  62263. particle._initialDirection.copyFrom(particle.direction);
  62264. }
  62265. }
  62266. else {
  62267. particle._initialDirection = null;
  62268. }
  62269. particle.direction.scaleInPlace(emitPower);
  62270. // Life time
  62271. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  62272. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  62273. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  62274. var factorGradient1 = currentGradient;
  62275. var factorGradient2 = nextGradient;
  62276. var lifeTime1 = factorGradient1.getFactor();
  62277. var lifeTime2 = factorGradient2.getFactor();
  62278. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  62279. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  62280. });
  62281. }
  62282. else {
  62283. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  62284. }
  62285. // Size
  62286. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  62287. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  62288. }
  62289. else {
  62290. particle._currentSizeGradient = this_1._sizeGradients[0];
  62291. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  62292. particle.size = particle._currentSize1;
  62293. if (this_1._sizeGradients.length > 1) {
  62294. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  62295. }
  62296. else {
  62297. particle._currentSize2 = particle._currentSize1;
  62298. }
  62299. }
  62300. // Size and scale
  62301. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  62302. // Adjust scale by start size
  62303. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  62304. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  62305. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  62306. if (currentGradient !== _this._currentStartSizeGradient) {
  62307. _this._currentStartSize1 = _this._currentStartSize2;
  62308. _this._currentStartSize2 = nextGradient.getFactor();
  62309. _this._currentStartSizeGradient = currentGradient;
  62310. }
  62311. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  62312. particle.scale.scaleInPlace(value);
  62313. });
  62314. }
  62315. // Angle
  62316. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  62317. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  62318. }
  62319. else {
  62320. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  62321. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  62322. particle._currentAngularSpeed1 = particle.angularSpeed;
  62323. if (this_1._angularSpeedGradients.length > 1) {
  62324. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  62325. }
  62326. else {
  62327. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  62328. }
  62329. }
  62330. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  62331. // Velocity
  62332. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  62333. particle._currentVelocityGradient = this_1._velocityGradients[0];
  62334. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  62335. if (this_1._velocityGradients.length > 1) {
  62336. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  62337. }
  62338. else {
  62339. particle._currentVelocity2 = particle._currentVelocity1;
  62340. }
  62341. }
  62342. // Limit velocity
  62343. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  62344. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  62345. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  62346. if (this_1._limitVelocityGradients.length > 1) {
  62347. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  62348. }
  62349. else {
  62350. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  62351. }
  62352. }
  62353. // Drag
  62354. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  62355. particle._currentDragGradient = this_1._dragGradients[0];
  62356. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  62357. if (this_1._dragGradients.length > 1) {
  62358. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  62359. }
  62360. else {
  62361. particle._currentDrag2 = particle._currentDrag1;
  62362. }
  62363. }
  62364. // Color
  62365. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  62366. step = BABYLON.Scalar.RandomRange(0, 1.0);
  62367. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  62368. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  62369. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  62370. }
  62371. else {
  62372. particle._currentColorGradient = this_1._colorGradients[0];
  62373. particle._currentColorGradient.getColorToRef(particle.color);
  62374. particle._currentColor1.copyFrom(particle.color);
  62375. if (this_1._colorGradients.length > 1) {
  62376. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  62377. }
  62378. else {
  62379. particle._currentColor2.copyFrom(particle.color);
  62380. }
  62381. }
  62382. // Sheet
  62383. if (this_1._isAnimationSheetEnabled) {
  62384. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  62385. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  62386. }
  62387. // Inherited Velocity
  62388. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  62389. // Ramp
  62390. if (this_1._useRampGradients) {
  62391. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  62392. }
  62393. // Noise texture coordinates
  62394. if (this_1.noiseTexture) {
  62395. if (particle._randomNoiseCoordinates1) {
  62396. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  62397. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  62398. }
  62399. else {
  62400. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62401. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62402. }
  62403. }
  62404. // Update the position of the attached sub-emitters to match their attached particle
  62405. particle._inheritParticleInfoToSubEmitters();
  62406. };
  62407. var this_1 = this, step;
  62408. for (var index = 0; index < newParticles; index++) {
  62409. var state_1 = _loop_2();
  62410. if (state_1 === "break")
  62411. break;
  62412. }
  62413. };
  62414. /** @hidden */
  62415. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  62416. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62417. if (isBillboardBased === void 0) { isBillboardBased = false; }
  62418. if (useRampGradients === void 0) { useRampGradients = false; }
  62419. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  62420. if (isAnimationSheetEnabled) {
  62421. attributeNamesOrOptions.push("cellIndex");
  62422. }
  62423. if (!isBillboardBased) {
  62424. attributeNamesOrOptions.push("direction");
  62425. }
  62426. if (useRampGradients) {
  62427. attributeNamesOrOptions.push("remapData");
  62428. }
  62429. return attributeNamesOrOptions;
  62430. };
  62431. /** @hidden */
  62432. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  62433. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62434. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  62435. if (isAnimationSheetEnabled) {
  62436. effectCreationOption.push("particlesInfos");
  62437. }
  62438. return effectCreationOption;
  62439. };
  62440. /** @hidden */
  62441. ParticleSystem.prototype._getEffect = function (blendMode) {
  62442. if (this._customEffect) {
  62443. return this._customEffect;
  62444. }
  62445. var defines = [];
  62446. if (this._scene.clipPlane) {
  62447. defines.push("#define CLIPPLANE");
  62448. }
  62449. if (this._scene.clipPlane2) {
  62450. defines.push("#define CLIPPLANE2");
  62451. }
  62452. if (this._scene.clipPlane3) {
  62453. defines.push("#define CLIPPLANE3");
  62454. }
  62455. if (this._scene.clipPlane4) {
  62456. defines.push("#define CLIPPLANE4");
  62457. }
  62458. if (this._isAnimationSheetEnabled) {
  62459. defines.push("#define ANIMATESHEET");
  62460. }
  62461. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  62462. defines.push("#define BLENDMULTIPLYMODE");
  62463. }
  62464. if (this._useRampGradients) {
  62465. defines.push("#define RAMPGRADIENT");
  62466. }
  62467. if (this._isBillboardBased) {
  62468. defines.push("#define BILLBOARD");
  62469. switch (this.billboardMode) {
  62470. case ParticleSystem.BILLBOARDMODE_Y:
  62471. defines.push("#define BILLBOARDY");
  62472. break;
  62473. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  62474. defines.push("#define BILLBOARDSTRETCHED");
  62475. break;
  62476. case ParticleSystem.BILLBOARDMODE_ALL:
  62477. default:
  62478. break;
  62479. }
  62480. }
  62481. if (this._imageProcessingConfiguration) {
  62482. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  62483. defines.push(this._imageProcessingConfigurationDefines.toString());
  62484. }
  62485. // Effect
  62486. var join = defines.join("\n");
  62487. if (this._cachedDefines !== join) {
  62488. this._cachedDefines = join;
  62489. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  62490. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  62491. var samplers = ["diffuseSampler", "rampSampler"];
  62492. if (BABYLON.ImageProcessingConfiguration) {
  62493. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  62494. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  62495. }
  62496. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  62497. }
  62498. return this._effect;
  62499. };
  62500. /**
  62501. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62502. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  62503. */
  62504. ParticleSystem.prototype.animate = function (preWarmOnly) {
  62505. var _this = this;
  62506. if (preWarmOnly === void 0) { preWarmOnly = false; }
  62507. if (!this._started) {
  62508. return;
  62509. }
  62510. if (!preWarmOnly) {
  62511. // Check
  62512. if (!this.isReady()) {
  62513. return;
  62514. }
  62515. if (this._currentRenderId === this._scene.getFrameId()) {
  62516. return;
  62517. }
  62518. this._currentRenderId = this._scene.getFrameId();
  62519. }
  62520. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  62521. // Determine the number of particles we need to create
  62522. var newParticles;
  62523. if (this.manualEmitCount > -1) {
  62524. newParticles = this.manualEmitCount;
  62525. this._newPartsExcess = 0;
  62526. this.manualEmitCount = 0;
  62527. }
  62528. else {
  62529. var rate_1 = this.emitRate;
  62530. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  62531. var ratio = this._actualFrame / this.targetStopDuration;
  62532. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  62533. if (currentGradient !== _this._currentEmitRateGradient) {
  62534. _this._currentEmitRate1 = _this._currentEmitRate2;
  62535. _this._currentEmitRate2 = nextGradient.getFactor();
  62536. _this._currentEmitRateGradient = currentGradient;
  62537. }
  62538. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  62539. });
  62540. }
  62541. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  62542. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  62543. }
  62544. if (this._newPartsExcess > 1.0) {
  62545. newParticles += this._newPartsExcess >> 0;
  62546. this._newPartsExcess -= this._newPartsExcess >> 0;
  62547. }
  62548. this._alive = false;
  62549. if (!this._stopped) {
  62550. this._actualFrame += this._scaledUpdateSpeed;
  62551. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  62552. this.stop();
  62553. }
  62554. }
  62555. else {
  62556. newParticles = 0;
  62557. }
  62558. this._update(newParticles);
  62559. // Stopped?
  62560. if (this._stopped) {
  62561. if (!this._alive) {
  62562. this._started = false;
  62563. if (this.onAnimationEnd) {
  62564. this.onAnimationEnd();
  62565. }
  62566. if (this.disposeOnStop) {
  62567. this._scene._toBeDisposed.push(this);
  62568. }
  62569. }
  62570. }
  62571. if (!preWarmOnly) {
  62572. // Update VBO
  62573. var offset = 0;
  62574. for (var index = 0; index < this._particles.length; index++) {
  62575. var particle = this._particles[index];
  62576. this._appendParticleVertices(offset, particle);
  62577. offset += this._useInstancing ? 1 : 4;
  62578. }
  62579. if (this._vertexBuffer) {
  62580. this._vertexBuffer.update(this._vertexData);
  62581. }
  62582. }
  62583. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  62584. this.stop();
  62585. }
  62586. };
  62587. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  62588. this._appendParticleVertex(offset++, particle, 0, 0);
  62589. if (!this._useInstancing) {
  62590. this._appendParticleVertex(offset++, particle, 1, 0);
  62591. this._appendParticleVertex(offset++, particle, 1, 1);
  62592. this._appendParticleVertex(offset++, particle, 0, 1);
  62593. }
  62594. };
  62595. /**
  62596. * Rebuilds the particle system.
  62597. */
  62598. ParticleSystem.prototype.rebuild = function () {
  62599. this._createIndexBuffer();
  62600. if (this._vertexBuffer) {
  62601. this._vertexBuffer._rebuild();
  62602. }
  62603. };
  62604. /**
  62605. * Is this system ready to be used/rendered
  62606. * @return true if the system is ready
  62607. */
  62608. ParticleSystem.prototype.isReady = function () {
  62609. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  62610. return false;
  62611. }
  62612. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62613. if (!this._getEffect(this.blendMode).isReady()) {
  62614. return false;
  62615. }
  62616. }
  62617. else {
  62618. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62619. return false;
  62620. }
  62621. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62622. return false;
  62623. }
  62624. }
  62625. return true;
  62626. };
  62627. ParticleSystem.prototype._render = function (blendMode) {
  62628. var effect = this._getEffect(blendMode);
  62629. var engine = this._scene.getEngine();
  62630. // Render
  62631. engine.enableEffect(effect);
  62632. var viewMatrix = this._scene.getViewMatrix();
  62633. effect.setTexture("diffuseSampler", this.particleTexture);
  62634. effect.setMatrix("view", viewMatrix);
  62635. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62636. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62637. var baseSize = this.particleTexture.getBaseSize();
  62638. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62639. }
  62640. effect.setVector2("translationPivot", this.translationPivot);
  62641. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62642. if (this._isBillboardBased) {
  62643. var camera = this._scene.activeCamera;
  62644. effect.setVector3("eyePosition", camera.globalPosition);
  62645. }
  62646. if (this._rampGradientsTexture) {
  62647. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62648. }
  62649. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62650. var invView = viewMatrix.clone();
  62651. invView.invert();
  62652. effect.setMatrix("invView", invView);
  62653. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62654. }
  62655. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62656. // image processing
  62657. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62658. this._imageProcessingConfiguration.bind(effect);
  62659. }
  62660. // Draw order
  62661. switch (blendMode) {
  62662. case ParticleSystem.BLENDMODE_ADD:
  62663. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62664. break;
  62665. case ParticleSystem.BLENDMODE_ONEONE:
  62666. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62667. break;
  62668. case ParticleSystem.BLENDMODE_STANDARD:
  62669. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62670. break;
  62671. case ParticleSystem.BLENDMODE_MULTIPLY:
  62672. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62673. break;
  62674. }
  62675. if (this._useInstancing) {
  62676. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62677. }
  62678. else {
  62679. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62680. }
  62681. return this._particles.length;
  62682. };
  62683. /**
  62684. * Renders the particle system in its current state.
  62685. * @returns the current number of particles
  62686. */
  62687. ParticleSystem.prototype.render = function () {
  62688. // Check
  62689. if (!this.isReady() || !this._particles.length) {
  62690. return 0;
  62691. }
  62692. var engine = this._scene.getEngine();
  62693. engine.setState(false);
  62694. if (this.forceDepthWrite) {
  62695. engine.setDepthWrite(true);
  62696. }
  62697. var outparticles = 0;
  62698. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62699. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62700. }
  62701. outparticles = this._render(this.blendMode);
  62702. engine.unbindInstanceAttributes();
  62703. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62704. return outparticles;
  62705. };
  62706. /**
  62707. * Disposes the particle system and free the associated resources
  62708. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62709. */
  62710. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62711. if (disposeTexture === void 0) { disposeTexture = true; }
  62712. if (this._vertexBuffer) {
  62713. this._vertexBuffer.dispose();
  62714. this._vertexBuffer = null;
  62715. }
  62716. if (this._spriteBuffer) {
  62717. this._spriteBuffer.dispose();
  62718. this._spriteBuffer = null;
  62719. }
  62720. if (this._indexBuffer) {
  62721. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62722. this._indexBuffer = null;
  62723. }
  62724. if (disposeTexture && this.particleTexture) {
  62725. this.particleTexture.dispose();
  62726. this.particleTexture = null;
  62727. }
  62728. if (disposeTexture && this.noiseTexture) {
  62729. this.noiseTexture.dispose();
  62730. this.noiseTexture = null;
  62731. }
  62732. if (this._rampGradientsTexture) {
  62733. this._rampGradientsTexture.dispose();
  62734. this._rampGradientsTexture = null;
  62735. }
  62736. this._removeFromRoot();
  62737. if (this._subEmitters && this._subEmitters.length) {
  62738. for (var index = 0; index < this._subEmitters.length; index++) {
  62739. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62740. var subEmitter = _a[_i];
  62741. subEmitter.dispose();
  62742. }
  62743. }
  62744. this._subEmitters = [];
  62745. this.subEmitters = [];
  62746. }
  62747. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62748. this.emitter.dispose(true);
  62749. }
  62750. // Remove from scene
  62751. var index = this._scene.particleSystems.indexOf(this);
  62752. if (index > -1) {
  62753. this._scene.particleSystems.splice(index, 1);
  62754. }
  62755. this._scene._activeParticleSystems.dispose();
  62756. // Callback
  62757. this.onDisposeObservable.notifyObservers(this);
  62758. this.onDisposeObservable.clear();
  62759. this.reset();
  62760. };
  62761. // Clone
  62762. /**
  62763. * Clones the particle system.
  62764. * @param name The name of the cloned object
  62765. * @param newEmitter The new emitter to use
  62766. * @returns the cloned particle system
  62767. */
  62768. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62769. var custom = null;
  62770. var program = null;
  62771. if (this.customShader != null) {
  62772. program = this.customShader;
  62773. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62774. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62775. }
  62776. else if (this._customEffect) {
  62777. custom = this._customEffect;
  62778. }
  62779. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62780. result.customShader = program;
  62781. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62782. if (newEmitter === undefined) {
  62783. newEmitter = this.emitter;
  62784. }
  62785. result.noiseTexture = this.noiseTexture;
  62786. result.emitter = newEmitter;
  62787. if (this.particleTexture) {
  62788. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62789. }
  62790. // Clone gradients
  62791. if (this._colorGradients) {
  62792. this._colorGradients.forEach(function (v) {
  62793. result.addColorGradient(v.gradient, v.color1, v.color2);
  62794. });
  62795. }
  62796. if (this._dragGradients) {
  62797. this._dragGradients.forEach(function (v) {
  62798. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62799. });
  62800. }
  62801. if (this._angularSpeedGradients) {
  62802. this._angularSpeedGradients.forEach(function (v) {
  62803. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62804. });
  62805. }
  62806. if (this._emitRateGradients) {
  62807. this._emitRateGradients.forEach(function (v) {
  62808. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62809. });
  62810. }
  62811. if (this._lifeTimeGradients) {
  62812. this._lifeTimeGradients.forEach(function (v) {
  62813. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62814. });
  62815. }
  62816. if (this._limitVelocityGradients) {
  62817. this._limitVelocityGradients.forEach(function (v) {
  62818. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62819. });
  62820. }
  62821. if (this._sizeGradients) {
  62822. this._sizeGradients.forEach(function (v) {
  62823. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62824. });
  62825. }
  62826. if (this._startSizeGradients) {
  62827. this._startSizeGradients.forEach(function (v) {
  62828. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62829. });
  62830. }
  62831. if (this._velocityGradients) {
  62832. this._velocityGradients.forEach(function (v) {
  62833. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62834. });
  62835. }
  62836. if (this._rampGradients) {
  62837. this._rampGradients.forEach(function (v) {
  62838. result.addRampGradient(v.gradient, v.color);
  62839. });
  62840. }
  62841. if (this._colorRemapGradients) {
  62842. this._colorRemapGradients.forEach(function (v) {
  62843. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62844. });
  62845. }
  62846. if (this._alphaRemapGradients) {
  62847. this._alphaRemapGradients.forEach(function (v) {
  62848. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62849. });
  62850. }
  62851. if (!this.preventAutoStart) {
  62852. result.start();
  62853. }
  62854. return result;
  62855. };
  62856. /**
  62857. * Serializes the particle system to a JSON object.
  62858. * @returns the JSON object
  62859. */
  62860. ParticleSystem.prototype.serialize = function () {
  62861. var serializationObject = {};
  62862. ParticleSystem._Serialize(serializationObject, this);
  62863. serializationObject.textureMask = this.textureMask.asArray();
  62864. serializationObject.customShader = this.customShader;
  62865. serializationObject.preventAutoStart = this.preventAutoStart;
  62866. // SubEmitters
  62867. if (this.subEmitters) {
  62868. serializationObject.subEmitters = [];
  62869. if (!this._subEmitters) {
  62870. this._prepareSubEmitterInternalArray();
  62871. }
  62872. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62873. var subs = _a[_i];
  62874. var cell = [];
  62875. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62876. var sub = subs_1[_b];
  62877. cell.push(sub.serialize());
  62878. }
  62879. serializationObject.subEmitters.push(cell);
  62880. }
  62881. }
  62882. return serializationObject;
  62883. };
  62884. /** @hidden */
  62885. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62886. serializationObject.name = particleSystem.name;
  62887. serializationObject.id = particleSystem.id;
  62888. serializationObject.capacity = particleSystem.getCapacity();
  62889. // Emitter
  62890. if (particleSystem.emitter.position) {
  62891. var emitterMesh = particleSystem.emitter;
  62892. serializationObject.emitterId = emitterMesh.id;
  62893. }
  62894. else {
  62895. var emitterPosition = particleSystem.emitter;
  62896. serializationObject.emitter = emitterPosition.asArray();
  62897. }
  62898. // Emitter
  62899. if (particleSystem.particleEmitterType) {
  62900. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62901. }
  62902. if (particleSystem.particleTexture) {
  62903. serializationObject.textureName = particleSystem.particleTexture.name;
  62904. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62905. }
  62906. // Animations
  62907. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62908. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62909. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62910. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62911. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62912. // Particle system
  62913. serializationObject.startDelay = particleSystem.startDelay;
  62914. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62915. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62916. serializationObject.billboardMode = particleSystem.billboardMode;
  62917. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62918. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62919. serializationObject.minSize = particleSystem.minSize;
  62920. serializationObject.maxSize = particleSystem.maxSize;
  62921. serializationObject.minScaleX = particleSystem.minScaleX;
  62922. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62923. serializationObject.minScaleY = particleSystem.minScaleY;
  62924. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62925. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62926. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62927. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62928. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62929. serializationObject.emitRate = particleSystem.emitRate;
  62930. serializationObject.gravity = particleSystem.gravity.asArray();
  62931. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62932. serializationObject.color1 = particleSystem.color1.asArray();
  62933. serializationObject.color2 = particleSystem.color2.asArray();
  62934. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62935. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62936. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62937. serializationObject.blendMode = particleSystem.blendMode;
  62938. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62939. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62940. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62941. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62942. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62943. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62944. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62945. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62946. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62947. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62948. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62949. var colorGradients = particleSystem.getColorGradients();
  62950. if (colorGradients) {
  62951. serializationObject.colorGradients = [];
  62952. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62953. var colorGradient = colorGradients_1[_i];
  62954. var serializedGradient = {
  62955. gradient: colorGradient.gradient,
  62956. color1: colorGradient.color1.asArray()
  62957. };
  62958. if (colorGradient.color2) {
  62959. serializedGradient.color2 = colorGradient.color2.asArray();
  62960. }
  62961. serializationObject.colorGradients.push(serializedGradient);
  62962. }
  62963. }
  62964. var rampGradients = particleSystem.getRampGradients();
  62965. if (rampGradients) {
  62966. serializationObject.rampGradients = [];
  62967. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62968. var rampGradient = rampGradients_1[_a];
  62969. var serializedGradient = {
  62970. gradient: rampGradient.gradient,
  62971. color: rampGradient.color.asArray()
  62972. };
  62973. serializationObject.rampGradients.push(serializedGradient);
  62974. }
  62975. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62976. }
  62977. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62978. if (colorRemapGradients) {
  62979. serializationObject.colorRemapGradients = [];
  62980. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62981. var colorRemapGradient = colorRemapGradients_1[_b];
  62982. var serializedGradient = {
  62983. gradient: colorRemapGradient.gradient,
  62984. factor1: colorRemapGradient.factor1
  62985. };
  62986. if (colorRemapGradient.factor2 !== undefined) {
  62987. serializedGradient.factor2 = colorRemapGradient.factor2;
  62988. }
  62989. serializationObject.colorRemapGradients.push(serializedGradient);
  62990. }
  62991. }
  62992. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62993. if (alphaRemapGradients) {
  62994. serializationObject.alphaRemapGradients = [];
  62995. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62996. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62997. var serializedGradient = {
  62998. gradient: alphaRemapGradient.gradient,
  62999. factor1: alphaRemapGradient.factor1
  63000. };
  63001. if (alphaRemapGradient.factor2 !== undefined) {
  63002. serializedGradient.factor2 = alphaRemapGradient.factor2;
  63003. }
  63004. serializationObject.alphaRemapGradients.push(serializedGradient);
  63005. }
  63006. }
  63007. var sizeGradients = particleSystem.getSizeGradients();
  63008. if (sizeGradients) {
  63009. serializationObject.sizeGradients = [];
  63010. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  63011. var sizeGradient = sizeGradients_1[_d];
  63012. var serializedGradient = {
  63013. gradient: sizeGradient.gradient,
  63014. factor1: sizeGradient.factor1
  63015. };
  63016. if (sizeGradient.factor2 !== undefined) {
  63017. serializedGradient.factor2 = sizeGradient.factor2;
  63018. }
  63019. serializationObject.sizeGradients.push(serializedGradient);
  63020. }
  63021. }
  63022. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  63023. if (angularSpeedGradients) {
  63024. serializationObject.angularSpeedGradients = [];
  63025. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  63026. var angularSpeedGradient = angularSpeedGradients_1[_e];
  63027. var serializedGradient = {
  63028. gradient: angularSpeedGradient.gradient,
  63029. factor1: angularSpeedGradient.factor1
  63030. };
  63031. if (angularSpeedGradient.factor2 !== undefined) {
  63032. serializedGradient.factor2 = angularSpeedGradient.factor2;
  63033. }
  63034. serializationObject.angularSpeedGradients.push(serializedGradient);
  63035. }
  63036. }
  63037. var velocityGradients = particleSystem.getVelocityGradients();
  63038. if (velocityGradients) {
  63039. serializationObject.velocityGradients = [];
  63040. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  63041. var velocityGradient = velocityGradients_1[_f];
  63042. var serializedGradient = {
  63043. gradient: velocityGradient.gradient,
  63044. factor1: velocityGradient.factor1
  63045. };
  63046. if (velocityGradient.factor2 !== undefined) {
  63047. serializedGradient.factor2 = velocityGradient.factor2;
  63048. }
  63049. serializationObject.velocityGradients.push(serializedGradient);
  63050. }
  63051. }
  63052. var dragGradients = particleSystem.getDragGradients();
  63053. if (dragGradients) {
  63054. serializationObject.dragyGradients = [];
  63055. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  63056. var dragGradient = dragGradients_1[_g];
  63057. var serializedGradient = {
  63058. gradient: dragGradient.gradient,
  63059. factor1: dragGradient.factor1
  63060. };
  63061. if (dragGradient.factor2 !== undefined) {
  63062. serializedGradient.factor2 = dragGradient.factor2;
  63063. }
  63064. serializationObject.dragGradients.push(serializedGradient);
  63065. }
  63066. }
  63067. var emitRateGradients = particleSystem.getEmitRateGradients();
  63068. if (emitRateGradients) {
  63069. serializationObject.emitRateGradients = [];
  63070. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  63071. var emitRateGradient = emitRateGradients_1[_h];
  63072. var serializedGradient = {
  63073. gradient: emitRateGradient.gradient,
  63074. factor1: emitRateGradient.factor1
  63075. };
  63076. if (emitRateGradient.factor2 !== undefined) {
  63077. serializedGradient.factor2 = emitRateGradient.factor2;
  63078. }
  63079. serializationObject.emitRateGradients.push(serializedGradient);
  63080. }
  63081. }
  63082. var startSizeGradients = particleSystem.getStartSizeGradients();
  63083. if (startSizeGradients) {
  63084. serializationObject.startSizeGradients = [];
  63085. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  63086. var startSizeGradient = startSizeGradients_1[_j];
  63087. var serializedGradient = {
  63088. gradient: startSizeGradient.gradient,
  63089. factor1: startSizeGradient.factor1
  63090. };
  63091. if (startSizeGradient.factor2 !== undefined) {
  63092. serializedGradient.factor2 = startSizeGradient.factor2;
  63093. }
  63094. serializationObject.startSizeGradients.push(serializedGradient);
  63095. }
  63096. }
  63097. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  63098. if (lifeTimeGradients) {
  63099. serializationObject.lifeTimeGradients = [];
  63100. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  63101. var lifeTimeGradient = lifeTimeGradients_1[_k];
  63102. var serializedGradient = {
  63103. gradient: lifeTimeGradient.gradient,
  63104. factor1: lifeTimeGradient.factor1
  63105. };
  63106. if (lifeTimeGradient.factor2 !== undefined) {
  63107. serializedGradient.factor2 = lifeTimeGradient.factor2;
  63108. }
  63109. serializationObject.lifeTimeGradients.push(serializedGradient);
  63110. }
  63111. }
  63112. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  63113. if (limitVelocityGradients) {
  63114. serializationObject.limitVelocityGradients = [];
  63115. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  63116. var limitVelocityGradient = limitVelocityGradients_1[_l];
  63117. var serializedGradient = {
  63118. gradient: limitVelocityGradient.gradient,
  63119. factor1: limitVelocityGradient.factor1
  63120. };
  63121. if (limitVelocityGradient.factor2 !== undefined) {
  63122. serializedGradient.factor2 = limitVelocityGradient.factor2;
  63123. }
  63124. serializationObject.limitVelocityGradients.push(serializedGradient);
  63125. }
  63126. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  63127. }
  63128. if (particleSystem.noiseTexture) {
  63129. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  63130. }
  63131. };
  63132. /** @hidden */
  63133. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  63134. // Texture
  63135. if (parsedParticleSystem.textureName) {
  63136. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  63137. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  63138. }
  63139. // Emitter
  63140. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  63141. particleSystem.emitter = BABYLON.Vector3.Zero();
  63142. }
  63143. else if (parsedParticleSystem.emitterId) {
  63144. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  63145. }
  63146. else {
  63147. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  63148. }
  63149. // Misc.
  63150. if (parsedParticleSystem.renderingGroupId !== undefined) {
  63151. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  63152. }
  63153. if (parsedParticleSystem.isBillboardBased !== undefined) {
  63154. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  63155. }
  63156. if (parsedParticleSystem.billboardMode !== undefined) {
  63157. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  63158. }
  63159. // Animations
  63160. if (parsedParticleSystem.animations) {
  63161. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  63162. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  63163. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  63164. }
  63165. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  63166. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  63167. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  63168. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  63169. }
  63170. if (parsedParticleSystem.autoAnimate) {
  63171. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  63172. }
  63173. // Particle system
  63174. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  63175. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  63176. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  63177. particleSystem.minSize = parsedParticleSystem.minSize;
  63178. particleSystem.maxSize = parsedParticleSystem.maxSize;
  63179. if (parsedParticleSystem.minScaleX) {
  63180. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  63181. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  63182. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  63183. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  63184. }
  63185. if (parsedParticleSystem.preWarmCycles !== undefined) {
  63186. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  63187. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  63188. }
  63189. if (parsedParticleSystem.minInitialRotation !== undefined) {
  63190. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  63191. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  63192. }
  63193. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  63194. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  63195. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  63196. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  63197. particleSystem.emitRate = parsedParticleSystem.emitRate;
  63198. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  63199. if (parsedParticleSystem.noiseStrength) {
  63200. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  63201. }
  63202. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  63203. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  63204. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  63205. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  63206. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  63207. particleSystem.blendMode = parsedParticleSystem.blendMode;
  63208. if (parsedParticleSystem.colorGradients) {
  63209. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  63210. var colorGradient = _a[_i];
  63211. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  63212. }
  63213. }
  63214. if (parsedParticleSystem.rampGradients) {
  63215. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  63216. var rampGradient = _c[_b];
  63217. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  63218. }
  63219. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  63220. }
  63221. if (parsedParticleSystem.colorRemapGradients) {
  63222. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  63223. var colorRemapGradient = _e[_d];
  63224. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  63225. }
  63226. }
  63227. if (parsedParticleSystem.alphaRemapGradients) {
  63228. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  63229. var alphaRemapGradient = _g[_f];
  63230. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  63231. }
  63232. }
  63233. if (parsedParticleSystem.sizeGradients) {
  63234. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  63235. var sizeGradient = _j[_h];
  63236. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  63237. }
  63238. }
  63239. if (parsedParticleSystem.sizeGradients) {
  63240. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  63241. var sizeGradient = _l[_k];
  63242. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  63243. }
  63244. }
  63245. if (parsedParticleSystem.angularSpeedGradients) {
  63246. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  63247. var angularSpeedGradient = _o[_m];
  63248. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  63249. }
  63250. }
  63251. if (parsedParticleSystem.velocityGradients) {
  63252. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  63253. var velocityGradient = _q[_p];
  63254. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  63255. }
  63256. }
  63257. if (parsedParticleSystem.dragGradients) {
  63258. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  63259. var dragGradient = _s[_r];
  63260. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  63261. }
  63262. }
  63263. if (parsedParticleSystem.emitRateGradients) {
  63264. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  63265. var emitRateGradient = _u[_t];
  63266. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  63267. }
  63268. }
  63269. if (parsedParticleSystem.startSizeGradients) {
  63270. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  63271. var startSizeGradient = _w[_v];
  63272. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  63273. }
  63274. }
  63275. if (parsedParticleSystem.lifeTimeGradients) {
  63276. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  63277. var lifeTimeGradient = _y[_x];
  63278. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  63279. }
  63280. }
  63281. if (parsedParticleSystem.limitVelocityGradients) {
  63282. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  63283. var limitVelocityGradient = _0[_z];
  63284. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  63285. }
  63286. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  63287. }
  63288. if (parsedParticleSystem.noiseTexture) {
  63289. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  63290. }
  63291. // Emitter
  63292. var emitterType;
  63293. if (parsedParticleSystem.particleEmitterType) {
  63294. switch (parsedParticleSystem.particleEmitterType.type) {
  63295. case "SphereParticleEmitter":
  63296. emitterType = new BABYLON.SphereParticleEmitter();
  63297. break;
  63298. case "SphereDirectedParticleEmitter":
  63299. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  63300. break;
  63301. case "ConeEmitter":
  63302. case "ConeParticleEmitter":
  63303. emitterType = new BABYLON.ConeParticleEmitter();
  63304. break;
  63305. case "CylinderParticleEmitter":
  63306. emitterType = new BABYLON.CylinderParticleEmitter();
  63307. break;
  63308. case "HemisphericParticleEmitter":
  63309. emitterType = new BABYLON.HemisphericParticleEmitter();
  63310. break;
  63311. case "BoxEmitter":
  63312. case "BoxParticleEmitter":
  63313. default:
  63314. emitterType = new BABYLON.BoxParticleEmitter();
  63315. break;
  63316. }
  63317. emitterType.parse(parsedParticleSystem.particleEmitterType);
  63318. }
  63319. else {
  63320. emitterType = new BABYLON.BoxParticleEmitter();
  63321. emitterType.parse(parsedParticleSystem);
  63322. }
  63323. particleSystem.particleEmitterType = emitterType;
  63324. // Animation sheet
  63325. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  63326. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  63327. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  63328. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  63329. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  63330. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  63331. };
  63332. /**
  63333. * Parses a JSON object to create a particle system.
  63334. * @param parsedParticleSystem The JSON object to parse
  63335. * @param scene The scene to create the particle system in
  63336. * @param rootUrl The root url to use to load external dependencies like texture
  63337. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  63338. * @returns the Parsed particle system
  63339. */
  63340. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  63341. if (doNotStart === void 0) { doNotStart = false; }
  63342. var name = parsedParticleSystem.name;
  63343. var custom = null;
  63344. var program = null;
  63345. if (parsedParticleSystem.customShader) {
  63346. program = parsedParticleSystem.customShader;
  63347. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  63348. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  63349. }
  63350. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  63351. particleSystem.customShader = program;
  63352. if (parsedParticleSystem.id) {
  63353. particleSystem.id = parsedParticleSystem.id;
  63354. }
  63355. // SubEmitters
  63356. if (parsedParticleSystem.subEmitters) {
  63357. particleSystem.subEmitters = [];
  63358. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  63359. var cell = _a[_i];
  63360. var cellArray = [];
  63361. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  63362. var sub = cell_1[_b];
  63363. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  63364. }
  63365. particleSystem.subEmitters.push(cellArray);
  63366. }
  63367. }
  63368. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  63369. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  63370. // Auto start
  63371. if (parsedParticleSystem.preventAutoStart) {
  63372. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  63373. }
  63374. if (!doNotStart && !particleSystem.preventAutoStart) {
  63375. particleSystem.start();
  63376. }
  63377. return particleSystem;
  63378. };
  63379. /**
  63380. * Billboard mode will only apply to Y axis
  63381. */
  63382. ParticleSystem.BILLBOARDMODE_Y = 2;
  63383. /**
  63384. * Billboard mode will apply to all axes
  63385. */
  63386. ParticleSystem.BILLBOARDMODE_ALL = 7;
  63387. /**
  63388. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  63389. */
  63390. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  63391. return ParticleSystem;
  63392. }(BABYLON.BaseParticleSystem));
  63393. BABYLON.ParticleSystem = ParticleSystem;
  63394. })(BABYLON || (BABYLON = {}));
  63395. //# sourceMappingURL=babylon.particleSystem.js.map
  63396. var BABYLON;
  63397. (function (BABYLON) {
  63398. /**
  63399. * Particle emitter emitting particles from the inside of a box.
  63400. * It emits the particles randomly between 2 given directions.
  63401. */
  63402. var BoxParticleEmitter = /** @class */ (function () {
  63403. /**
  63404. * Creates a new instance BoxParticleEmitter
  63405. */
  63406. function BoxParticleEmitter() {
  63407. /**
  63408. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63409. */
  63410. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63411. /**
  63412. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63413. */
  63414. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63415. /**
  63416. * 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.
  63417. */
  63418. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  63419. /**
  63420. * 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.
  63421. */
  63422. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  63423. }
  63424. /**
  63425. * Called by the particle System when the direction is computed for the created particle.
  63426. * @param worldMatrix is the world matrix of the particle system
  63427. * @param directionToUpdate is the direction vector to update with the result
  63428. * @param particle is the particle we are computed the direction for
  63429. */
  63430. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63431. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63432. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63433. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63434. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63435. };
  63436. /**
  63437. * Called by the particle System when the position is computed for the created particle.
  63438. * @param worldMatrix is the world matrix of the particle system
  63439. * @param positionToUpdate is the position vector to update with the result
  63440. * @param particle is the particle we are computed the position for
  63441. */
  63442. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63443. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  63444. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  63445. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  63446. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63447. };
  63448. /**
  63449. * Clones the current emitter and returns a copy of it
  63450. * @returns the new emitter
  63451. */
  63452. BoxParticleEmitter.prototype.clone = function () {
  63453. var newOne = new BoxParticleEmitter();
  63454. BABYLON.Tools.DeepCopy(this, newOne);
  63455. return newOne;
  63456. };
  63457. /**
  63458. * Called by the GPUParticleSystem to setup the update shader
  63459. * @param effect defines the update shader
  63460. */
  63461. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  63462. effect.setVector3("direction1", this.direction1);
  63463. effect.setVector3("direction2", this.direction2);
  63464. effect.setVector3("minEmitBox", this.minEmitBox);
  63465. effect.setVector3("maxEmitBox", this.maxEmitBox);
  63466. };
  63467. /**
  63468. * Returns a string to use to update the GPU particles update shader
  63469. * @returns a string containng the defines string
  63470. */
  63471. BoxParticleEmitter.prototype.getEffectDefines = function () {
  63472. return "#define BOXEMITTER";
  63473. };
  63474. /**
  63475. * Returns the string "BoxParticleEmitter"
  63476. * @returns a string containing the class name
  63477. */
  63478. BoxParticleEmitter.prototype.getClassName = function () {
  63479. return "BoxParticleEmitter";
  63480. };
  63481. /**
  63482. * Serializes the particle system to a JSON object.
  63483. * @returns the JSON object
  63484. */
  63485. BoxParticleEmitter.prototype.serialize = function () {
  63486. var serializationObject = {};
  63487. serializationObject.type = this.getClassName();
  63488. serializationObject.direction1 = this.direction1.asArray();
  63489. serializationObject.direction2 = this.direction2.asArray();
  63490. serializationObject.minEmitBox = this.minEmitBox.asArray();
  63491. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  63492. return serializationObject;
  63493. };
  63494. /**
  63495. * Parse properties from a JSON object
  63496. * @param serializationObject defines the JSON object
  63497. */
  63498. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  63499. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63500. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63501. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  63502. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  63503. };
  63504. return BoxParticleEmitter;
  63505. }());
  63506. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  63507. })(BABYLON || (BABYLON = {}));
  63508. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  63509. var BABYLON;
  63510. (function (BABYLON) {
  63511. /**
  63512. * Particle emitter emitting particles from the inside of a cylinder.
  63513. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  63514. */
  63515. var CylinderParticleEmitter = /** @class */ (function () {
  63516. /**
  63517. * Creates a new instance CylinderParticleEmitter
  63518. * @param radius the radius of the emission cylinder (1 by default)
  63519. * @param height the height of the emission cylinder (1 by default)
  63520. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63521. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63522. */
  63523. function CylinderParticleEmitter(
  63524. /**
  63525. * The radius of the emission cylinder.
  63526. */
  63527. radius,
  63528. /**
  63529. * The height of the emission cylinder.
  63530. */
  63531. height,
  63532. /**
  63533. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63534. */
  63535. radiusRange,
  63536. /**
  63537. * How much to randomize the particle direction [0-1].
  63538. */
  63539. directionRandomizer) {
  63540. if (radius === void 0) { radius = 1; }
  63541. if (height === void 0) { height = 1; }
  63542. if (radiusRange === void 0) { radiusRange = 1; }
  63543. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63544. this.radius = radius;
  63545. this.height = height;
  63546. this.radiusRange = radiusRange;
  63547. this.directionRandomizer = directionRandomizer;
  63548. }
  63549. /**
  63550. * Called by the particle System when the direction is computed for the created particle.
  63551. * @param worldMatrix is the world matrix of the particle system
  63552. * @param directionToUpdate is the direction vector to update with the result
  63553. * @param particle is the particle we are computed the direction for
  63554. */
  63555. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63556. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63557. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  63558. var angle = Math.atan2(direction.x, direction.z);
  63559. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  63560. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  63561. direction.x = Math.sin(angle);
  63562. direction.z = Math.cos(angle);
  63563. direction.normalize();
  63564. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63565. };
  63566. /**
  63567. * Called by the particle System when the position is computed for the created particle.
  63568. * @param worldMatrix is the world matrix of the particle system
  63569. * @param positionToUpdate is the position vector to update with the result
  63570. * @param particle is the particle we are computed the position for
  63571. */
  63572. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63573. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  63574. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63575. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  63576. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  63577. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  63578. var xPos = positionRadius * Math.cos(angle);
  63579. var zPos = positionRadius * Math.sin(angle);
  63580. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  63581. };
  63582. /**
  63583. * Clones the current emitter and returns a copy of it
  63584. * @returns the new emitter
  63585. */
  63586. CylinderParticleEmitter.prototype.clone = function () {
  63587. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  63588. BABYLON.Tools.DeepCopy(this, newOne);
  63589. return newOne;
  63590. };
  63591. /**
  63592. * Called by the GPUParticleSystem to setup the update shader
  63593. * @param effect defines the update shader
  63594. */
  63595. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  63596. effect.setFloat("radius", this.radius);
  63597. effect.setFloat("height", this.height);
  63598. effect.setFloat("radiusRange", this.radiusRange);
  63599. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63600. };
  63601. /**
  63602. * Returns a string to use to update the GPU particles update shader
  63603. * @returns a string containng the defines string
  63604. */
  63605. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  63606. return "#define CYLINDEREMITTER";
  63607. };
  63608. /**
  63609. * Returns the string "CylinderParticleEmitter"
  63610. * @returns a string containing the class name
  63611. */
  63612. CylinderParticleEmitter.prototype.getClassName = function () {
  63613. return "CylinderParticleEmitter";
  63614. };
  63615. /**
  63616. * Serializes the particle system to a JSON object.
  63617. * @returns the JSON object
  63618. */
  63619. CylinderParticleEmitter.prototype.serialize = function () {
  63620. var serializationObject = {};
  63621. serializationObject.type = this.getClassName();
  63622. serializationObject.radius = this.radius;
  63623. serializationObject.height = this.height;
  63624. serializationObject.radiusRange = this.radiusRange;
  63625. serializationObject.directionRandomizer = this.directionRandomizer;
  63626. return serializationObject;
  63627. };
  63628. /**
  63629. * Parse properties from a JSON object
  63630. * @param serializationObject defines the JSON object
  63631. */
  63632. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63633. this.radius = serializationObject.radius;
  63634. this.height = serializationObject.height;
  63635. this.radiusRange = serializationObject.radiusRange;
  63636. this.directionRandomizer = serializationObject.directionRandomizer;
  63637. };
  63638. return CylinderParticleEmitter;
  63639. }());
  63640. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63641. /**
  63642. * Particle emitter emitting particles from the inside of a cylinder.
  63643. * It emits the particles randomly between two vectors.
  63644. */
  63645. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63646. __extends(CylinderDirectedParticleEmitter, _super);
  63647. /**
  63648. * Creates a new instance CylinderDirectedParticleEmitter
  63649. * @param radius the radius of the emission cylinder (1 by default)
  63650. * @param height the height of the emission cylinder (1 by default)
  63651. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63652. * @param direction1 the min limit of the emission direction (up vector by default)
  63653. * @param direction2 the max limit of the emission direction (up vector by default)
  63654. */
  63655. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63656. /**
  63657. * The min limit of the emission direction.
  63658. */
  63659. direction1,
  63660. /**
  63661. * The max limit of the emission direction.
  63662. */
  63663. direction2) {
  63664. if (radius === void 0) { radius = 1; }
  63665. if (height === void 0) { height = 1; }
  63666. if (radiusRange === void 0) { radiusRange = 1; }
  63667. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63668. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63669. var _this = _super.call(this, radius, height, radiusRange) || this;
  63670. _this.direction1 = direction1;
  63671. _this.direction2 = direction2;
  63672. return _this;
  63673. }
  63674. /**
  63675. * Called by the particle System when the direction is computed for the created particle.
  63676. * @param worldMatrix is the world matrix of the particle system
  63677. * @param directionToUpdate is the direction vector to update with the result
  63678. * @param particle is the particle we are computed the direction for
  63679. */
  63680. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63681. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63682. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63683. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63684. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63685. };
  63686. /**
  63687. * Clones the current emitter and returns a copy of it
  63688. * @returns the new emitter
  63689. */
  63690. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63691. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63692. BABYLON.Tools.DeepCopy(this, newOne);
  63693. return newOne;
  63694. };
  63695. /**
  63696. * Called by the GPUParticleSystem to setup the update shader
  63697. * @param effect defines the update shader
  63698. */
  63699. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63700. effect.setFloat("radius", this.radius);
  63701. effect.setFloat("height", this.height);
  63702. effect.setFloat("radiusRange", this.radiusRange);
  63703. effect.setVector3("direction1", this.direction1);
  63704. effect.setVector3("direction2", this.direction2);
  63705. };
  63706. /**
  63707. * Returns a string to use to update the GPU particles update shader
  63708. * @returns a string containng the defines string
  63709. */
  63710. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63711. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63712. };
  63713. /**
  63714. * Returns the string "CylinderDirectedParticleEmitter"
  63715. * @returns a string containing the class name
  63716. */
  63717. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63718. return "CylinderDirectedParticleEmitter";
  63719. };
  63720. /**
  63721. * Serializes the particle system to a JSON object.
  63722. * @returns the JSON object
  63723. */
  63724. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63725. var serializationObject = _super.prototype.serialize.call(this);
  63726. serializationObject.direction1 = this.direction1.asArray();
  63727. serializationObject.direction2 = this.direction2.asArray();
  63728. return serializationObject;
  63729. };
  63730. /**
  63731. * Parse properties from a JSON object
  63732. * @param serializationObject defines the JSON object
  63733. */
  63734. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63735. _super.prototype.parse.call(this, serializationObject);
  63736. this.direction1.copyFrom(serializationObject.direction1);
  63737. this.direction2.copyFrom(serializationObject.direction2);
  63738. };
  63739. return CylinderDirectedParticleEmitter;
  63740. }(CylinderParticleEmitter));
  63741. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63742. })(BABYLON || (BABYLON = {}));
  63743. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63744. var BABYLON;
  63745. (function (BABYLON) {
  63746. /**
  63747. * Particle emitter emitting particles from the inside of a cone.
  63748. * It emits the particles alongside the cone volume from the base to the particle.
  63749. * The emission direction might be randomized.
  63750. */
  63751. var ConeParticleEmitter = /** @class */ (function () {
  63752. /**
  63753. * Creates a new instance ConeParticleEmitter
  63754. * @param radius the radius of the emission cone (1 by default)
  63755. * @param angles the cone base angle (PI by default)
  63756. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63757. */
  63758. function ConeParticleEmitter(radius, angle,
  63759. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63760. directionRandomizer) {
  63761. if (radius === void 0) { radius = 1; }
  63762. if (angle === void 0) { angle = Math.PI; }
  63763. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63764. this.directionRandomizer = directionRandomizer;
  63765. /**
  63766. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63767. */
  63768. this.radiusRange = 1;
  63769. /**
  63770. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63771. */
  63772. this.heightRange = 1;
  63773. /**
  63774. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63775. */
  63776. this.emitFromSpawnPointOnly = false;
  63777. this.angle = angle;
  63778. this.radius = radius;
  63779. }
  63780. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63781. /**
  63782. * Gets or sets the radius of the emission cone
  63783. */
  63784. get: function () {
  63785. return this._radius;
  63786. },
  63787. set: function (value) {
  63788. this._radius = value;
  63789. this._buildHeight();
  63790. },
  63791. enumerable: true,
  63792. configurable: true
  63793. });
  63794. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63795. /**
  63796. * Gets or sets the angle of the emission cone
  63797. */
  63798. get: function () {
  63799. return this._angle;
  63800. },
  63801. set: function (value) {
  63802. this._angle = value;
  63803. this._buildHeight();
  63804. },
  63805. enumerable: true,
  63806. configurable: true
  63807. });
  63808. ConeParticleEmitter.prototype._buildHeight = function () {
  63809. if (this._angle !== 0) {
  63810. this._height = this._radius / Math.tan(this._angle / 2);
  63811. }
  63812. else {
  63813. this._height = 1;
  63814. }
  63815. };
  63816. /**
  63817. * Called by the particle System when the direction is computed for the created particle.
  63818. * @param worldMatrix is the world matrix of the particle system
  63819. * @param directionToUpdate is the direction vector to update with the result
  63820. * @param particle is the particle we are computed the direction for
  63821. */
  63822. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63823. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63824. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63825. }
  63826. else {
  63827. // measure the direction Vector from the emitter to the particle.
  63828. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63829. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63830. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63831. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63832. direction.x += randX;
  63833. direction.y += randY;
  63834. direction.z += randZ;
  63835. direction.normalize();
  63836. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63837. }
  63838. };
  63839. /**
  63840. * Called by the particle System when the position is computed for the created particle.
  63841. * @param worldMatrix is the world matrix of the particle system
  63842. * @param positionToUpdate is the position vector to update with the result
  63843. * @param particle is the particle we are computed the position for
  63844. */
  63845. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63846. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63847. var h;
  63848. if (!this.emitFromSpawnPointOnly) {
  63849. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63850. // Better distribution in a cone at normal angles.
  63851. h = 1 - h * h;
  63852. }
  63853. else {
  63854. h = 0.0001;
  63855. }
  63856. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63857. radius = radius * h;
  63858. var randX = radius * Math.sin(s);
  63859. var randZ = radius * Math.cos(s);
  63860. var randY = h * this._height;
  63861. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63862. };
  63863. /**
  63864. * Clones the current emitter and returns a copy of it
  63865. * @returns the new emitter
  63866. */
  63867. ConeParticleEmitter.prototype.clone = function () {
  63868. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63869. BABYLON.Tools.DeepCopy(this, newOne);
  63870. return newOne;
  63871. };
  63872. /**
  63873. * Called by the GPUParticleSystem to setup the update shader
  63874. * @param effect defines the update shader
  63875. */
  63876. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63877. effect.setFloat2("radius", this._radius, this.radiusRange);
  63878. effect.setFloat("coneAngle", this._angle);
  63879. effect.setFloat2("height", this._height, this.heightRange);
  63880. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63881. };
  63882. /**
  63883. * Returns a string to use to update the GPU particles update shader
  63884. * @returns a string containng the defines string
  63885. */
  63886. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63887. var defines = "#define CONEEMITTER";
  63888. if (this.emitFromSpawnPointOnly) {
  63889. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63890. }
  63891. return defines;
  63892. };
  63893. /**
  63894. * Returns the string "ConeParticleEmitter"
  63895. * @returns a string containing the class name
  63896. */
  63897. ConeParticleEmitter.prototype.getClassName = function () {
  63898. return "ConeParticleEmitter";
  63899. };
  63900. /**
  63901. * Serializes the particle system to a JSON object.
  63902. * @returns the JSON object
  63903. */
  63904. ConeParticleEmitter.prototype.serialize = function () {
  63905. var serializationObject = {};
  63906. serializationObject.type = this.getClassName();
  63907. serializationObject.radius = this._radius;
  63908. serializationObject.angle = this._angle;
  63909. serializationObject.directionRandomizer = this.directionRandomizer;
  63910. return serializationObject;
  63911. };
  63912. /**
  63913. * Parse properties from a JSON object
  63914. * @param serializationObject defines the JSON object
  63915. */
  63916. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63917. this.radius = serializationObject.radius;
  63918. this.angle = serializationObject.angle;
  63919. this.directionRandomizer = serializationObject.directionRandomizer;
  63920. };
  63921. return ConeParticleEmitter;
  63922. }());
  63923. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63924. })(BABYLON || (BABYLON = {}));
  63925. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63926. var BABYLON;
  63927. (function (BABYLON) {
  63928. /**
  63929. * Particle emitter emitting particles from the inside of a sphere.
  63930. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63931. */
  63932. var SphereParticleEmitter = /** @class */ (function () {
  63933. /**
  63934. * Creates a new instance SphereParticleEmitter
  63935. * @param radius the radius of the emission sphere (1 by default)
  63936. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63937. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63938. */
  63939. function SphereParticleEmitter(
  63940. /**
  63941. * The radius of the emission sphere.
  63942. */
  63943. radius,
  63944. /**
  63945. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63946. */
  63947. radiusRange,
  63948. /**
  63949. * How much to randomize the particle direction [0-1].
  63950. */
  63951. directionRandomizer) {
  63952. if (radius === void 0) { radius = 1; }
  63953. if (radiusRange === void 0) { radiusRange = 1; }
  63954. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63955. this.radius = radius;
  63956. this.radiusRange = radiusRange;
  63957. this.directionRandomizer = directionRandomizer;
  63958. }
  63959. /**
  63960. * Called by the particle System when the direction is computed for the created particle.
  63961. * @param worldMatrix is the world matrix of the particle system
  63962. * @param directionToUpdate is the direction vector to update with the result
  63963. * @param particle is the particle we are computed the direction for
  63964. */
  63965. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63966. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63967. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63968. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63969. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63970. direction.x += randX;
  63971. direction.y += randY;
  63972. direction.z += randZ;
  63973. direction.normalize();
  63974. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63975. };
  63976. /**
  63977. * Called by the particle System when the position is computed for the created particle.
  63978. * @param worldMatrix is the world matrix of the particle system
  63979. * @param positionToUpdate is the position vector to update with the result
  63980. * @param particle is the particle we are computed the position for
  63981. */
  63982. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63983. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63984. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63985. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63986. var theta = Math.acos(2 * v - 1);
  63987. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63988. var randY = randRadius * Math.cos(theta);
  63989. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63990. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63991. };
  63992. /**
  63993. * Clones the current emitter and returns a copy of it
  63994. * @returns the new emitter
  63995. */
  63996. SphereParticleEmitter.prototype.clone = function () {
  63997. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63998. BABYLON.Tools.DeepCopy(this, newOne);
  63999. return newOne;
  64000. };
  64001. /**
  64002. * Called by the GPUParticleSystem to setup the update shader
  64003. * @param effect defines the update shader
  64004. */
  64005. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  64006. effect.setFloat("radius", this.radius);
  64007. effect.setFloat("radiusRange", this.radiusRange);
  64008. effect.setFloat("directionRandomizer", this.directionRandomizer);
  64009. };
  64010. /**
  64011. * Returns a string to use to update the GPU particles update shader
  64012. * @returns a string containng the defines string
  64013. */
  64014. SphereParticleEmitter.prototype.getEffectDefines = function () {
  64015. return "#define SPHEREEMITTER";
  64016. };
  64017. /**
  64018. * Returns the string "SphereParticleEmitter"
  64019. * @returns a string containing the class name
  64020. */
  64021. SphereParticleEmitter.prototype.getClassName = function () {
  64022. return "SphereParticleEmitter";
  64023. };
  64024. /**
  64025. * Serializes the particle system to a JSON object.
  64026. * @returns the JSON object
  64027. */
  64028. SphereParticleEmitter.prototype.serialize = function () {
  64029. var serializationObject = {};
  64030. serializationObject.type = this.getClassName();
  64031. serializationObject.radius = this.radius;
  64032. serializationObject.radiusRange = this.radiusRange;
  64033. serializationObject.directionRandomizer = this.directionRandomizer;
  64034. return serializationObject;
  64035. };
  64036. /**
  64037. * Parse properties from a JSON object
  64038. * @param serializationObject defines the JSON object
  64039. */
  64040. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  64041. this.radius = serializationObject.radius;
  64042. this.radiusRange = serializationObject.radiusRange;
  64043. this.directionRandomizer = serializationObject.directionRandomizer;
  64044. };
  64045. return SphereParticleEmitter;
  64046. }());
  64047. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  64048. /**
  64049. * Particle emitter emitting particles from the inside of a sphere.
  64050. * It emits the particles randomly between two vectors.
  64051. */
  64052. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  64053. __extends(SphereDirectedParticleEmitter, _super);
  64054. /**
  64055. * Creates a new instance SphereDirectedParticleEmitter
  64056. * @param radius the radius of the emission sphere (1 by default)
  64057. * @param direction1 the min limit of the emission direction (up vector by default)
  64058. * @param direction2 the max limit of the emission direction (up vector by default)
  64059. */
  64060. function SphereDirectedParticleEmitter(radius,
  64061. /**
  64062. * The min limit of the emission direction.
  64063. */
  64064. direction1,
  64065. /**
  64066. * The max limit of the emission direction.
  64067. */
  64068. direction2) {
  64069. if (radius === void 0) { radius = 1; }
  64070. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  64071. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  64072. var _this = _super.call(this, radius) || this;
  64073. _this.direction1 = direction1;
  64074. _this.direction2 = direction2;
  64075. return _this;
  64076. }
  64077. /**
  64078. * Called by the particle System when the direction is computed for the created particle.
  64079. * @param worldMatrix is the world matrix of the particle system
  64080. * @param directionToUpdate is the direction vector to update with the result
  64081. * @param particle is the particle we are computed the direction for
  64082. */
  64083. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  64084. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  64085. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  64086. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  64087. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  64088. };
  64089. /**
  64090. * Clones the current emitter and returns a copy of it
  64091. * @returns the new emitter
  64092. */
  64093. SphereDirectedParticleEmitter.prototype.clone = function () {
  64094. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  64095. BABYLON.Tools.DeepCopy(this, newOne);
  64096. return newOne;
  64097. };
  64098. /**
  64099. * Called by the GPUParticleSystem to setup the update shader
  64100. * @param effect defines the update shader
  64101. */
  64102. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  64103. effect.setFloat("radius", this.radius);
  64104. effect.setFloat("radiusRange", this.radiusRange);
  64105. effect.setVector3("direction1", this.direction1);
  64106. effect.setVector3("direction2", this.direction2);
  64107. };
  64108. /**
  64109. * Returns a string to use to update the GPU particles update shader
  64110. * @returns a string containng the defines string
  64111. */
  64112. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  64113. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  64114. };
  64115. /**
  64116. * Returns the string "SphereDirectedParticleEmitter"
  64117. * @returns a string containing the class name
  64118. */
  64119. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  64120. return "SphereDirectedParticleEmitter";
  64121. };
  64122. /**
  64123. * Serializes the particle system to a JSON object.
  64124. * @returns the JSON object
  64125. */
  64126. SphereDirectedParticleEmitter.prototype.serialize = function () {
  64127. var serializationObject = _super.prototype.serialize.call(this);
  64128. serializationObject.direction1 = this.direction1.asArray();
  64129. serializationObject.direction2 = this.direction2.asArray();
  64130. return serializationObject;
  64131. };
  64132. /**
  64133. * Parse properties from a JSON object
  64134. * @param serializationObject defines the JSON object
  64135. */
  64136. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  64137. _super.prototype.parse.call(this, serializationObject);
  64138. this.direction1.copyFrom(serializationObject.direction1);
  64139. this.direction2.copyFrom(serializationObject.direction2);
  64140. };
  64141. return SphereDirectedParticleEmitter;
  64142. }(SphereParticleEmitter));
  64143. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  64144. })(BABYLON || (BABYLON = {}));
  64145. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  64146. var BABYLON;
  64147. (function (BABYLON) {
  64148. /**
  64149. * Particle emitter emitting particles from the inside of a hemisphere.
  64150. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  64151. */
  64152. var HemisphericParticleEmitter = /** @class */ (function () {
  64153. /**
  64154. * Creates a new instance HemisphericParticleEmitter
  64155. * @param radius the radius of the emission hemisphere (1 by default)
  64156. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  64157. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  64158. */
  64159. function HemisphericParticleEmitter(
  64160. /**
  64161. * The radius of the emission hemisphere.
  64162. */
  64163. radius,
  64164. /**
  64165. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  64166. */
  64167. radiusRange,
  64168. /**
  64169. * How much to randomize the particle direction [0-1].
  64170. */
  64171. directionRandomizer) {
  64172. if (radius === void 0) { radius = 1; }
  64173. if (radiusRange === void 0) { radiusRange = 1; }
  64174. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  64175. this.radius = radius;
  64176. this.radiusRange = radiusRange;
  64177. this.directionRandomizer = directionRandomizer;
  64178. }
  64179. /**
  64180. * Called by the particle System when the direction is computed for the created particle.
  64181. * @param worldMatrix is the world matrix of the particle system
  64182. * @param directionToUpdate is the direction vector to update with the result
  64183. * @param particle is the particle we are computed the direction for
  64184. */
  64185. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  64186. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  64187. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  64188. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  64189. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  64190. direction.x += randX;
  64191. direction.y += randY;
  64192. direction.z += randZ;
  64193. direction.normalize();
  64194. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  64195. };
  64196. /**
  64197. * Called by the particle System when the position is computed for the created particle.
  64198. * @param worldMatrix is the world matrix of the particle system
  64199. * @param positionToUpdate is the position vector to update with the result
  64200. * @param particle is the particle we are computed the position for
  64201. */
  64202. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64203. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  64204. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  64205. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  64206. var theta = Math.acos(2 * v - 1);
  64207. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  64208. var randY = randRadius * Math.cos(theta);
  64209. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  64210. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  64211. };
  64212. /**
  64213. * Clones the current emitter and returns a copy of it
  64214. * @returns the new emitter
  64215. */
  64216. HemisphericParticleEmitter.prototype.clone = function () {
  64217. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  64218. BABYLON.Tools.DeepCopy(this, newOne);
  64219. return newOne;
  64220. };
  64221. /**
  64222. * Called by the GPUParticleSystem to setup the update shader
  64223. * @param effect defines the update shader
  64224. */
  64225. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  64226. effect.setFloat("radius", this.radius);
  64227. effect.setFloat("radiusRange", this.radiusRange);
  64228. effect.setFloat("directionRandomizer", this.directionRandomizer);
  64229. };
  64230. /**
  64231. * Returns a string to use to update the GPU particles update shader
  64232. * @returns a string containng the defines string
  64233. */
  64234. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  64235. return "#define HEMISPHERICEMITTER";
  64236. };
  64237. /**
  64238. * Returns the string "HemisphericParticleEmitter"
  64239. * @returns a string containing the class name
  64240. */
  64241. HemisphericParticleEmitter.prototype.getClassName = function () {
  64242. return "HemisphericParticleEmitter";
  64243. };
  64244. /**
  64245. * Serializes the particle system to a JSON object.
  64246. * @returns the JSON object
  64247. */
  64248. HemisphericParticleEmitter.prototype.serialize = function () {
  64249. var serializationObject = {};
  64250. serializationObject.type = this.getClassName();
  64251. serializationObject.radius = this.radius;
  64252. serializationObject.radiusRange = this.radiusRange;
  64253. serializationObject.directionRandomizer = this.directionRandomizer;
  64254. return serializationObject;
  64255. };
  64256. /**
  64257. * Parse properties from a JSON object
  64258. * @param serializationObject defines the JSON object
  64259. */
  64260. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  64261. this.radius = serializationObject.radius;
  64262. this.radiusRange = serializationObject.radiusRange;
  64263. this.directionRandomizer = serializationObject.directionRandomizer;
  64264. };
  64265. return HemisphericParticleEmitter;
  64266. }());
  64267. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  64268. })(BABYLON || (BABYLON = {}));
  64269. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  64270. var BABYLON;
  64271. (function (BABYLON) {
  64272. /**
  64273. * Particle emitter emitting particles from a point.
  64274. * It emits the particles randomly between 2 given directions.
  64275. */
  64276. var PointParticleEmitter = /** @class */ (function () {
  64277. /**
  64278. * Creates a new instance PointParticleEmitter
  64279. */
  64280. function PointParticleEmitter() {
  64281. /**
  64282. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64283. */
  64284. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  64285. /**
  64286. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64287. */
  64288. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  64289. }
  64290. /**
  64291. * Called by the particle System when the direction is computed for the created particle.
  64292. * @param worldMatrix is the world matrix of the particle system
  64293. * @param directionToUpdate is the direction vector to update with the result
  64294. * @param particle is the particle we are computed the direction for
  64295. */
  64296. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  64297. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  64298. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  64299. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  64300. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  64301. };
  64302. /**
  64303. * Called by the particle System when the position is computed for the created particle.
  64304. * @param worldMatrix is the world matrix of the particle system
  64305. * @param positionToUpdate is the position vector to update with the result
  64306. * @param particle is the particle we are computed the position for
  64307. */
  64308. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64309. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  64310. };
  64311. /**
  64312. * Clones the current emitter and returns a copy of it
  64313. * @returns the new emitter
  64314. */
  64315. PointParticleEmitter.prototype.clone = function () {
  64316. var newOne = new PointParticleEmitter();
  64317. BABYLON.Tools.DeepCopy(this, newOne);
  64318. return newOne;
  64319. };
  64320. /**
  64321. * Called by the GPUParticleSystem to setup the update shader
  64322. * @param effect defines the update shader
  64323. */
  64324. PointParticleEmitter.prototype.applyToShader = function (effect) {
  64325. effect.setVector3("direction1", this.direction1);
  64326. effect.setVector3("direction2", this.direction2);
  64327. };
  64328. /**
  64329. * Returns a string to use to update the GPU particles update shader
  64330. * @returns a string containng the defines string
  64331. */
  64332. PointParticleEmitter.prototype.getEffectDefines = function () {
  64333. return "#define POINTEMITTER";
  64334. };
  64335. /**
  64336. * Returns the string "PointParticleEmitter"
  64337. * @returns a string containing the class name
  64338. */
  64339. PointParticleEmitter.prototype.getClassName = function () {
  64340. return "PointParticleEmitter";
  64341. };
  64342. /**
  64343. * Serializes the particle system to a JSON object.
  64344. * @returns the JSON object
  64345. */
  64346. PointParticleEmitter.prototype.serialize = function () {
  64347. var serializationObject = {};
  64348. serializationObject.type = this.getClassName();
  64349. serializationObject.direction1 = this.direction1.asArray();
  64350. serializationObject.direction2 = this.direction2.asArray();
  64351. return serializationObject;
  64352. };
  64353. /**
  64354. * Parse properties from a JSON object
  64355. * @param serializationObject defines the JSON object
  64356. */
  64357. PointParticleEmitter.prototype.parse = function (serializationObject) {
  64358. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  64359. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  64360. };
  64361. return PointParticleEmitter;
  64362. }());
  64363. BABYLON.PointParticleEmitter = PointParticleEmitter;
  64364. })(BABYLON || (BABYLON = {}));
  64365. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  64366. var BABYLON;
  64367. (function (BABYLON) {
  64368. // Adds the parsers to the scene parsers.
  64369. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  64370. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  64371. if (!individualParser) {
  64372. return;
  64373. }
  64374. // Particles Systems
  64375. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  64376. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  64377. var parsedParticleSystem = parsedData.particleSystems[index];
  64378. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  64379. }
  64380. }
  64381. });
  64382. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  64383. if (parsedParticleSystem.activeParticleCount) {
  64384. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64385. return ps;
  64386. }
  64387. else {
  64388. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64389. return ps;
  64390. }
  64391. });
  64392. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  64393. if (uniformsNames === void 0) { uniformsNames = []; }
  64394. if (samplers === void 0) { samplers = []; }
  64395. if (defines === void 0) { defines = ""; }
  64396. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  64397. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  64398. if (defines.indexOf(" BILLBOARD") === -1) {
  64399. defines += "\n#define BILLBOARD\n";
  64400. }
  64401. if (samplers.indexOf("diffuseSampler") === -1) {
  64402. samplers.push("diffuseSampler");
  64403. }
  64404. return this.createEffect({
  64405. vertex: "particles",
  64406. fragmentElement: fragmentName
  64407. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  64408. };
  64409. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  64410. var results = new Array();
  64411. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64412. var particleSystem = this.getScene().particleSystems[index];
  64413. if (particleSystem.emitter === this) {
  64414. results.push(particleSystem);
  64415. }
  64416. }
  64417. return results;
  64418. };
  64419. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  64420. var results = new Array();
  64421. var descendants = this.getDescendants();
  64422. descendants.push(this);
  64423. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64424. var particleSystem = this.getScene().particleSystems[index];
  64425. var emitter = particleSystem.emitter;
  64426. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  64427. results.push(particleSystem);
  64428. }
  64429. }
  64430. return results;
  64431. };
  64432. })(BABYLON || (BABYLON = {}));
  64433. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  64434. var BABYLON;
  64435. (function (BABYLON) {
  64436. /**
  64437. * Type of sub emitter
  64438. */
  64439. var SubEmitterType;
  64440. (function (SubEmitterType) {
  64441. /**
  64442. * Attached to the particle over it's lifetime
  64443. */
  64444. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  64445. /**
  64446. * Created when the particle dies
  64447. */
  64448. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  64449. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  64450. /**
  64451. * Sub emitter class used to emit particles from an existing particle
  64452. */
  64453. var SubEmitter = /** @class */ (function () {
  64454. /**
  64455. * Creates a sub emitter
  64456. * @param particleSystem the particle system to be used by the sub emitter
  64457. */
  64458. function SubEmitter(
  64459. /**
  64460. * the particle system to be used by the sub emitter
  64461. */
  64462. particleSystem) {
  64463. this.particleSystem = particleSystem;
  64464. /**
  64465. * Type of the submitter (Default: END)
  64466. */
  64467. this.type = SubEmitterType.END;
  64468. /**
  64469. * 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)
  64470. * Note: This only is supported when using an emitter of type Mesh
  64471. */
  64472. this.inheritDirection = false;
  64473. /**
  64474. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  64475. */
  64476. this.inheritedVelocityAmount = 0;
  64477. // Create mesh as emitter to support rotation
  64478. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  64479. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  64480. }
  64481. // Automatically dispose of subemitter when system is disposed
  64482. particleSystem.onDisposeObservable.add(function () {
  64483. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  64484. particleSystem.emitter.dispose();
  64485. }
  64486. });
  64487. }
  64488. /**
  64489. * Clones the sub emitter
  64490. * @returns the cloned sub emitter
  64491. */
  64492. SubEmitter.prototype.clone = function () {
  64493. // Clone particle system
  64494. var emitter = this.particleSystem.emitter;
  64495. if (!emitter) {
  64496. emitter = new BABYLON.Vector3();
  64497. }
  64498. else if (emitter instanceof BABYLON.Vector3) {
  64499. emitter = emitter.clone();
  64500. }
  64501. else if (emitter instanceof BABYLON.AbstractMesh) {
  64502. emitter = new BABYLON.Mesh("", emitter.getScene());
  64503. emitter.isVisible = false;
  64504. }
  64505. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  64506. // Clone properties
  64507. clone.type = this.type;
  64508. clone.inheritDirection = this.inheritDirection;
  64509. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64510. clone.particleSystem._disposeEmitterOnDispose = true;
  64511. clone.particleSystem.disposeOnStop = true;
  64512. return clone;
  64513. };
  64514. /**
  64515. * Serialize current object to a JSON object
  64516. * @returns the serialized object
  64517. */
  64518. SubEmitter.prototype.serialize = function () {
  64519. var serializationObject = {};
  64520. serializationObject.type = this.type;
  64521. serializationObject.inheritDirection = this.inheritDirection;
  64522. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64523. serializationObject.particleSystem = this.particleSystem.serialize();
  64524. return serializationObject;
  64525. };
  64526. /**
  64527. * Creates a new SubEmitter from a serialized JSON version
  64528. * @param serializationObject defines the JSON object to read from
  64529. * @param scene defines the hosting scene
  64530. * @param rootUrl defines the rootUrl for data loading
  64531. * @returns a new SubEmitter
  64532. */
  64533. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  64534. var system = serializationObject.particleSystem;
  64535. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  64536. subEmitter.type = serializationObject.type;
  64537. subEmitter.inheritDirection = serializationObject.inheritDirection;
  64538. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  64539. subEmitter.particleSystem._isSubEmitter = true;
  64540. return subEmitter;
  64541. };
  64542. /** Release associated resources */
  64543. SubEmitter.prototype.dispose = function () {
  64544. this.particleSystem.dispose();
  64545. };
  64546. return SubEmitter;
  64547. }());
  64548. BABYLON.SubEmitter = SubEmitter;
  64549. })(BABYLON || (BABYLON = {}));
  64550. //# sourceMappingURL=babylon.subEmitter.js.map
  64551. var BABYLON;
  64552. (function (BABYLON) {
  64553. /**
  64554. * 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.
  64555. *
  64556. * This returned material effects how the mesh will look based on the code in the shaders.
  64557. *
  64558. * @see http://doc.babylonjs.com/how_to/shader_material
  64559. */
  64560. var ShaderMaterial = /** @class */ (function (_super) {
  64561. __extends(ShaderMaterial, _super);
  64562. /**
  64563. * Instantiate a new shader material.
  64564. * 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.
  64565. * This returned material effects how the mesh will look based on the code in the shaders.
  64566. * @see http://doc.babylonjs.com/how_to/shader_material
  64567. * @param name Define the name of the material in the scene
  64568. * @param scene Define the scene the material belongs to
  64569. * @param shaderPath Defines the route to the shader code in one of three ways:
  64570. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  64571. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  64572. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  64573. * @param options Define the options used to create the shader
  64574. */
  64575. function ShaderMaterial(name, scene, shaderPath, options) {
  64576. if (options === void 0) { options = {}; }
  64577. var _this = _super.call(this, name, scene) || this;
  64578. _this._textures = {};
  64579. _this._textureArrays = {};
  64580. _this._floats = {};
  64581. _this._ints = {};
  64582. _this._floatsArrays = {};
  64583. _this._colors3 = {};
  64584. _this._colors3Arrays = {};
  64585. _this._colors4 = {};
  64586. _this._vectors2 = {};
  64587. _this._vectors3 = {};
  64588. _this._vectors4 = {};
  64589. _this._matrices = {};
  64590. _this._matrices3x3 = {};
  64591. _this._matrices2x2 = {};
  64592. _this._vectors2Arrays = {};
  64593. _this._vectors3Arrays = {};
  64594. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  64595. _this._shaderPath = shaderPath;
  64596. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  64597. return _this;
  64598. }
  64599. /**
  64600. * Gets the current class name of the material e.g. "ShaderMaterial"
  64601. * Mainly use in serialization.
  64602. * @returns the class name
  64603. */
  64604. ShaderMaterial.prototype.getClassName = function () {
  64605. return "ShaderMaterial";
  64606. };
  64607. /**
  64608. * Specifies if the material will require alpha blending
  64609. * @returns a boolean specifying if alpha blending is needed
  64610. */
  64611. ShaderMaterial.prototype.needAlphaBlending = function () {
  64612. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  64613. };
  64614. /**
  64615. * Specifies if this material should be rendered in alpha test mode
  64616. * @returns a boolean specifying if an alpha test is needed.
  64617. */
  64618. ShaderMaterial.prototype.needAlphaTesting = function () {
  64619. return this._options.needAlphaTesting;
  64620. };
  64621. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64622. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64623. this._options.uniforms.push(uniformName);
  64624. }
  64625. };
  64626. /**
  64627. * Set a texture in the shader.
  64628. * @param name Define the name of the uniform samplers as defined in the shader
  64629. * @param texture Define the texture to bind to this sampler
  64630. * @return the material itself allowing "fluent" like uniform updates
  64631. */
  64632. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64633. if (this._options.samplers.indexOf(name) === -1) {
  64634. this._options.samplers.push(name);
  64635. }
  64636. this._textures[name] = texture;
  64637. return this;
  64638. };
  64639. /**
  64640. * Set a texture array in the shader.
  64641. * @param name Define the name of the uniform sampler array as defined in the shader
  64642. * @param textures Define the list of textures to bind to this sampler
  64643. * @return the material itself allowing "fluent" like uniform updates
  64644. */
  64645. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64646. if (this._options.samplers.indexOf(name) === -1) {
  64647. this._options.samplers.push(name);
  64648. }
  64649. this._checkUniform(name);
  64650. this._textureArrays[name] = textures;
  64651. return this;
  64652. };
  64653. /**
  64654. * Set a float in the shader.
  64655. * @param name Define the name of the uniform as defined in the shader
  64656. * @param value Define the value to give to the uniform
  64657. * @return the material itself allowing "fluent" like uniform updates
  64658. */
  64659. ShaderMaterial.prototype.setFloat = function (name, value) {
  64660. this._checkUniform(name);
  64661. this._floats[name] = value;
  64662. return this;
  64663. };
  64664. /**
  64665. * Set a int in the shader.
  64666. * @param name Define the name of the uniform as defined in the shader
  64667. * @param value Define the value to give to the uniform
  64668. * @return the material itself allowing "fluent" like uniform updates
  64669. */
  64670. ShaderMaterial.prototype.setInt = function (name, value) {
  64671. this._checkUniform(name);
  64672. this._ints[name] = value;
  64673. return this;
  64674. };
  64675. /**
  64676. * Set an array of floats in the shader.
  64677. * @param name Define the name of the uniform as defined in the shader
  64678. * @param value Define the value to give to the uniform
  64679. * @return the material itself allowing "fluent" like uniform updates
  64680. */
  64681. ShaderMaterial.prototype.setFloats = function (name, value) {
  64682. this._checkUniform(name);
  64683. this._floatsArrays[name] = value;
  64684. return this;
  64685. };
  64686. /**
  64687. * Set a vec3 in the shader from a Color3.
  64688. * @param name Define the name of the uniform as defined in the shader
  64689. * @param value Define the value to give to the uniform
  64690. * @return the material itself allowing "fluent" like uniform updates
  64691. */
  64692. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64693. this._checkUniform(name);
  64694. this._colors3[name] = value;
  64695. return this;
  64696. };
  64697. /**
  64698. * Set a vec3 array in the shader from a Color3 array.
  64699. * @param name Define the name of the uniform as defined in the shader
  64700. * @param value Define the value to give to the uniform
  64701. * @return the material itself allowing "fluent" like uniform updates
  64702. */
  64703. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64704. this._checkUniform(name);
  64705. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64706. color.toArray(arr, arr.length);
  64707. return arr;
  64708. }, []);
  64709. return this;
  64710. };
  64711. /**
  64712. * Set a vec4 in the shader from a Color4.
  64713. * @param name Define the name of the uniform as defined in the shader
  64714. * @param value Define the value to give to the uniform
  64715. * @return the material itself allowing "fluent" like uniform updates
  64716. */
  64717. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64718. this._checkUniform(name);
  64719. this._colors4[name] = value;
  64720. return this;
  64721. };
  64722. /**
  64723. * Set a vec2 in the shader from a Vector2.
  64724. * @param name Define the name of the uniform as defined in the shader
  64725. * @param value Define the value to give to the uniform
  64726. * @return the material itself allowing "fluent" like uniform updates
  64727. */
  64728. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64729. this._checkUniform(name);
  64730. this._vectors2[name] = value;
  64731. return this;
  64732. };
  64733. /**
  64734. * Set a vec3 in the shader from a Vector3.
  64735. * @param name Define the name of the uniform as defined in the shader
  64736. * @param value Define the value to give to the uniform
  64737. * @return the material itself allowing "fluent" like uniform updates
  64738. */
  64739. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64740. this._checkUniform(name);
  64741. this._vectors3[name] = value;
  64742. return this;
  64743. };
  64744. /**
  64745. * Set a vec4 in the shader from a Vector4.
  64746. * @param name Define the name of the uniform as defined in the shader
  64747. * @param value Define the value to give to the uniform
  64748. * @return the material itself allowing "fluent" like uniform updates
  64749. */
  64750. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64751. this._checkUniform(name);
  64752. this._vectors4[name] = value;
  64753. return this;
  64754. };
  64755. /**
  64756. * Set a mat4 in the shader from a Matrix.
  64757. * @param name Define the name of the uniform as defined in the shader
  64758. * @param value Define the value to give to the uniform
  64759. * @return the material itself allowing "fluent" like uniform updates
  64760. */
  64761. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64762. this._checkUniform(name);
  64763. this._matrices[name] = value;
  64764. return this;
  64765. };
  64766. /**
  64767. * Set a mat3 in the shader from a Float32Array.
  64768. * @param name Define the name of the uniform as defined in the shader
  64769. * @param value Define the value to give to the uniform
  64770. * @return the material itself allowing "fluent" like uniform updates
  64771. */
  64772. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64773. this._checkUniform(name);
  64774. this._matrices3x3[name] = value;
  64775. return this;
  64776. };
  64777. /**
  64778. * Set a mat2 in the shader from a Float32Array.
  64779. * @param name Define the name of the uniform as defined in the shader
  64780. * @param value Define the value to give to the uniform
  64781. * @return the material itself allowing "fluent" like uniform updates
  64782. */
  64783. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64784. this._checkUniform(name);
  64785. this._matrices2x2[name] = value;
  64786. return this;
  64787. };
  64788. /**
  64789. * Set a vec2 array in the shader from a number array.
  64790. * @param name Define the name of the uniform as defined in the shader
  64791. * @param value Define the value to give to the uniform
  64792. * @return the material itself allowing "fluent" like uniform updates
  64793. */
  64794. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64795. this._checkUniform(name);
  64796. this._vectors2Arrays[name] = value;
  64797. return this;
  64798. };
  64799. /**
  64800. * Set a vec3 array in the shader from a number array.
  64801. * @param name Define the name of the uniform as defined in the shader
  64802. * @param value Define the value to give to the uniform
  64803. * @return the material itself allowing "fluent" like uniform updates
  64804. */
  64805. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64806. this._checkUniform(name);
  64807. this._vectors3Arrays[name] = value;
  64808. return this;
  64809. };
  64810. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64811. if (!mesh) {
  64812. return true;
  64813. }
  64814. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64815. return false;
  64816. }
  64817. return false;
  64818. };
  64819. /**
  64820. * Checks if the material is ready to render the requested mesh
  64821. * @param mesh Define the mesh to render
  64822. * @param useInstances Define whether or not the material is used with instances
  64823. * @returns true if ready, otherwise false
  64824. */
  64825. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64826. var scene = this.getScene();
  64827. var engine = scene.getEngine();
  64828. if (!this.checkReadyOnEveryCall) {
  64829. if (this._renderId === scene.getRenderId()) {
  64830. if (this._checkCache(scene, mesh, useInstances)) {
  64831. return true;
  64832. }
  64833. }
  64834. }
  64835. // Instances
  64836. var defines = [];
  64837. var attribs = [];
  64838. var fallbacks = new BABYLON.EffectFallbacks();
  64839. for (var index = 0; index < this._options.defines.length; index++) {
  64840. defines.push(this._options.defines[index]);
  64841. }
  64842. for (var index = 0; index < this._options.attributes.length; index++) {
  64843. attribs.push(this._options.attributes[index]);
  64844. }
  64845. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64846. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64847. defines.push("#define VERTEXCOLOR");
  64848. }
  64849. if (useInstances) {
  64850. defines.push("#define INSTANCES");
  64851. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64852. }
  64853. // Bones
  64854. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64855. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64856. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64857. if (mesh.numBoneInfluencers > 4) {
  64858. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64859. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64860. }
  64861. var skeleton = mesh.skeleton;
  64862. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64863. fallbacks.addCPUSkinningFallback(0, mesh);
  64864. if (skeleton.isUsingTextureForMatrices) {
  64865. defines.push("#define BONETEXTURE");
  64866. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64867. this._options.uniforms.push("boneTextureWidth");
  64868. }
  64869. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64870. this._options.samplers.push("boneSampler");
  64871. }
  64872. }
  64873. else {
  64874. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64875. if (this._options.uniforms.indexOf("mBones") === -1) {
  64876. this._options.uniforms.push("mBones");
  64877. }
  64878. }
  64879. }
  64880. else {
  64881. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64882. }
  64883. // Textures
  64884. for (var name in this._textures) {
  64885. if (!this._textures[name].isReady()) {
  64886. return false;
  64887. }
  64888. }
  64889. // Alpha test
  64890. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64891. defines.push("#define ALPHATEST");
  64892. }
  64893. var previousEffect = this._effect;
  64894. var join = defines.join("\n");
  64895. this._effect = engine.createEffect(this._shaderPath, {
  64896. attributes: attribs,
  64897. uniformsNames: this._options.uniforms,
  64898. uniformBuffersNames: this._options.uniformBuffers,
  64899. samplers: this._options.samplers,
  64900. defines: join,
  64901. fallbacks: fallbacks,
  64902. onCompiled: this.onCompiled,
  64903. onError: this.onError
  64904. }, engine);
  64905. if (!this._effect.isReady()) {
  64906. return false;
  64907. }
  64908. if (previousEffect !== this._effect) {
  64909. scene.resetCachedMaterial();
  64910. }
  64911. this._renderId = scene.getRenderId();
  64912. return true;
  64913. };
  64914. /**
  64915. * Binds the world matrix to the material
  64916. * @param world defines the world transformation matrix
  64917. */
  64918. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64919. var scene = this.getScene();
  64920. if (!this._effect) {
  64921. return;
  64922. }
  64923. if (this._options.uniforms.indexOf("world") !== -1) {
  64924. this._effect.setMatrix("world", world);
  64925. }
  64926. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64927. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64928. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64929. }
  64930. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64931. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64932. }
  64933. };
  64934. /**
  64935. * Binds the material to the mesh
  64936. * @param world defines the world transformation matrix
  64937. * @param mesh defines the mesh to bind the material to
  64938. */
  64939. ShaderMaterial.prototype.bind = function (world, mesh) {
  64940. // Std values
  64941. this.bindOnlyWorldMatrix(world);
  64942. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64943. if (this._options.uniforms.indexOf("view") !== -1) {
  64944. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64945. }
  64946. if (this._options.uniforms.indexOf("projection") !== -1) {
  64947. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64948. }
  64949. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64950. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64951. }
  64952. // Bones
  64953. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64954. var name;
  64955. // Texture
  64956. for (name in this._textures) {
  64957. this._effect.setTexture(name, this._textures[name]);
  64958. }
  64959. // Texture arrays
  64960. for (name in this._textureArrays) {
  64961. this._effect.setTextureArray(name, this._textureArrays[name]);
  64962. }
  64963. // Int
  64964. for (name in this._ints) {
  64965. this._effect.setInt(name, this._ints[name]);
  64966. }
  64967. // Float
  64968. for (name in this._floats) {
  64969. this._effect.setFloat(name, this._floats[name]);
  64970. }
  64971. // Floats
  64972. for (name in this._floatsArrays) {
  64973. this._effect.setArray(name, this._floatsArrays[name]);
  64974. }
  64975. // Color3
  64976. for (name in this._colors3) {
  64977. this._effect.setColor3(name, this._colors3[name]);
  64978. }
  64979. for (name in this._colors3Arrays) {
  64980. this._effect.setArray3(name, this._colors3Arrays[name]);
  64981. }
  64982. // Color4
  64983. for (name in this._colors4) {
  64984. var color = this._colors4[name];
  64985. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64986. }
  64987. // Vector2
  64988. for (name in this._vectors2) {
  64989. this._effect.setVector2(name, this._vectors2[name]);
  64990. }
  64991. // Vector3
  64992. for (name in this._vectors3) {
  64993. this._effect.setVector3(name, this._vectors3[name]);
  64994. }
  64995. // Vector4
  64996. for (name in this._vectors4) {
  64997. this._effect.setVector4(name, this._vectors4[name]);
  64998. }
  64999. // Matrix
  65000. for (name in this._matrices) {
  65001. this._effect.setMatrix(name, this._matrices[name]);
  65002. }
  65003. // Matrix 3x3
  65004. for (name in this._matrices3x3) {
  65005. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  65006. }
  65007. // Matrix 2x2
  65008. for (name in this._matrices2x2) {
  65009. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  65010. }
  65011. // Vector2Array
  65012. for (name in this._vectors2Arrays) {
  65013. this._effect.setArray2(name, this._vectors2Arrays[name]);
  65014. }
  65015. // Vector3Array
  65016. for (name in this._vectors3Arrays) {
  65017. this._effect.setArray3(name, this._vectors3Arrays[name]);
  65018. }
  65019. }
  65020. this._afterBind(mesh);
  65021. };
  65022. /**
  65023. * Gets the active textures from the material
  65024. * @returns an array of textures
  65025. */
  65026. ShaderMaterial.prototype.getActiveTextures = function () {
  65027. var activeTextures = _super.prototype.getActiveTextures.call(this);
  65028. for (var name in this._textures) {
  65029. activeTextures.push(this._textures[name]);
  65030. }
  65031. for (var name in this._textureArrays) {
  65032. var array = this._textureArrays[name];
  65033. for (var index = 0; index < array.length; index++) {
  65034. activeTextures.push(array[index]);
  65035. }
  65036. }
  65037. return activeTextures;
  65038. };
  65039. /**
  65040. * Specifies if the material uses a texture
  65041. * @param texture defines the texture to check against the material
  65042. * @returns a boolean specifying if the material uses the texture
  65043. */
  65044. ShaderMaterial.prototype.hasTexture = function (texture) {
  65045. if (_super.prototype.hasTexture.call(this, texture)) {
  65046. return true;
  65047. }
  65048. for (var name in this._textures) {
  65049. if (this._textures[name] === texture) {
  65050. return true;
  65051. }
  65052. }
  65053. for (var name in this._textureArrays) {
  65054. var array = this._textureArrays[name];
  65055. for (var index = 0; index < array.length; index++) {
  65056. if (array[index] === texture) {
  65057. return true;
  65058. }
  65059. }
  65060. }
  65061. return false;
  65062. };
  65063. /**
  65064. * Makes a duplicate of the material, and gives it a new name
  65065. * @param name defines the new name for the duplicated material
  65066. * @returns the cloned material
  65067. */
  65068. ShaderMaterial.prototype.clone = function (name) {
  65069. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  65070. return newShaderMaterial;
  65071. };
  65072. /**
  65073. * Disposes the material
  65074. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  65075. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  65076. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  65077. */
  65078. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  65079. if (forceDisposeTextures) {
  65080. var name;
  65081. for (name in this._textures) {
  65082. this._textures[name].dispose();
  65083. }
  65084. for (name in this._textureArrays) {
  65085. var array = this._textureArrays[name];
  65086. for (var index = 0; index < array.length; index++) {
  65087. array[index].dispose();
  65088. }
  65089. }
  65090. }
  65091. this._textures = {};
  65092. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  65093. };
  65094. /**
  65095. * Serializes this material in a JSON representation
  65096. * @returns the serialized material object
  65097. */
  65098. ShaderMaterial.prototype.serialize = function () {
  65099. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  65100. serializationObject.customType = "BABYLON.ShaderMaterial";
  65101. serializationObject.options = this._options;
  65102. serializationObject.shaderPath = this._shaderPath;
  65103. var name;
  65104. // Texture
  65105. serializationObject.textures = {};
  65106. for (name in this._textures) {
  65107. serializationObject.textures[name] = this._textures[name].serialize();
  65108. }
  65109. // Texture arrays
  65110. serializationObject.textureArrays = {};
  65111. for (name in this._textureArrays) {
  65112. serializationObject.textureArrays[name] = [];
  65113. var array = this._textureArrays[name];
  65114. for (var index = 0; index < array.length; index++) {
  65115. serializationObject.textureArrays[name].push(array[index].serialize());
  65116. }
  65117. }
  65118. // Float
  65119. serializationObject.floats = {};
  65120. for (name in this._floats) {
  65121. serializationObject.floats[name] = this._floats[name];
  65122. }
  65123. // Float s
  65124. serializationObject.FloatArrays = {};
  65125. for (name in this._floatsArrays) {
  65126. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  65127. }
  65128. // Color3
  65129. serializationObject.colors3 = {};
  65130. for (name in this._colors3) {
  65131. serializationObject.colors3[name] = this._colors3[name].asArray();
  65132. }
  65133. // Color3 array
  65134. serializationObject.colors3Arrays = {};
  65135. for (name in this._colors3Arrays) {
  65136. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  65137. }
  65138. // Color4
  65139. serializationObject.colors4 = {};
  65140. for (name in this._colors4) {
  65141. serializationObject.colors4[name] = this._colors4[name].asArray();
  65142. }
  65143. // Vector2
  65144. serializationObject.vectors2 = {};
  65145. for (name in this._vectors2) {
  65146. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  65147. }
  65148. // Vector3
  65149. serializationObject.vectors3 = {};
  65150. for (name in this._vectors3) {
  65151. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  65152. }
  65153. // Vector4
  65154. serializationObject.vectors4 = {};
  65155. for (name in this._vectors4) {
  65156. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  65157. }
  65158. // Matrix
  65159. serializationObject.matrices = {};
  65160. for (name in this._matrices) {
  65161. serializationObject.matrices[name] = this._matrices[name].asArray();
  65162. }
  65163. // Matrix 3x3
  65164. serializationObject.matrices3x3 = {};
  65165. for (name in this._matrices3x3) {
  65166. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  65167. }
  65168. // Matrix 2x2
  65169. serializationObject.matrices2x2 = {};
  65170. for (name in this._matrices2x2) {
  65171. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  65172. }
  65173. // Vector2Array
  65174. serializationObject.vectors2Arrays = {};
  65175. for (name in this._vectors2Arrays) {
  65176. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  65177. }
  65178. // Vector3Array
  65179. serializationObject.vectors3Arrays = {};
  65180. for (name in this._vectors3Arrays) {
  65181. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  65182. }
  65183. return serializationObject;
  65184. };
  65185. /**
  65186. * Creates a shader material from parsed shader material data
  65187. * @param source defines the JSON represnetation of the material
  65188. * @param scene defines the hosting scene
  65189. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  65190. * @returns a new material
  65191. */
  65192. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  65193. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  65194. var name;
  65195. // Texture
  65196. for (name in source.textures) {
  65197. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  65198. }
  65199. // Texture arrays
  65200. for (name in source.textureArrays) {
  65201. var array = source.textureArrays[name];
  65202. var textureArray = new Array();
  65203. for (var index = 0; index < array.length; index++) {
  65204. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  65205. }
  65206. material.setTextureArray(name, textureArray);
  65207. }
  65208. // Float
  65209. for (name in source.floats) {
  65210. material.setFloat(name, source.floats[name]);
  65211. }
  65212. // Float s
  65213. for (name in source.floatsArrays) {
  65214. material.setFloats(name, source.floatsArrays[name]);
  65215. }
  65216. // Color3
  65217. for (name in source.colors3) {
  65218. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  65219. }
  65220. // Color3 arrays
  65221. for (name in source.colors3Arrays) {
  65222. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  65223. if (i % 3 === 0) {
  65224. arr.push([num]);
  65225. }
  65226. else {
  65227. arr[arr.length - 1].push(num);
  65228. }
  65229. return arr;
  65230. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  65231. material.setColor3Array(name, colors);
  65232. }
  65233. // Color4
  65234. for (name in source.colors4) {
  65235. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  65236. }
  65237. // Vector2
  65238. for (name in source.vectors2) {
  65239. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  65240. }
  65241. // Vector3
  65242. for (name in source.vectors3) {
  65243. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  65244. }
  65245. // Vector4
  65246. for (name in source.vectors4) {
  65247. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  65248. }
  65249. // Matrix
  65250. for (name in source.matrices) {
  65251. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  65252. }
  65253. // Matrix 3x3
  65254. for (name in source.matrices3x3) {
  65255. material.setMatrix3x3(name, source.matrices3x3[name]);
  65256. }
  65257. // Matrix 2x2
  65258. for (name in source.matrices2x2) {
  65259. material.setMatrix2x2(name, source.matrices2x2[name]);
  65260. }
  65261. // Vector2Array
  65262. for (name in source.vectors2Arrays) {
  65263. material.setArray2(name, source.vectors2Arrays[name]);
  65264. }
  65265. // Vector3Array
  65266. for (name in source.vectors3Arrays) {
  65267. material.setArray3(name, source.vectors3Arrays[name]);
  65268. }
  65269. return material;
  65270. };
  65271. return ShaderMaterial;
  65272. }(BABYLON.Material));
  65273. BABYLON.ShaderMaterial = ShaderMaterial;
  65274. })(BABYLON || (BABYLON = {}));
  65275. //# sourceMappingURL=babylon.shaderMaterial.js.map
  65276. var BABYLON;
  65277. (function (BABYLON) {
  65278. /**
  65279. * Mesh representing the gorund
  65280. */
  65281. var GroundMesh = /** @class */ (function (_super) {
  65282. __extends(GroundMesh, _super);
  65283. function GroundMesh(name, scene) {
  65284. var _this = _super.call(this, name, scene) || this;
  65285. /** If octree should be generated */
  65286. _this.generateOctree = false;
  65287. return _this;
  65288. }
  65289. /**
  65290. * "GroundMesh"
  65291. * @returns "GroundMesh"
  65292. */
  65293. GroundMesh.prototype.getClassName = function () {
  65294. return "GroundMesh";
  65295. };
  65296. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  65297. /**
  65298. * The minimum of x and y subdivisions
  65299. */
  65300. get: function () {
  65301. return Math.min(this._subdivisionsX, this._subdivisionsY);
  65302. },
  65303. enumerable: true,
  65304. configurable: true
  65305. });
  65306. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  65307. /**
  65308. * X subdivisions
  65309. */
  65310. get: function () {
  65311. return this._subdivisionsX;
  65312. },
  65313. enumerable: true,
  65314. configurable: true
  65315. });
  65316. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  65317. /**
  65318. * Y subdivisions
  65319. */
  65320. get: function () {
  65321. return this._subdivisionsY;
  65322. },
  65323. enumerable: true,
  65324. configurable: true
  65325. });
  65326. /**
  65327. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  65328. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  65329. * @param chunksCount the number of subdivisions for x and y
  65330. * @param octreeBlocksSize (Default: 32)
  65331. */
  65332. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  65333. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  65334. this._subdivisionsX = chunksCount;
  65335. this._subdivisionsY = chunksCount;
  65336. this.subdivide(chunksCount);
  65337. // Call the octree system optimization if it is defined.
  65338. var thisAsAny = this;
  65339. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  65340. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  65341. }
  65342. };
  65343. /**
  65344. * Returns a height (y) value in the Worl system :
  65345. * the ground altitude at the coordinates (x, z) expressed in the World system.
  65346. * @param x x coordinate
  65347. * @param z z coordinate
  65348. * @returns the ground y position if (x, z) are outside the ground surface.
  65349. */
  65350. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  65351. var world = this.getWorldMatrix();
  65352. var invMat = BABYLON.Tmp.Matrix[5];
  65353. world.invertToRef(invMat);
  65354. var tmpVect = BABYLON.Tmp.Vector3[8];
  65355. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  65356. x = tmpVect.x;
  65357. z = tmpVect.z;
  65358. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65359. return this.position.y;
  65360. }
  65361. if (!this._heightQuads || this._heightQuads.length == 0) {
  65362. this._initHeightQuads();
  65363. this._computeHeightQuads();
  65364. }
  65365. var facet = this._getFacetAt(x, z);
  65366. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  65367. // return y in the World system
  65368. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  65369. return tmpVect.y;
  65370. };
  65371. /**
  65372. * Returns a normalized vector (Vector3) orthogonal to the ground
  65373. * at the ground coordinates (x, z) expressed in the World system.
  65374. * @param x x coordinate
  65375. * @param z z coordinate
  65376. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  65377. */
  65378. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  65379. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  65380. this.getNormalAtCoordinatesToRef(x, z, normal);
  65381. return normal;
  65382. };
  65383. /**
  65384. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  65385. * at the ground coordinates (x, z) expressed in the World system.
  65386. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  65387. * @param x x coordinate
  65388. * @param z z coordinate
  65389. * @param ref vector to store the result
  65390. * @returns the GroundMesh.
  65391. */
  65392. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  65393. var world = this.getWorldMatrix();
  65394. var tmpMat = BABYLON.Tmp.Matrix[5];
  65395. world.invertToRef(tmpMat);
  65396. var tmpVect = BABYLON.Tmp.Vector3[8];
  65397. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  65398. x = tmpVect.x;
  65399. z = tmpVect.z;
  65400. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65401. return this;
  65402. }
  65403. if (!this._heightQuads || this._heightQuads.length == 0) {
  65404. this._initHeightQuads();
  65405. this._computeHeightQuads();
  65406. }
  65407. var facet = this._getFacetAt(x, z);
  65408. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  65409. return this;
  65410. };
  65411. /**
  65412. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  65413. * if the ground has been updated.
  65414. * This can be used in the render loop.
  65415. * @returns the GroundMesh.
  65416. */
  65417. GroundMesh.prototype.updateCoordinateHeights = function () {
  65418. if (!this._heightQuads || this._heightQuads.length == 0) {
  65419. this._initHeightQuads();
  65420. }
  65421. this._computeHeightQuads();
  65422. return this;
  65423. };
  65424. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  65425. GroundMesh.prototype._getFacetAt = function (x, z) {
  65426. // retrieve col and row from x, z coordinates in the ground local system
  65427. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  65428. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  65429. var quad = this._heightQuads[row * this._subdivisionsX + col];
  65430. var facet;
  65431. if (z < quad.slope.x * x + quad.slope.y) {
  65432. facet = quad.facet1;
  65433. }
  65434. else {
  65435. facet = quad.facet2;
  65436. }
  65437. return facet;
  65438. };
  65439. // Creates and populates the heightMap array with "facet" elements :
  65440. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  65441. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65442. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65443. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65444. // Returns the GroundMesh.
  65445. GroundMesh.prototype._initHeightQuads = function () {
  65446. var subdivisionsX = this._subdivisionsX;
  65447. var subdivisionsY = this._subdivisionsY;
  65448. this._heightQuads = new Array();
  65449. for (var row = 0; row < subdivisionsY; row++) {
  65450. for (var col = 0; col < subdivisionsX; col++) {
  65451. 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) };
  65452. this._heightQuads[row * subdivisionsX + col] = quad;
  65453. }
  65454. }
  65455. return this;
  65456. };
  65457. // Compute each quad element values and update the the heightMap array :
  65458. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65459. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65460. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65461. // Returns the GroundMesh.
  65462. GroundMesh.prototype._computeHeightQuads = function () {
  65463. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  65464. if (!positions) {
  65465. return this;
  65466. }
  65467. var v1 = BABYLON.Tmp.Vector3[3];
  65468. var v2 = BABYLON.Tmp.Vector3[2];
  65469. var v3 = BABYLON.Tmp.Vector3[1];
  65470. var v4 = BABYLON.Tmp.Vector3[0];
  65471. var v1v2 = BABYLON.Tmp.Vector3[4];
  65472. var v1v3 = BABYLON.Tmp.Vector3[5];
  65473. var v1v4 = BABYLON.Tmp.Vector3[6];
  65474. var norm1 = BABYLON.Tmp.Vector3[7];
  65475. var norm2 = BABYLON.Tmp.Vector3[8];
  65476. var i = 0;
  65477. var j = 0;
  65478. var k = 0;
  65479. var cd = 0; // 2D slope coefficient : z = cd * x + h
  65480. var h = 0;
  65481. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  65482. var d2 = 0;
  65483. var subdivisionsX = this._subdivisionsX;
  65484. var subdivisionsY = this._subdivisionsY;
  65485. for (var row = 0; row < subdivisionsY; row++) {
  65486. for (var col = 0; col < subdivisionsX; col++) {
  65487. i = col * 3;
  65488. j = row * (subdivisionsX + 1) * 3;
  65489. k = (row + 1) * (subdivisionsX + 1) * 3;
  65490. v1.x = positions[j + i];
  65491. v1.y = positions[j + i + 1];
  65492. v1.z = positions[j + i + 2];
  65493. v2.x = positions[j + i + 3];
  65494. v2.y = positions[j + i + 4];
  65495. v2.z = positions[j + i + 5];
  65496. v3.x = positions[k + i];
  65497. v3.y = positions[k + i + 1];
  65498. v3.z = positions[k + i + 2];
  65499. v4.x = positions[k + i + 3];
  65500. v4.y = positions[k + i + 4];
  65501. v4.z = positions[k + i + 5];
  65502. // 2D slope V1V4
  65503. cd = (v4.z - v1.z) / (v4.x - v1.x);
  65504. h = v1.z - cd * v1.x; // v1 belongs to the slope
  65505. // facet equations :
  65506. // we compute each facet normal vector
  65507. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  65508. // we compute the value d by applying the equation to v1 which belongs to the plane
  65509. // then we store the facet equation in a Vector4
  65510. v2.subtractToRef(v1, v1v2);
  65511. v3.subtractToRef(v1, v1v3);
  65512. v4.subtractToRef(v1, v1v4);
  65513. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  65514. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  65515. norm1.normalize();
  65516. norm2.normalize();
  65517. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  65518. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  65519. var quad = this._heightQuads[row * subdivisionsX + col];
  65520. quad.slope.copyFromFloats(cd, h);
  65521. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  65522. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  65523. }
  65524. }
  65525. return this;
  65526. };
  65527. /**
  65528. * Serializes this ground mesh
  65529. * @param serializationObject object to write serialization to
  65530. */
  65531. GroundMesh.prototype.serialize = function (serializationObject) {
  65532. _super.prototype.serialize.call(this, serializationObject);
  65533. serializationObject.subdivisionsX = this._subdivisionsX;
  65534. serializationObject.subdivisionsY = this._subdivisionsY;
  65535. serializationObject.minX = this._minX;
  65536. serializationObject.maxX = this._maxX;
  65537. serializationObject.minZ = this._minZ;
  65538. serializationObject.maxZ = this._maxZ;
  65539. serializationObject.width = this._width;
  65540. serializationObject.height = this._height;
  65541. };
  65542. /**
  65543. * Parses a serialized ground mesh
  65544. * @param parsedMesh the serialized mesh
  65545. * @param scene the scene to create the ground mesh in
  65546. * @returns the created ground mesh
  65547. */
  65548. GroundMesh.Parse = function (parsedMesh, scene) {
  65549. var result = new GroundMesh(parsedMesh.name, scene);
  65550. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  65551. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  65552. result._minX = parsedMesh.minX;
  65553. result._maxX = parsedMesh.maxX;
  65554. result._minZ = parsedMesh.minZ;
  65555. result._maxZ = parsedMesh.maxZ;
  65556. result._width = parsedMesh.width;
  65557. result._height = parsedMesh.height;
  65558. return result;
  65559. };
  65560. return GroundMesh;
  65561. }(BABYLON.Mesh));
  65562. BABYLON.GroundMesh = GroundMesh;
  65563. })(BABYLON || (BABYLON = {}));
  65564. //# sourceMappingURL=babylon.groundMesh.js.map
  65565. var BABYLON;
  65566. (function (BABYLON) {
  65567. /**
  65568. * Creates an instance based on a source mesh.
  65569. */
  65570. var InstancedMesh = /** @class */ (function (_super) {
  65571. __extends(InstancedMesh, _super);
  65572. function InstancedMesh(name, source) {
  65573. var _this = _super.call(this, name, source.getScene()) || this;
  65574. /** @hidden */
  65575. _this._indexInSourceMeshInstanceArray = -1;
  65576. source.addInstance(_this);
  65577. _this._sourceMesh = source;
  65578. _this.position.copyFrom(source.position);
  65579. _this.rotation.copyFrom(source.rotation);
  65580. _this.scaling.copyFrom(source.scaling);
  65581. if (source.rotationQuaternion) {
  65582. _this.rotationQuaternion = source.rotationQuaternion.clone();
  65583. }
  65584. _this.infiniteDistance = source.infiniteDistance;
  65585. _this.setPivotMatrix(source.getPivotMatrix());
  65586. _this.refreshBoundingInfo();
  65587. _this._syncSubMeshes();
  65588. return _this;
  65589. }
  65590. /**
  65591. * Returns the string "InstancedMesh".
  65592. */
  65593. InstancedMesh.prototype.getClassName = function () {
  65594. return "InstancedMesh";
  65595. };
  65596. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  65597. // Methods
  65598. /**
  65599. * If the source mesh receives shadows
  65600. */
  65601. get: function () {
  65602. return this._sourceMesh.receiveShadows;
  65603. },
  65604. enumerable: true,
  65605. configurable: true
  65606. });
  65607. Object.defineProperty(InstancedMesh.prototype, "material", {
  65608. /**
  65609. * The material of the source mesh
  65610. */
  65611. get: function () {
  65612. return this._sourceMesh.material;
  65613. },
  65614. enumerable: true,
  65615. configurable: true
  65616. });
  65617. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65618. /**
  65619. * Visibility of the source mesh
  65620. */
  65621. get: function () {
  65622. return this._sourceMesh.visibility;
  65623. },
  65624. enumerable: true,
  65625. configurable: true
  65626. });
  65627. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65628. /**
  65629. * Skeleton of the source mesh
  65630. */
  65631. get: function () {
  65632. return this._sourceMesh.skeleton;
  65633. },
  65634. enumerable: true,
  65635. configurable: true
  65636. });
  65637. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65638. /**
  65639. * Rendering ground id of the source mesh
  65640. */
  65641. get: function () {
  65642. return this._sourceMesh.renderingGroupId;
  65643. },
  65644. set: function (value) {
  65645. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65646. return;
  65647. }
  65648. //no-op with warning
  65649. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65650. },
  65651. enumerable: true,
  65652. configurable: true
  65653. });
  65654. /**
  65655. * Returns the total number of vertices (integer).
  65656. */
  65657. InstancedMesh.prototype.getTotalVertices = function () {
  65658. return this._sourceMesh.getTotalVertices();
  65659. };
  65660. /**
  65661. * Returns a positive integer : the total number of indices in this mesh geometry.
  65662. * @returns the numner of indices or zero if the mesh has no geometry.
  65663. */
  65664. InstancedMesh.prototype.getTotalIndices = function () {
  65665. return this._sourceMesh.getTotalIndices();
  65666. };
  65667. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65668. /**
  65669. * The source mesh of the instance
  65670. */
  65671. get: function () {
  65672. return this._sourceMesh;
  65673. },
  65674. enumerable: true,
  65675. configurable: true
  65676. });
  65677. /**
  65678. * Is this node ready to be used/rendered
  65679. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65680. * @return {boolean} is it ready
  65681. */
  65682. InstancedMesh.prototype.isReady = function (completeCheck) {
  65683. if (completeCheck === void 0) { completeCheck = false; }
  65684. return this._sourceMesh.isReady(completeCheck, true);
  65685. };
  65686. /**
  65687. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65688. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65689. * @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.
  65690. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65691. */
  65692. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65693. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65694. };
  65695. /**
  65696. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65697. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65698. * The `data` are either a numeric array either a Float32Array.
  65699. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65700. * 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).
  65701. * Note that a new underlying VertexBuffer object is created each call.
  65702. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65703. *
  65704. * Possible `kind` values :
  65705. * - BABYLON.VertexBuffer.PositionKind
  65706. * - BABYLON.VertexBuffer.UVKind
  65707. * - BABYLON.VertexBuffer.UV2Kind
  65708. * - BABYLON.VertexBuffer.UV3Kind
  65709. * - BABYLON.VertexBuffer.UV4Kind
  65710. * - BABYLON.VertexBuffer.UV5Kind
  65711. * - BABYLON.VertexBuffer.UV6Kind
  65712. * - BABYLON.VertexBuffer.ColorKind
  65713. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65714. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65715. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65716. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65717. *
  65718. * Returns the Mesh.
  65719. */
  65720. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65721. if (this.sourceMesh) {
  65722. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65723. }
  65724. return this.sourceMesh;
  65725. };
  65726. /**
  65727. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65728. * If the mesh has no geometry, it is simply returned as it is.
  65729. * The `data` are either a numeric array either a Float32Array.
  65730. * No new underlying VertexBuffer object is created.
  65731. * 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.
  65732. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65733. *
  65734. * Possible `kind` values :
  65735. * - BABYLON.VertexBuffer.PositionKind
  65736. * - BABYLON.VertexBuffer.UVKind
  65737. * - BABYLON.VertexBuffer.UV2Kind
  65738. * - BABYLON.VertexBuffer.UV3Kind
  65739. * - BABYLON.VertexBuffer.UV4Kind
  65740. * - BABYLON.VertexBuffer.UV5Kind
  65741. * - BABYLON.VertexBuffer.UV6Kind
  65742. * - BABYLON.VertexBuffer.ColorKind
  65743. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65744. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65745. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65746. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65747. *
  65748. * Returns the Mesh.
  65749. */
  65750. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65751. if (this.sourceMesh) {
  65752. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65753. }
  65754. return this.sourceMesh;
  65755. };
  65756. /**
  65757. * Sets the mesh indices.
  65758. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65759. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65760. * This method creates a new index buffer each call.
  65761. * Returns the Mesh.
  65762. */
  65763. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65764. if (totalVertices === void 0) { totalVertices = null; }
  65765. if (this.sourceMesh) {
  65766. this.sourceMesh.setIndices(indices, totalVertices);
  65767. }
  65768. return this.sourceMesh;
  65769. };
  65770. /**
  65771. * Boolean : True if the mesh owns the requested kind of data.
  65772. */
  65773. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65774. return this._sourceMesh.isVerticesDataPresent(kind);
  65775. };
  65776. /**
  65777. * Returns an array of indices (IndicesArray).
  65778. */
  65779. InstancedMesh.prototype.getIndices = function () {
  65780. return this._sourceMesh.getIndices();
  65781. };
  65782. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65783. get: function () {
  65784. return this._sourceMesh._positions;
  65785. },
  65786. enumerable: true,
  65787. configurable: true
  65788. });
  65789. /**
  65790. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65791. * This means the mesh underlying bounding box and sphere are recomputed.
  65792. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65793. * @returns the current mesh
  65794. */
  65795. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65796. if (applySkeleton === void 0) { applySkeleton = false; }
  65797. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65798. return this;
  65799. }
  65800. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65801. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65802. return this;
  65803. };
  65804. /** @hidden */
  65805. InstancedMesh.prototype._preActivate = function () {
  65806. if (this._currentLOD) {
  65807. this._currentLOD._preActivate();
  65808. }
  65809. return this;
  65810. };
  65811. /** @hidden */
  65812. InstancedMesh.prototype._activate = function (renderId) {
  65813. if (this._currentLOD) {
  65814. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65815. }
  65816. return this;
  65817. };
  65818. /**
  65819. * Returns the current associated LOD AbstractMesh.
  65820. */
  65821. InstancedMesh.prototype.getLOD = function (camera) {
  65822. if (!camera) {
  65823. return this;
  65824. }
  65825. var boundingInfo = this.getBoundingInfo();
  65826. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65827. if (this._currentLOD === this.sourceMesh) {
  65828. return this;
  65829. }
  65830. return this._currentLOD;
  65831. };
  65832. /** @hidden */
  65833. InstancedMesh.prototype._syncSubMeshes = function () {
  65834. this.releaseSubMeshes();
  65835. if (this._sourceMesh.subMeshes) {
  65836. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65837. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65838. }
  65839. }
  65840. return this;
  65841. };
  65842. /** @hidden */
  65843. InstancedMesh.prototype._generatePointsArray = function () {
  65844. return this._sourceMesh._generatePointsArray();
  65845. };
  65846. /**
  65847. * Creates a new InstancedMesh from the current mesh.
  65848. * - name (string) : the cloned mesh name
  65849. * - newParent (optional Node) : the optional Node to parent the clone to.
  65850. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65851. *
  65852. * Returns the clone.
  65853. */
  65854. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65855. var result = this._sourceMesh.createInstance(name);
  65856. // Deep copy
  65857. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65858. // Bounding info
  65859. this.refreshBoundingInfo();
  65860. // Parent
  65861. if (newParent) {
  65862. result.parent = newParent;
  65863. }
  65864. if (!doNotCloneChildren) {
  65865. // Children
  65866. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65867. var mesh = this.getScene().meshes[index];
  65868. if (mesh.parent === this) {
  65869. mesh.clone(mesh.name, result);
  65870. }
  65871. }
  65872. }
  65873. result.computeWorldMatrix(true);
  65874. return result;
  65875. };
  65876. /**
  65877. * Disposes the InstancedMesh.
  65878. * Returns nothing.
  65879. */
  65880. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65881. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65882. // Remove from mesh
  65883. this._sourceMesh.removeInstance(this);
  65884. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65885. };
  65886. return InstancedMesh;
  65887. }(BABYLON.AbstractMesh));
  65888. BABYLON.InstancedMesh = InstancedMesh;
  65889. })(BABYLON || (BABYLON = {}));
  65890. //# sourceMappingURL=babylon.instancedMesh.js.map
  65891. var BABYLON;
  65892. (function (BABYLON) {
  65893. /**
  65894. * Line mesh
  65895. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65896. */
  65897. var LinesMesh = /** @class */ (function (_super) {
  65898. __extends(LinesMesh, _super);
  65899. /**
  65900. * Creates a new LinesMesh
  65901. * @param name defines the name
  65902. * @param scene defines the hosting scene
  65903. * @param parent defines the parent mesh if any
  65904. * @param source defines the optional source LinesMesh used to clone data from
  65905. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65906. * When false, achieved by calling a clone(), also passing False.
  65907. * This will make creation of children, recursive.
  65908. * @param useVertexColor defines if this LinesMesh supports vertex color
  65909. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65910. */
  65911. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65912. /**
  65913. * If vertex color should be applied to the mesh
  65914. */
  65915. useVertexColor,
  65916. /**
  65917. * If vertex alpha should be applied to the mesh
  65918. */
  65919. useVertexAlpha) {
  65920. if (scene === void 0) { scene = null; }
  65921. if (parent === void 0) { parent = null; }
  65922. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65923. _this.useVertexColor = useVertexColor;
  65924. _this.useVertexAlpha = useVertexAlpha;
  65925. /**
  65926. * Color of the line (Default: White)
  65927. */
  65928. _this.color = new BABYLON.Color3(1, 1, 1);
  65929. /**
  65930. * Alpha of the line (Default: 1)
  65931. */
  65932. _this.alpha = 1;
  65933. if (source) {
  65934. _this.color = source.color.clone();
  65935. _this.alpha = source.alpha;
  65936. _this.useVertexColor = source.useVertexColor;
  65937. _this.useVertexAlpha = source.useVertexAlpha;
  65938. }
  65939. _this.intersectionThreshold = 0.1;
  65940. var defines = [];
  65941. var options = {
  65942. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65943. uniforms: ["world", "viewProjection"],
  65944. needAlphaBlending: true,
  65945. defines: defines
  65946. };
  65947. if (useVertexAlpha === false) {
  65948. options.needAlphaBlending = false;
  65949. }
  65950. if (!useVertexColor) {
  65951. options.uniforms.push("color");
  65952. }
  65953. else {
  65954. options.defines.push("#define VERTEXCOLOR");
  65955. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65956. }
  65957. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65958. return _this;
  65959. }
  65960. /**
  65961. * Returns the string "LineMesh"
  65962. */
  65963. LinesMesh.prototype.getClassName = function () {
  65964. return "LinesMesh";
  65965. };
  65966. Object.defineProperty(LinesMesh.prototype, "material", {
  65967. /**
  65968. * @hidden
  65969. */
  65970. get: function () {
  65971. return this._colorShader;
  65972. },
  65973. /**
  65974. * @hidden
  65975. */
  65976. set: function (value) {
  65977. // Do nothing
  65978. },
  65979. enumerable: true,
  65980. configurable: true
  65981. });
  65982. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65983. /**
  65984. * @hidden
  65985. */
  65986. get: function () {
  65987. return false;
  65988. },
  65989. enumerable: true,
  65990. configurable: true
  65991. });
  65992. /** @hidden */
  65993. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65994. if (!this._geometry) {
  65995. return this;
  65996. }
  65997. // VBOs
  65998. this._geometry._bind(this._colorShader.getEffect());
  65999. // Color
  66000. if (!this.useVertexColor) {
  66001. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  66002. }
  66003. return this;
  66004. };
  66005. /** @hidden */
  66006. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  66007. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  66008. return this;
  66009. }
  66010. var engine = this.getScene().getEngine();
  66011. // Draw order
  66012. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  66013. return this;
  66014. };
  66015. /**
  66016. * Disposes of the line mesh
  66017. * @param doNotRecurse If children should be disposed
  66018. */
  66019. LinesMesh.prototype.dispose = function (doNotRecurse) {
  66020. this._colorShader.dispose(false, false, true);
  66021. _super.prototype.dispose.call(this, doNotRecurse);
  66022. };
  66023. /**
  66024. * Returns a new LineMesh object cloned from the current one.
  66025. */
  66026. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  66027. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  66028. };
  66029. /**
  66030. * Creates a new InstancedLinesMesh object from the mesh model.
  66031. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  66032. * @param name defines the name of the new instance
  66033. * @returns a new InstancedLinesMesh
  66034. */
  66035. LinesMesh.prototype.createInstance = function (name) {
  66036. return new InstancedLinesMesh(name, this);
  66037. };
  66038. return LinesMesh;
  66039. }(BABYLON.Mesh));
  66040. BABYLON.LinesMesh = LinesMesh;
  66041. /**
  66042. * Creates an instance based on a source LinesMesh
  66043. */
  66044. var InstancedLinesMesh = /** @class */ (function (_super) {
  66045. __extends(InstancedLinesMesh, _super);
  66046. function InstancedLinesMesh(name, source) {
  66047. var _this = _super.call(this, name, source) || this;
  66048. _this.intersectionThreshold = source.intersectionThreshold;
  66049. return _this;
  66050. }
  66051. /**
  66052. * Returns the string "InstancedLinesMesh".
  66053. */
  66054. InstancedLinesMesh.prototype.getClassName = function () {
  66055. return "InstancedLinesMesh";
  66056. };
  66057. return InstancedLinesMesh;
  66058. }(BABYLON.InstancedMesh));
  66059. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  66060. })(BABYLON || (BABYLON = {}));
  66061. //# sourceMappingURL=babylon.linesMesh.js.map
  66062. var BABYLON;
  66063. (function (BABYLON) {
  66064. /**
  66065. * This class implement a typical dictionary using a string as key and the generic type T as value.
  66066. * The underlying implementation relies on an associative array to ensure the best performances.
  66067. * The value can be anything including 'null' but except 'undefined'
  66068. */
  66069. var StringDictionary = /** @class */ (function () {
  66070. function StringDictionary() {
  66071. this._count = 0;
  66072. this._data = {};
  66073. }
  66074. /**
  66075. * This will clear this dictionary and copy the content from the 'source' one.
  66076. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  66077. * @param source the dictionary to take the content from and copy to this dictionary
  66078. */
  66079. StringDictionary.prototype.copyFrom = function (source) {
  66080. var _this = this;
  66081. this.clear();
  66082. source.forEach(function (t, v) { return _this.add(t, v); });
  66083. };
  66084. /**
  66085. * Get a value based from its key
  66086. * @param key the given key to get the matching value from
  66087. * @return the value if found, otherwise undefined is returned
  66088. */
  66089. StringDictionary.prototype.get = function (key) {
  66090. var val = this._data[key];
  66091. if (val !== undefined) {
  66092. return val;
  66093. }
  66094. return undefined;
  66095. };
  66096. /**
  66097. * Get a value from its key or add it if it doesn't exist.
  66098. * This method will ensure you that a given key/data will be present in the dictionary.
  66099. * @param key the given key to get the matching value from
  66100. * @param factory the factory that will create the value if the key is not present in the dictionary.
  66101. * The factory will only be invoked if there's no data for the given key.
  66102. * @return the value corresponding to the key.
  66103. */
  66104. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  66105. var val = this.get(key);
  66106. if (val !== undefined) {
  66107. return val;
  66108. }
  66109. val = factory(key);
  66110. if (val) {
  66111. this.add(key, val);
  66112. }
  66113. return val;
  66114. };
  66115. /**
  66116. * Get a value from its key if present in the dictionary otherwise add it
  66117. * @param key the key to get the value from
  66118. * @param val if there's no such key/value pair in the dictionary add it with this value
  66119. * @return the value corresponding to the key
  66120. */
  66121. StringDictionary.prototype.getOrAdd = function (key, val) {
  66122. var curVal = this.get(key);
  66123. if (curVal !== undefined) {
  66124. return curVal;
  66125. }
  66126. this.add(key, val);
  66127. return val;
  66128. };
  66129. /**
  66130. * Check if there's a given key in the dictionary
  66131. * @param key the key to check for
  66132. * @return true if the key is present, false otherwise
  66133. */
  66134. StringDictionary.prototype.contains = function (key) {
  66135. return this._data[key] !== undefined;
  66136. };
  66137. /**
  66138. * Add a new key and its corresponding value
  66139. * @param key the key to add
  66140. * @param value the value corresponding to the key
  66141. * @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
  66142. */
  66143. StringDictionary.prototype.add = function (key, value) {
  66144. if (this._data[key] !== undefined) {
  66145. return false;
  66146. }
  66147. this._data[key] = value;
  66148. ++this._count;
  66149. return true;
  66150. };
  66151. /**
  66152. * Update a specific value associated to a key
  66153. * @param key defines the key to use
  66154. * @param value defines the value to store
  66155. * @returns true if the value was updated (or false if the key was not found)
  66156. */
  66157. StringDictionary.prototype.set = function (key, value) {
  66158. if (this._data[key] === undefined) {
  66159. return false;
  66160. }
  66161. this._data[key] = value;
  66162. return true;
  66163. };
  66164. /**
  66165. * Get the element of the given key and remove it from the dictionary
  66166. * @param key defines the key to search
  66167. * @returns the value associated with the key or null if not found
  66168. */
  66169. StringDictionary.prototype.getAndRemove = function (key) {
  66170. var val = this.get(key);
  66171. if (val !== undefined) {
  66172. delete this._data[key];
  66173. --this._count;
  66174. return val;
  66175. }
  66176. return null;
  66177. };
  66178. /**
  66179. * Remove a key/value from the dictionary.
  66180. * @param key the key to remove
  66181. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  66182. */
  66183. StringDictionary.prototype.remove = function (key) {
  66184. if (this.contains(key)) {
  66185. delete this._data[key];
  66186. --this._count;
  66187. return true;
  66188. }
  66189. return false;
  66190. };
  66191. /**
  66192. * Clear the whole content of the dictionary
  66193. */
  66194. StringDictionary.prototype.clear = function () {
  66195. this._data = {};
  66196. this._count = 0;
  66197. };
  66198. Object.defineProperty(StringDictionary.prototype, "count", {
  66199. /**
  66200. * Gets the current count
  66201. */
  66202. get: function () {
  66203. return this._count;
  66204. },
  66205. enumerable: true,
  66206. configurable: true
  66207. });
  66208. /**
  66209. * Execute a callback on each key/val of the dictionary.
  66210. * Note that you can remove any element in this dictionary in the callback implementation
  66211. * @param callback the callback to execute on a given key/value pair
  66212. */
  66213. StringDictionary.prototype.forEach = function (callback) {
  66214. for (var cur in this._data) {
  66215. var val = this._data[cur];
  66216. callback(cur, val);
  66217. }
  66218. };
  66219. /**
  66220. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  66221. * If the callback returns null or undefined the method will iterate to the next key/value pair
  66222. * Note that you can remove any element in this dictionary in the callback implementation
  66223. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  66224. * @returns the first item
  66225. */
  66226. StringDictionary.prototype.first = function (callback) {
  66227. for (var cur in this._data) {
  66228. var val = this._data[cur];
  66229. var res = callback(cur, val);
  66230. if (res) {
  66231. return res;
  66232. }
  66233. }
  66234. return null;
  66235. };
  66236. return StringDictionary;
  66237. }());
  66238. BABYLON.StringDictionary = StringDictionary;
  66239. })(BABYLON || (BABYLON = {}));
  66240. //# sourceMappingURL=babylon.stringDictionary.js.map
  66241. var BABYLON;
  66242. (function (BABYLON) {
  66243. var Debug;
  66244. (function (Debug) {
  66245. /**
  66246. * Class used to render a debug view of a given skeleton
  66247. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  66248. */
  66249. var SkeletonViewer = /** @class */ (function () {
  66250. /**
  66251. * Creates a new SkeletonViewer
  66252. * @param skeleton defines the skeleton to render
  66253. * @param mesh defines the mesh attached to the skeleton
  66254. * @param scene defines the hosting scene
  66255. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  66256. * @param renderingGroupId defines the rendering group id to use with the viewer
  66257. */
  66258. function SkeletonViewer(
  66259. /** defines the skeleton to render */
  66260. skeleton,
  66261. /** defines the mesh attached to the skeleton */
  66262. mesh, scene,
  66263. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  66264. autoUpdateBonesMatrices,
  66265. /** defines the rendering group id to use with the viewer */
  66266. renderingGroupId) {
  66267. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  66268. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  66269. this.skeleton = skeleton;
  66270. this.mesh = mesh;
  66271. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  66272. this.renderingGroupId = renderingGroupId;
  66273. /** Gets or sets the color used to render the skeleton */
  66274. this.color = BABYLON.Color3.White();
  66275. this._debugLines = new Array();
  66276. this._isEnabled = false;
  66277. this._scene = scene;
  66278. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66279. this._utilityLayer.pickUtilitySceneFirst = false;
  66280. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66281. this.update();
  66282. this._renderFunction = this.update.bind(this);
  66283. }
  66284. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  66285. /**
  66286. * Returns the mesh used to render the bones
  66287. */
  66288. get: function () {
  66289. return this._debugMesh;
  66290. },
  66291. enumerable: true,
  66292. configurable: true
  66293. });
  66294. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  66295. get: function () {
  66296. return this._isEnabled;
  66297. },
  66298. /** Gets or sets a boolean indicating if the viewer is enabled */
  66299. set: function (value) {
  66300. if (this._isEnabled === value) {
  66301. return;
  66302. }
  66303. this._isEnabled = value;
  66304. if (value) {
  66305. this._scene.registerBeforeRender(this._renderFunction);
  66306. }
  66307. else {
  66308. this._scene.unregisterBeforeRender(this._renderFunction);
  66309. }
  66310. },
  66311. enumerable: true,
  66312. configurable: true
  66313. });
  66314. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  66315. if (x === void 0) { x = 0; }
  66316. if (y === void 0) { y = 0; }
  66317. if (z === void 0) { z = 0; }
  66318. var tmat = BABYLON.Tmp.Matrix[0];
  66319. var parentBone = bone.getParent();
  66320. tmat.copyFrom(bone.getLocalMatrix());
  66321. if (x !== 0 || y !== 0 || z !== 0) {
  66322. var tmat2 = BABYLON.Tmp.Matrix[1];
  66323. BABYLON.Matrix.IdentityToRef(tmat2);
  66324. tmat2.setTranslationFromFloats(x, y, z);
  66325. tmat2.multiplyToRef(tmat, tmat);
  66326. }
  66327. if (parentBone) {
  66328. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  66329. }
  66330. tmat.multiplyToRef(meshMat, tmat);
  66331. position.x = tmat.m[12];
  66332. position.y = tmat.m[13];
  66333. position.z = tmat.m[14];
  66334. };
  66335. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  66336. var len = bones.length;
  66337. var meshPos = this.mesh.position;
  66338. for (var i = 0; i < len; i++) {
  66339. var bone = bones[i];
  66340. var points = this._debugLines[i];
  66341. if (!points) {
  66342. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66343. this._debugLines[i] = points;
  66344. }
  66345. this._getBonePosition(points[0], bone, meshMat);
  66346. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  66347. points[0].subtractInPlace(meshPos);
  66348. points[1].subtractInPlace(meshPos);
  66349. }
  66350. };
  66351. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  66352. var len = bones.length;
  66353. var boneNum = 0;
  66354. var meshPos = this.mesh.position;
  66355. for (var i = len - 1; i >= 0; i--) {
  66356. var childBone = bones[i];
  66357. var parentBone = childBone.getParent();
  66358. if (!parentBone) {
  66359. continue;
  66360. }
  66361. var points = this._debugLines[boneNum];
  66362. if (!points) {
  66363. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66364. this._debugLines[boneNum] = points;
  66365. }
  66366. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  66367. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  66368. points[0].subtractInPlace(meshPos);
  66369. points[1].subtractInPlace(meshPos);
  66370. boneNum++;
  66371. }
  66372. };
  66373. /** Update the viewer to sync with current skeleton state */
  66374. SkeletonViewer.prototype.update = function () {
  66375. if (!this._utilityLayer) {
  66376. return;
  66377. }
  66378. if (this.autoUpdateBonesMatrices) {
  66379. this.skeleton.computeAbsoluteTransforms();
  66380. }
  66381. if (this.skeleton.bones[0].length === undefined) {
  66382. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66383. }
  66384. else {
  66385. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66386. }
  66387. var targetScene = this._utilityLayer.utilityLayerScene;
  66388. if (!this._debugMesh) {
  66389. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  66390. this._debugMesh.renderingGroupId = this.renderingGroupId;
  66391. }
  66392. else {
  66393. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  66394. }
  66395. this._debugMesh.position.copyFrom(this.mesh.position);
  66396. this._debugMesh.color = this.color;
  66397. };
  66398. /** Release associated resources */
  66399. SkeletonViewer.prototype.dispose = function () {
  66400. this.isEnabled = false;
  66401. if (this._debugMesh) {
  66402. this.isEnabled = false;
  66403. this._debugMesh.dispose();
  66404. this._debugMesh = null;
  66405. }
  66406. if (this._utilityLayer) {
  66407. this._utilityLayer.dispose();
  66408. this._utilityLayer = null;
  66409. }
  66410. };
  66411. return SkeletonViewer;
  66412. }());
  66413. Debug.SkeletonViewer = SkeletonViewer;
  66414. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66415. })(BABYLON || (BABYLON = {}));
  66416. //# sourceMappingURL=babylon.skeletonViewer.js.map
  66417. /**
  66418. * Module Debug contains the (visual) components to debug a scene correctly
  66419. */
  66420. var BABYLON;
  66421. (function (BABYLON) {
  66422. var Debug;
  66423. (function (Debug) {
  66424. /**
  66425. * The Axes viewer will show 3 axes in a specific point in space
  66426. */
  66427. var AxesViewer = /** @class */ (function () {
  66428. /**
  66429. * Creates a new AxesViewer
  66430. * @param scene defines the hosting scene
  66431. * @param scaleLines defines a number used to scale line length (1 by default)
  66432. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  66433. * @param xAxis defines the node hierarchy used to render the x-axis
  66434. * @param yAxis defines the node hierarchy used to render the y-axis
  66435. * @param zAxis defines the node hierarchy used to render the z-axis
  66436. */
  66437. function AxesViewer(scene, scaleLines, renderingGroupId, xAxis, yAxis, zAxis) {
  66438. if (scaleLines === void 0) { scaleLines = 1; }
  66439. if (renderingGroupId === void 0) { renderingGroupId = 2; }
  66440. this._scaleLinesFactor = 4;
  66441. this._instanced = false;
  66442. /**
  66443. * Gets or sets a number used to scale line length
  66444. */
  66445. this.scaleLines = 1;
  66446. this.scaleLines = scaleLines;
  66447. if (!xAxis) {
  66448. var redColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66449. redColoredMaterial.disableLighting = true;
  66450. redColoredMaterial.emissiveColor = BABYLON.Color3.Red().scale(0.5);
  66451. xAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, redColoredMaterial);
  66452. }
  66453. if (!yAxis) {
  66454. var greenColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66455. greenColoredMaterial.disableLighting = true;
  66456. greenColoredMaterial.emissiveColor = BABYLON.Color3.Green().scale(0.5);
  66457. yAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, greenColoredMaterial);
  66458. }
  66459. if (!zAxis) {
  66460. var blueColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66461. blueColoredMaterial.disableLighting = true;
  66462. blueColoredMaterial.emissiveColor = BABYLON.Color3.Blue().scale(0.5);
  66463. zAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, blueColoredMaterial);
  66464. }
  66465. this._xAxis = xAxis;
  66466. this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66467. this._yAxis = yAxis;
  66468. this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66469. this._zAxis = zAxis;
  66470. this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66471. if (renderingGroupId != null) {
  66472. AxesViewer._SetRenderingGroupId(this._xAxis, renderingGroupId);
  66473. AxesViewer._SetRenderingGroupId(this._yAxis, renderingGroupId);
  66474. AxesViewer._SetRenderingGroupId(this._zAxis, renderingGroupId);
  66475. }
  66476. this.scene = scene;
  66477. this.update(new BABYLON.Vector3(), BABYLON.Vector3.Right(), BABYLON.Vector3.Up(), BABYLON.Vector3.Forward());
  66478. }
  66479. Object.defineProperty(AxesViewer.prototype, "xAxis", {
  66480. /** Gets the node hierarchy used to render x-axis */
  66481. get: function () {
  66482. return this._xAxis;
  66483. },
  66484. enumerable: true,
  66485. configurable: true
  66486. });
  66487. Object.defineProperty(AxesViewer.prototype, "yAxis", {
  66488. /** Gets the node hierarchy used to render y-axis */
  66489. get: function () {
  66490. return this._yAxis;
  66491. },
  66492. enumerable: true,
  66493. configurable: true
  66494. });
  66495. Object.defineProperty(AxesViewer.prototype, "zAxis", {
  66496. /** Gets the node hierarchy used to render z-axis */
  66497. get: function () {
  66498. return this._zAxis;
  66499. },
  66500. enumerable: true,
  66501. configurable: true
  66502. });
  66503. /**
  66504. * Force the viewer to update
  66505. * @param position defines the position of the viewer
  66506. * @param xaxis defines the x axis of the viewer
  66507. * @param yaxis defines the y axis of the viewer
  66508. * @param zaxis defines the z axis of the viewer
  66509. */
  66510. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  66511. this._xAxis.position.copyFrom(position);
  66512. this._xAxis.setDirection(xaxis);
  66513. this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66514. this._yAxis.position.copyFrom(position);
  66515. this._yAxis.setDirection(yaxis);
  66516. this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66517. this._zAxis.position.copyFrom(position);
  66518. this._zAxis.setDirection(zaxis);
  66519. this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66520. };
  66521. /**
  66522. * Creates an instance of this axes viewer.
  66523. * @returns a new axes viewer with instanced meshes
  66524. */
  66525. AxesViewer.prototype.createInstance = function () {
  66526. var xAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._xAxis);
  66527. var yAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._yAxis);
  66528. var zAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._zAxis);
  66529. var axesViewer = new AxesViewer(this.scene, this.scaleLines, null, xAxis, yAxis, zAxis);
  66530. axesViewer._instanced = true;
  66531. return axesViewer;
  66532. };
  66533. /** Releases resources */
  66534. AxesViewer.prototype.dispose = function () {
  66535. if (this._xAxis) {
  66536. this._xAxis.dispose(false, !this._instanced);
  66537. delete this._xAxis;
  66538. }
  66539. if (this._yAxis) {
  66540. this._yAxis.dispose(false, !this._instanced);
  66541. delete this._yAxis;
  66542. }
  66543. if (this._zAxis) {
  66544. this._zAxis.dispose(false, !this._instanced);
  66545. delete this._zAxis;
  66546. }
  66547. delete this.scene;
  66548. };
  66549. AxesViewer._SetRenderingGroupId = function (node, id) {
  66550. node.getChildMeshes().forEach(function (mesh) {
  66551. mesh.renderingGroupId = id;
  66552. });
  66553. };
  66554. return AxesViewer;
  66555. }());
  66556. Debug.AxesViewer = AxesViewer;
  66557. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66558. })(BABYLON || (BABYLON = {}));
  66559. //# sourceMappingURL=babylon.axesViewer.js.map
  66560. var BABYLON;
  66561. (function (BABYLON) {
  66562. var Debug;
  66563. (function (Debug) {
  66564. /**
  66565. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  66566. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  66567. */
  66568. var BoneAxesViewer = /** @class */ (function (_super) {
  66569. __extends(BoneAxesViewer, _super);
  66570. /**
  66571. * Creates a new BoneAxesViewer
  66572. * @param scene defines the hosting scene
  66573. * @param bone defines the target bone
  66574. * @param mesh defines the target mesh
  66575. * @param scaleLines defines a scaling factor for line length (1 by default)
  66576. */
  66577. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  66578. if (scaleLines === void 0) { scaleLines = 1; }
  66579. var _this = _super.call(this, scene, scaleLines) || this;
  66580. /** Gets current position */
  66581. _this.pos = BABYLON.Vector3.Zero();
  66582. /** Gets direction of X axis */
  66583. _this.xaxis = BABYLON.Vector3.Zero();
  66584. /** Gets direction of Y axis */
  66585. _this.yaxis = BABYLON.Vector3.Zero();
  66586. /** Gets direction of Z axis */
  66587. _this.zaxis = BABYLON.Vector3.Zero();
  66588. _this.mesh = mesh;
  66589. _this.bone = bone;
  66590. return _this;
  66591. }
  66592. /**
  66593. * Force the viewer to update
  66594. */
  66595. BoneAxesViewer.prototype.update = function () {
  66596. if (!this.mesh || !this.bone) {
  66597. return;
  66598. }
  66599. var bone = this.bone;
  66600. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  66601. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  66602. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  66603. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  66604. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  66605. };
  66606. /** Releases resources */
  66607. BoneAxesViewer.prototype.dispose = function () {
  66608. if (this.mesh) {
  66609. this.mesh = null;
  66610. this.bone = null;
  66611. _super.prototype.dispose.call(this);
  66612. }
  66613. };
  66614. return BoneAxesViewer;
  66615. }(Debug.AxesViewer));
  66616. Debug.BoneAxesViewer = BoneAxesViewer;
  66617. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66618. })(BABYLON || (BABYLON = {}));
  66619. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  66620. var BABYLON;
  66621. (function (BABYLON) {
  66622. /**
  66623. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66624. * in order to better appreciate the issue one might have.
  66625. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66626. */
  66627. var RayHelper = /** @class */ (function () {
  66628. /**
  66629. * Instantiate a new ray helper.
  66630. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66631. * in order to better appreciate the issue one might have.
  66632. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66633. * @param ray Defines the ray we are currently tryin to visualize
  66634. */
  66635. function RayHelper(ray) {
  66636. this.ray = ray;
  66637. }
  66638. /**
  66639. * Helper function to create a colored helper in a scene in one line.
  66640. * @param ray Defines the ray we are currently tryin to visualize
  66641. * @param scene Defines the scene the ray is used in
  66642. * @param color Defines the color we want to see the ray in
  66643. * @returns The newly created ray helper.
  66644. */
  66645. RayHelper.CreateAndShow = function (ray, scene, color) {
  66646. var helper = new RayHelper(ray);
  66647. helper.show(scene, color);
  66648. return helper;
  66649. };
  66650. /**
  66651. * Shows the ray we are willing to debug.
  66652. * @param scene Defines the scene the ray needs to be rendered in
  66653. * @param color Defines the color the ray needs to be rendered in
  66654. */
  66655. RayHelper.prototype.show = function (scene, color) {
  66656. if (!this._renderFunction && this.ray) {
  66657. var ray = this.ray;
  66658. this._renderFunction = this._render.bind(this);
  66659. this._scene = scene;
  66660. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  66661. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  66662. if (this._renderFunction) {
  66663. this._scene.registerBeforeRender(this._renderFunction);
  66664. }
  66665. }
  66666. if (color && this._renderLine) {
  66667. this._renderLine.color.copyFrom(color);
  66668. }
  66669. };
  66670. /**
  66671. * Hides the ray we are debugging.
  66672. */
  66673. RayHelper.prototype.hide = function () {
  66674. if (this._renderFunction && this._scene) {
  66675. this._scene.unregisterBeforeRender(this._renderFunction);
  66676. this._scene = null;
  66677. this._renderFunction = null;
  66678. if (this._renderLine) {
  66679. this._renderLine.dispose();
  66680. this._renderLine = null;
  66681. }
  66682. this._renderPoints = [];
  66683. }
  66684. };
  66685. RayHelper.prototype._render = function () {
  66686. var ray = this.ray;
  66687. if (!ray) {
  66688. return;
  66689. }
  66690. var point = this._renderPoints[1];
  66691. var len = Math.min(ray.length, 1000000);
  66692. point.copyFrom(ray.direction);
  66693. point.scaleInPlace(len);
  66694. point.addInPlace(ray.origin);
  66695. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66696. };
  66697. /**
  66698. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66699. * @param mesh Defines the mesh we want the helper attached to
  66700. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66701. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66702. * @param length Defines the length of the ray
  66703. */
  66704. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66705. this._attachedToMesh = mesh;
  66706. var ray = this.ray;
  66707. if (!ray) {
  66708. return;
  66709. }
  66710. if (!ray.direction) {
  66711. ray.direction = BABYLON.Vector3.Zero();
  66712. }
  66713. if (!ray.origin) {
  66714. ray.origin = BABYLON.Vector3.Zero();
  66715. }
  66716. if (length) {
  66717. ray.length = length;
  66718. }
  66719. if (!meshSpaceOrigin) {
  66720. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66721. }
  66722. if (!meshSpaceDirection) {
  66723. // -1 so that this will work with Mesh.lookAt
  66724. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66725. }
  66726. if (!this._meshSpaceDirection) {
  66727. this._meshSpaceDirection = meshSpaceDirection.clone();
  66728. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66729. }
  66730. else {
  66731. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66732. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66733. }
  66734. if (!this._updateToMeshFunction) {
  66735. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66736. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66737. }
  66738. this._updateToMesh();
  66739. };
  66740. /**
  66741. * Detach the ray helper from the mesh it has previously been attached to.
  66742. */
  66743. RayHelper.prototype.detachFromMesh = function () {
  66744. if (this._attachedToMesh) {
  66745. if (this._updateToMeshFunction) {
  66746. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66747. }
  66748. this._attachedToMesh = null;
  66749. this._updateToMeshFunction = null;
  66750. }
  66751. };
  66752. RayHelper.prototype._updateToMesh = function () {
  66753. var ray = this.ray;
  66754. if (!this._attachedToMesh || !ray) {
  66755. return;
  66756. }
  66757. if (this._attachedToMesh._isDisposed) {
  66758. this.detachFromMesh();
  66759. return;
  66760. }
  66761. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66762. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66763. };
  66764. /**
  66765. * Dispose the helper and release its associated resources.
  66766. */
  66767. RayHelper.prototype.dispose = function () {
  66768. this.hide();
  66769. this.detachFromMesh();
  66770. this.ray = null;
  66771. };
  66772. return RayHelper;
  66773. }());
  66774. BABYLON.RayHelper = RayHelper;
  66775. })(BABYLON || (BABYLON = {}));
  66776. //# sourceMappingURL=babylon.rayHelper.js.map
  66777. var __assign = (this && this.__assign) || function () {
  66778. __assign = Object.assign || function(t) {
  66779. for (var s, i = 1, n = arguments.length; i < n; i++) {
  66780. s = arguments[i];
  66781. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  66782. t[p] = s[p];
  66783. }
  66784. return t;
  66785. };
  66786. return __assign.apply(this, arguments);
  66787. };
  66788. var BABYLON;
  66789. (function (BABYLON) {
  66790. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66791. get: function () {
  66792. if (!this._debugLayer) {
  66793. this._debugLayer = new DebugLayer(this);
  66794. }
  66795. return this._debugLayer;
  66796. },
  66797. enumerable: true,
  66798. configurable: true
  66799. });
  66800. /**
  66801. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66802. * what is happening in your scene
  66803. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66804. */
  66805. var DebugLayer = /** @class */ (function () {
  66806. /**
  66807. * Instantiates a new debug layer.
  66808. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66809. * what is happening in your scene
  66810. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66811. * @param scene Defines the scene to inspect
  66812. */
  66813. function DebugLayer(scene) {
  66814. var _this = this;
  66815. this.BJSINSPECTOR = this._getGlobalInspector();
  66816. /**
  66817. * Observable triggered when a property is changed through the inspector.
  66818. */
  66819. this.onPropertyChangedObservable = new BABYLON.Observable();
  66820. this._scene = scene;
  66821. this._scene.onDisposeObservable.add(function () {
  66822. // Debug layer
  66823. if (_this._scene._debugLayer) {
  66824. _this._scene._debugLayer.hide();
  66825. }
  66826. });
  66827. }
  66828. /** Creates the inspector window. */
  66829. DebugLayer.prototype._createInspector = function (config) {
  66830. if (this.isVisible()) {
  66831. return;
  66832. }
  66833. var userOptions = __assign({ overlay: false, showExplorer: true, showInspector: true, embedMode: false, handleResize: true, enablePopup: true }, config);
  66834. this.BJSINSPECTOR = this.BJSINSPECTOR || this._getGlobalInspector();
  66835. this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);
  66836. };
  66837. /** Get the inspector from bundle or global */
  66838. DebugLayer.prototype._getGlobalInspector = function () {
  66839. // UMD Global name detection from Webpack Bundle UMD Name.
  66840. if (typeof INSPECTOR !== 'undefined') {
  66841. return INSPECTOR;
  66842. }
  66843. // In case of module let s check the global emitted from the Inspector entry point.
  66844. if (BABYLON && BABYLON.Inspector) {
  66845. return BABYLON;
  66846. }
  66847. return undefined;
  66848. };
  66849. /**
  66850. * Get if the inspector is visible or not.
  66851. * @returns true if visible otherwise, false
  66852. */
  66853. DebugLayer.prototype.isVisible = function () {
  66854. return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;
  66855. };
  66856. /**
  66857. * Hide the inspector and close its window.
  66858. */
  66859. DebugLayer.prototype.hide = function () {
  66860. this.BJSINSPECTOR.Inspector.Hide();
  66861. };
  66862. /**
  66863. * Launch the debugLayer.
  66864. * @param config Define the configuration of the inspector
  66865. */
  66866. DebugLayer.prototype.show = function (config) {
  66867. if (typeof this.BJSINSPECTOR == 'undefined') {
  66868. // Load inspector and add it to the DOM
  66869. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66870. }
  66871. else {
  66872. // Otherwise creates the inspector
  66873. this._createInspector(config);
  66874. }
  66875. };
  66876. /**
  66877. * Define the url to get the inspector script from.
  66878. * By default it uses the babylonjs CDN.
  66879. * @ignoreNaming
  66880. */
  66881. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66882. return DebugLayer;
  66883. }());
  66884. BABYLON.DebugLayer = DebugLayer;
  66885. })(BABYLON || (BABYLON = {}));
  66886. //# sourceMappingURL=babylon.debugLayer.js.map
  66887. var BABYLON;
  66888. (function (BABYLON) {
  66889. var Debug;
  66890. (function (Debug) {
  66891. /**
  66892. * Used to show the physics impostor around the specific mesh
  66893. */
  66894. var PhysicsViewer = /** @class */ (function () {
  66895. /**
  66896. * Creates a new PhysicsViewer
  66897. * @param scene defines the hosting scene
  66898. */
  66899. function PhysicsViewer(scene) {
  66900. /** @hidden */
  66901. this._impostors = [];
  66902. /** @hidden */
  66903. this._meshes = [];
  66904. /** @hidden */
  66905. this._numMeshes = 0;
  66906. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66907. var physicEngine = this._scene.getPhysicsEngine();
  66908. if (physicEngine) {
  66909. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66910. }
  66911. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66912. this._utilityLayer.pickUtilitySceneFirst = false;
  66913. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66914. }
  66915. /** @hidden */
  66916. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66917. var plugin = this._physicsEnginePlugin;
  66918. for (var i = 0; i < this._numMeshes; i++) {
  66919. var impostor = this._impostors[i];
  66920. if (!impostor) {
  66921. continue;
  66922. }
  66923. if (impostor.isDisposed) {
  66924. this.hideImpostor(this._impostors[i--]);
  66925. }
  66926. else {
  66927. var mesh = this._meshes[i];
  66928. if (mesh && plugin) {
  66929. plugin.syncMeshWithImpostor(mesh, impostor);
  66930. }
  66931. }
  66932. }
  66933. };
  66934. /**
  66935. * Renders a specified physic impostor
  66936. * @param impostor defines the impostor to render
  66937. * @returns the new debug mesh used to render the impostor
  66938. */
  66939. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66940. if (!this._scene) {
  66941. return null;
  66942. }
  66943. for (var i = 0; i < this._numMeshes; i++) {
  66944. if (this._impostors[i] == impostor) {
  66945. return null;
  66946. }
  66947. }
  66948. var debugMesh = this._getDebugMesh(impostor);
  66949. if (debugMesh) {
  66950. this._impostors[this._numMeshes] = impostor;
  66951. this._meshes[this._numMeshes] = debugMesh;
  66952. if (this._numMeshes === 0) {
  66953. this._renderFunction = this._updateDebugMeshes.bind(this);
  66954. this._scene.registerBeforeRender(this._renderFunction);
  66955. }
  66956. this._numMeshes++;
  66957. }
  66958. return debugMesh;
  66959. };
  66960. /**
  66961. * Hides a specified physic impostor
  66962. * @param impostor defines the impostor to hide
  66963. */
  66964. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66965. if (!impostor || !this._scene || !this._utilityLayer) {
  66966. return;
  66967. }
  66968. var removed = false;
  66969. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  66970. for (var i = 0; i < this._numMeshes; i++) {
  66971. if (this._impostors[i] == impostor) {
  66972. var mesh = this._meshes[i];
  66973. if (!mesh) {
  66974. continue;
  66975. }
  66976. utilityLayerScene.removeMesh(mesh);
  66977. mesh.dispose();
  66978. this._numMeshes--;
  66979. if (this._numMeshes > 0) {
  66980. this._meshes[i] = this._meshes[this._numMeshes];
  66981. this._impostors[i] = this._impostors[this._numMeshes];
  66982. this._meshes[this._numMeshes] = null;
  66983. this._impostors[this._numMeshes] = null;
  66984. }
  66985. else {
  66986. this._meshes[0] = null;
  66987. this._impostors[0] = null;
  66988. }
  66989. removed = true;
  66990. break;
  66991. }
  66992. }
  66993. if (removed && this._numMeshes === 0) {
  66994. this._scene.unregisterBeforeRender(this._renderFunction);
  66995. }
  66996. };
  66997. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66998. if (!this._debugMaterial) {
  66999. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  67000. this._debugMaterial.wireframe = true;
  67001. this._debugMaterial.emissiveColor = BABYLON.Color3.White();
  67002. this._debugMaterial.disableLighting = true;
  67003. }
  67004. return this._debugMaterial;
  67005. };
  67006. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  67007. if (!this._debugBoxMesh) {
  67008. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  67009. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  67010. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  67011. }
  67012. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  67013. };
  67014. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  67015. if (!this._debugSphereMesh) {
  67016. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  67017. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  67018. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  67019. }
  67020. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  67021. };
  67022. PhysicsViewer.prototype._getDebugMesh = function (impostor) {
  67023. if (!this._utilityLayer) {
  67024. return null;
  67025. }
  67026. var mesh = null;
  67027. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  67028. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  67029. mesh = this._getDebugBoxMesh(utilityLayerScene);
  67030. impostor.getBoxSizeToRef(mesh.scaling);
  67031. }
  67032. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  67033. mesh = this._getDebugSphereMesh(utilityLayerScene);
  67034. var radius = impostor.getRadius();
  67035. mesh.scaling.x = radius * 2;
  67036. mesh.scaling.y = radius * 2;
  67037. mesh.scaling.z = radius * 2;
  67038. }
  67039. return mesh;
  67040. };
  67041. /** Releases all resources */
  67042. PhysicsViewer.prototype.dispose = function () {
  67043. for (var i = 0; i < this._numMeshes; i++) {
  67044. this.hideImpostor(this._impostors[i]);
  67045. }
  67046. if (this._debugBoxMesh) {
  67047. this._debugBoxMesh.dispose();
  67048. }
  67049. if (this._debugSphereMesh) {
  67050. this._debugSphereMesh.dispose();
  67051. }
  67052. if (this._debugMaterial) {
  67053. this._debugMaterial.dispose();
  67054. }
  67055. this._impostors.length = 0;
  67056. this._scene = null;
  67057. this._physicsEnginePlugin = null;
  67058. if (this._utilityLayer) {
  67059. this._utilityLayer.dispose();
  67060. this._utilityLayer = null;
  67061. }
  67062. };
  67063. return PhysicsViewer;
  67064. }());
  67065. Debug.PhysicsViewer = PhysicsViewer;
  67066. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  67067. })(BABYLON || (BABYLON = {}));
  67068. //# sourceMappingURL=babylon.physicsViewer.js.map
  67069. var BABYLON;
  67070. (function (BABYLON) {
  67071. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  67072. get: function () {
  67073. return this._forceShowBoundingBoxes || false;
  67074. },
  67075. set: function (value) {
  67076. this._forceShowBoundingBoxes = value;
  67077. // Lazyly creates a BB renderer if needed.
  67078. if (value) {
  67079. this.getBoundingBoxRenderer();
  67080. }
  67081. },
  67082. enumerable: true,
  67083. configurable: true
  67084. });
  67085. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  67086. if (!this._boundingBoxRenderer) {
  67087. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  67088. }
  67089. return this._boundingBoxRenderer;
  67090. };
  67091. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  67092. get: function () {
  67093. return this._showBoundingBox || false;
  67094. },
  67095. set: function (value) {
  67096. this._showBoundingBox = value;
  67097. // Lazyly creates a BB renderer if needed.
  67098. if (value) {
  67099. this.getScene().getBoundingBoxRenderer();
  67100. }
  67101. },
  67102. enumerable: true,
  67103. configurable: true
  67104. });
  67105. /**
  67106. * Component responsible of rendering the bounding box of the meshes in a scene.
  67107. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  67108. */
  67109. var BoundingBoxRenderer = /** @class */ (function () {
  67110. /**
  67111. * Instantiates a new bounding box renderer in a scene.
  67112. * @param scene the scene the renderer renders in
  67113. */
  67114. function BoundingBoxRenderer(scene) {
  67115. /**
  67116. * The component name helpfull to identify the component in the list of scene components.
  67117. */
  67118. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  67119. /**
  67120. * Color of the bounding box lines placed in front of an object
  67121. */
  67122. this.frontColor = new BABYLON.Color3(1, 1, 1);
  67123. /**
  67124. * Color of the bounding box lines placed behind an object
  67125. */
  67126. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  67127. /**
  67128. * Defines if the renderer should show the back lines or not
  67129. */
  67130. this.showBackLines = true;
  67131. /**
  67132. * @hidden
  67133. */
  67134. this.renderList = new BABYLON.SmartArray(32);
  67135. this._vertexBuffers = {};
  67136. this.scene = scene;
  67137. scene._addComponent(this);
  67138. }
  67139. /**
  67140. * Registers the component in a given scene
  67141. */
  67142. BoundingBoxRenderer.prototype.register = function () {
  67143. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  67144. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  67145. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  67146. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  67147. };
  67148. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  67149. if (mesh.showSubMeshesBoundingBox) {
  67150. var boundingInfo = subMesh.getBoundingInfo();
  67151. if (boundingInfo !== null && boundingInfo !== undefined) {
  67152. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  67153. this.renderList.push(boundingInfo.boundingBox);
  67154. }
  67155. }
  67156. };
  67157. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  67158. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  67159. var boundingInfo = sourceMesh.getBoundingInfo();
  67160. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  67161. this.renderList.push(boundingInfo.boundingBox);
  67162. }
  67163. };
  67164. BoundingBoxRenderer.prototype._prepareRessources = function () {
  67165. if (this._colorShader) {
  67166. return;
  67167. }
  67168. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  67169. attributes: [BABYLON.VertexBuffer.PositionKind],
  67170. uniforms: ["world", "viewProjection", "color"]
  67171. });
  67172. var engine = this.scene.getEngine();
  67173. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  67174. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  67175. this._createIndexBuffer();
  67176. };
  67177. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  67178. var engine = this.scene.getEngine();
  67179. 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]);
  67180. };
  67181. /**
  67182. * Rebuilds the elements related to this component in case of
  67183. * context lost for instance.
  67184. */
  67185. BoundingBoxRenderer.prototype.rebuild = function () {
  67186. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  67187. if (vb) {
  67188. vb._rebuild();
  67189. }
  67190. this._createIndexBuffer();
  67191. };
  67192. /**
  67193. * @hidden
  67194. */
  67195. BoundingBoxRenderer.prototype.reset = function () {
  67196. this.renderList.reset();
  67197. };
  67198. /**
  67199. * Render the bounding boxes of a specific rendering group
  67200. * @param renderingGroupId defines the rendering group to render
  67201. */
  67202. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  67203. if (this.renderList.length === 0) {
  67204. return;
  67205. }
  67206. this._prepareRessources();
  67207. if (!this._colorShader.isReady()) {
  67208. return;
  67209. }
  67210. var engine = this.scene.getEngine();
  67211. engine.setDepthWrite(false);
  67212. this._colorShader._preBind();
  67213. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  67214. var boundingBox = this.renderList.data[boundingBoxIndex];
  67215. if (boundingBox._tag !== renderingGroupId) {
  67216. continue;
  67217. }
  67218. var min = boundingBox.minimum;
  67219. var max = boundingBox.maximum;
  67220. var diff = max.subtract(min);
  67221. var median = min.add(diff.scale(0.5));
  67222. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  67223. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  67224. .multiply(boundingBox.getWorldMatrix());
  67225. // VBOs
  67226. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  67227. if (this.showBackLines) {
  67228. // Back
  67229. engine.setDepthFunctionToGreaterOrEqual();
  67230. this.scene.resetCachedMaterial();
  67231. this._colorShader.setColor4("color", this.backColor.toColor4());
  67232. this._colorShader.bind(worldMatrix);
  67233. // Draw order
  67234. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67235. }
  67236. // Front
  67237. engine.setDepthFunctionToLess();
  67238. this.scene.resetCachedMaterial();
  67239. this._colorShader.setColor4("color", this.frontColor.toColor4());
  67240. this._colorShader.bind(worldMatrix);
  67241. // Draw order
  67242. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67243. }
  67244. this._colorShader.unbind();
  67245. engine.setDepthFunctionToLessOrEqual();
  67246. engine.setDepthWrite(true);
  67247. };
  67248. /**
  67249. * In case of occlusion queries, we can render the occlusion bounding box through this method
  67250. * @param mesh Define the mesh to render the occlusion bounding box for
  67251. */
  67252. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  67253. this._prepareRessources();
  67254. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  67255. return;
  67256. }
  67257. var engine = this.scene.getEngine();
  67258. engine.setDepthWrite(false);
  67259. engine.setColorWrite(false);
  67260. this._colorShader._preBind();
  67261. var boundingBox = mesh._boundingInfo.boundingBox;
  67262. var min = boundingBox.minimum;
  67263. var max = boundingBox.maximum;
  67264. var diff = max.subtract(min);
  67265. var median = min.add(diff.scale(0.5));
  67266. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  67267. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  67268. .multiply(boundingBox.getWorldMatrix());
  67269. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  67270. engine.setDepthFunctionToLess();
  67271. this.scene.resetCachedMaterial();
  67272. this._colorShader.bind(worldMatrix);
  67273. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67274. this._colorShader.unbind();
  67275. engine.setDepthFunctionToLessOrEqual();
  67276. engine.setDepthWrite(true);
  67277. engine.setColorWrite(true);
  67278. };
  67279. /**
  67280. * Dispose and release the resources attached to this renderer.
  67281. */
  67282. BoundingBoxRenderer.prototype.dispose = function () {
  67283. if (!this._colorShader) {
  67284. return;
  67285. }
  67286. this.renderList.dispose();
  67287. this._colorShader.dispose();
  67288. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  67289. if (buffer) {
  67290. buffer.dispose();
  67291. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  67292. }
  67293. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  67294. };
  67295. return BoundingBoxRenderer;
  67296. }());
  67297. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  67298. })(BABYLON || (BABYLON = {}));
  67299. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  67300. var BABYLON;
  67301. (function (BABYLON) {
  67302. BABYLON.Engine.prototype.createTransformFeedback = function () {
  67303. return this._gl.createTransformFeedback();
  67304. };
  67305. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  67306. this._gl.deleteTransformFeedback(value);
  67307. };
  67308. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  67309. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  67310. };
  67311. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  67312. if (usePoints === void 0) { usePoints = true; }
  67313. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  67314. };
  67315. BABYLON.Engine.prototype.endTransformFeedback = function () {
  67316. this._gl.endTransformFeedback();
  67317. };
  67318. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  67319. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  67320. };
  67321. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  67322. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  67323. };
  67324. })(BABYLON || (BABYLON = {}));
  67325. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  67326. var BABYLON;
  67327. (function (BABYLON) {
  67328. /**
  67329. * This represents a GPU particle system in Babylon
  67330. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  67331. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  67332. */
  67333. var GPUParticleSystem = /** @class */ (function (_super) {
  67334. __extends(GPUParticleSystem, _super);
  67335. /**
  67336. * Instantiates a GPU particle system.
  67337. * 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.
  67338. * @param name The name of the particle system
  67339. * @param options The options used to create the system
  67340. * @param scene The scene the particle system belongs to
  67341. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  67342. */
  67343. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  67344. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  67345. var _this = _super.call(this, name) || this;
  67346. /**
  67347. * The layer mask we are rendering the particles through.
  67348. */
  67349. _this.layerMask = 0x0FFFFFFF;
  67350. _this._accumulatedCount = 0;
  67351. _this._targetIndex = 0;
  67352. _this._currentRenderId = -1;
  67353. _this._started = false;
  67354. _this._stopped = false;
  67355. _this._timeDelta = 0;
  67356. _this._actualFrame = 0;
  67357. _this._rawTextureWidth = 256;
  67358. /**
  67359. * An event triggered when the system is disposed.
  67360. */
  67361. _this.onDisposeObservable = new BABYLON.Observable();
  67362. /**
  67363. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  67364. * to override the particles.
  67365. */
  67366. _this.forceDepthWrite = false;
  67367. _this._preWarmDone = false;
  67368. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  67369. // Setup the default processing configuration to the scene.
  67370. _this._attachImageProcessingConfiguration(null);
  67371. _this._engine = _this._scene.getEngine();
  67372. if (!options.randomTextureSize) {
  67373. delete options.randomTextureSize;
  67374. }
  67375. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  67376. var optionsAsNumber = options;
  67377. if (isFinite(optionsAsNumber)) {
  67378. fullOptions.capacity = optionsAsNumber;
  67379. }
  67380. _this._capacity = fullOptions.capacity;
  67381. _this._activeCount = fullOptions.capacity;
  67382. _this._currentActiveCount = 0;
  67383. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  67384. _this._scene.particleSystems.push(_this);
  67385. _this._updateEffectOptions = {
  67386. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  67387. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  67388. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  67389. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  67390. uniformBuffersNames: [],
  67391. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  67392. defines: "",
  67393. fallbacks: null,
  67394. onCompiled: null,
  67395. onError: null,
  67396. indexParameters: null,
  67397. maxSimultaneousLights: 0,
  67398. transformFeedbackVaryings: []
  67399. };
  67400. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  67401. // Random data
  67402. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  67403. var d = [];
  67404. for (var i = 0; i < maxTextureSize; ++i) {
  67405. d.push(Math.random());
  67406. d.push(Math.random());
  67407. d.push(Math.random());
  67408. d.push(Math.random());
  67409. }
  67410. _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);
  67411. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67412. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67413. d = [];
  67414. for (var i = 0; i < maxTextureSize; ++i) {
  67415. d.push(Math.random());
  67416. d.push(Math.random());
  67417. d.push(Math.random());
  67418. d.push(Math.random());
  67419. }
  67420. _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);
  67421. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67422. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67423. _this._randomTextureSize = maxTextureSize;
  67424. return _this;
  67425. }
  67426. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  67427. /**
  67428. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  67429. */
  67430. get: function () {
  67431. if (!BABYLON.Engine.LastCreatedEngine) {
  67432. return false;
  67433. }
  67434. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  67435. },
  67436. enumerable: true,
  67437. configurable: true
  67438. });
  67439. /**
  67440. * Gets the maximum number of particles active at the same time.
  67441. * @returns The max number of active particles.
  67442. */
  67443. GPUParticleSystem.prototype.getCapacity = function () {
  67444. return this._capacity;
  67445. };
  67446. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  67447. /**
  67448. * Gets or set the number of active particles
  67449. */
  67450. get: function () {
  67451. return this._activeCount;
  67452. },
  67453. set: function (value) {
  67454. this._activeCount = Math.min(value, this._capacity);
  67455. },
  67456. enumerable: true,
  67457. configurable: true
  67458. });
  67459. /**
  67460. * Is this system ready to be used/rendered
  67461. * @return true if the system is ready
  67462. */
  67463. GPUParticleSystem.prototype.isReady = function () {
  67464. if (!this._updateEffect) {
  67465. this._recreateUpdateEffect();
  67466. this._recreateRenderEffect();
  67467. return false;
  67468. }
  67469. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  67470. return false;
  67471. }
  67472. return true;
  67473. };
  67474. /**
  67475. * Gets if the system has been started. (Note: this will still be true after stop is called)
  67476. * @returns True if it has been started, otherwise false.
  67477. */
  67478. GPUParticleSystem.prototype.isStarted = function () {
  67479. return this._started;
  67480. };
  67481. /**
  67482. * Starts the particle system and begins to emit
  67483. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  67484. */
  67485. GPUParticleSystem.prototype.start = function (delay) {
  67486. var _this = this;
  67487. if (delay === void 0) { delay = this.startDelay; }
  67488. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  67489. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  67490. }
  67491. if (delay) {
  67492. setTimeout(function () {
  67493. _this.start(0);
  67494. }, delay);
  67495. return;
  67496. }
  67497. this._started = true;
  67498. this._stopped = false;
  67499. this._preWarmDone = false;
  67500. // Animations
  67501. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  67502. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  67503. }
  67504. };
  67505. /**
  67506. * Stops the particle system.
  67507. */
  67508. GPUParticleSystem.prototype.stop = function () {
  67509. this._stopped = true;
  67510. };
  67511. /**
  67512. * Remove all active particles
  67513. */
  67514. GPUParticleSystem.prototype.reset = function () {
  67515. this._releaseBuffers();
  67516. this._releaseVAOs();
  67517. this._currentActiveCount = 0;
  67518. this._targetIndex = 0;
  67519. };
  67520. /**
  67521. * Returns the string "GPUParticleSystem"
  67522. * @returns a string containing the class name
  67523. */
  67524. GPUParticleSystem.prototype.getClassName = function () {
  67525. return "GPUParticleSystem";
  67526. };
  67527. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  67528. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  67529. this._releaseBuffers();
  67530. return this;
  67531. };
  67532. /**
  67533. * Adds a new color gradient
  67534. * @param gradient defines the gradient to use (between 0 and 1)
  67535. * @param color1 defines the color to affect to the specified gradient
  67536. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  67537. * @returns the current particle system
  67538. */
  67539. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  67540. if (!this._colorGradients) {
  67541. this._colorGradients = [];
  67542. }
  67543. var colorGradient = new BABYLON.ColorGradient();
  67544. colorGradient.gradient = gradient;
  67545. colorGradient.color1 = color1;
  67546. this._colorGradients.push(colorGradient);
  67547. this._colorGradients.sort(function (a, b) {
  67548. if (a.gradient < b.gradient) {
  67549. return -1;
  67550. }
  67551. else if (a.gradient > b.gradient) {
  67552. return 1;
  67553. }
  67554. return 0;
  67555. });
  67556. if (this._colorGradientsTexture) {
  67557. this._colorGradientsTexture.dispose();
  67558. this._colorGradientsTexture = null;
  67559. }
  67560. this._releaseBuffers();
  67561. return this;
  67562. };
  67563. /**
  67564. * Remove a specific color gradient
  67565. * @param gradient defines the gradient to remove
  67566. * @returns the current particle system
  67567. */
  67568. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  67569. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  67570. this._colorGradientsTexture = null;
  67571. return this;
  67572. };
  67573. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  67574. var valueGradient = new BABYLON.FactorGradient();
  67575. valueGradient.gradient = gradient;
  67576. valueGradient.factor1 = factor;
  67577. factorGradients.push(valueGradient);
  67578. factorGradients.sort(function (a, b) {
  67579. if (a.gradient < b.gradient) {
  67580. return -1;
  67581. }
  67582. else if (a.gradient > b.gradient) {
  67583. return 1;
  67584. }
  67585. return 0;
  67586. });
  67587. this._releaseBuffers();
  67588. };
  67589. /**
  67590. * Adds a new size gradient
  67591. * @param gradient defines the gradient to use (between 0 and 1)
  67592. * @param factor defines the size factor to affect to the specified gradient
  67593. * @returns the current particle system
  67594. */
  67595. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  67596. if (!this._sizeGradients) {
  67597. this._sizeGradients = [];
  67598. }
  67599. this._addFactorGradient(this._sizeGradients, gradient, factor);
  67600. if (this._sizeGradientsTexture) {
  67601. this._sizeGradientsTexture.dispose();
  67602. this._sizeGradientsTexture = null;
  67603. }
  67604. this._releaseBuffers();
  67605. return this;
  67606. };
  67607. /**
  67608. * Remove a specific size gradient
  67609. * @param gradient defines the gradient to remove
  67610. * @returns the current particle system
  67611. */
  67612. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  67613. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  67614. this._sizeGradientsTexture = null;
  67615. return this;
  67616. };
  67617. /**
  67618. * Adds a new angular speed gradient
  67619. * @param gradient defines the gradient to use (between 0 and 1)
  67620. * @param factor defines the angular speed to affect to the specified gradient
  67621. * @returns the current particle system
  67622. */
  67623. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  67624. if (!this._angularSpeedGradients) {
  67625. this._angularSpeedGradients = [];
  67626. }
  67627. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  67628. if (this._angularSpeedGradientsTexture) {
  67629. this._angularSpeedGradientsTexture.dispose();
  67630. this._angularSpeedGradientsTexture = null;
  67631. }
  67632. this._releaseBuffers();
  67633. return this;
  67634. };
  67635. /**
  67636. * Remove a specific angular speed gradient
  67637. * @param gradient defines the gradient to remove
  67638. * @returns the current particle system
  67639. */
  67640. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  67641. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  67642. this._angularSpeedGradientsTexture = null;
  67643. return this;
  67644. };
  67645. /**
  67646. * Adds a new velocity gradient
  67647. * @param gradient defines the gradient to use (between 0 and 1)
  67648. * @param factor defines the velocity to affect to the specified gradient
  67649. * @returns the current particle system
  67650. */
  67651. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  67652. if (!this._velocityGradients) {
  67653. this._velocityGradients = [];
  67654. }
  67655. this._addFactorGradient(this._velocityGradients, gradient, factor);
  67656. if (this._velocityGradientsTexture) {
  67657. this._velocityGradientsTexture.dispose();
  67658. this._velocityGradientsTexture = null;
  67659. }
  67660. this._releaseBuffers();
  67661. return this;
  67662. };
  67663. /**
  67664. * Remove a specific velocity gradient
  67665. * @param gradient defines the gradient to remove
  67666. * @returns the current particle system
  67667. */
  67668. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  67669. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  67670. this._velocityGradientsTexture = null;
  67671. return this;
  67672. };
  67673. /**
  67674. * Adds a new limit velocity gradient
  67675. * @param gradient defines the gradient to use (between 0 and 1)
  67676. * @param factor defines the limit velocity value to affect to the specified gradient
  67677. * @returns the current particle system
  67678. */
  67679. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67680. if (!this._limitVelocityGradients) {
  67681. this._limitVelocityGradients = [];
  67682. }
  67683. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67684. if (this._limitVelocityGradientsTexture) {
  67685. this._limitVelocityGradientsTexture.dispose();
  67686. this._limitVelocityGradientsTexture = null;
  67687. }
  67688. this._releaseBuffers();
  67689. return this;
  67690. };
  67691. /**
  67692. * Remove a specific limit velocity gradient
  67693. * @param gradient defines the gradient to remove
  67694. * @returns the current particle system
  67695. */
  67696. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67697. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67698. this._limitVelocityGradientsTexture = null;
  67699. return this;
  67700. };
  67701. /**
  67702. * Adds a new drag gradient
  67703. * @param gradient defines the gradient to use (between 0 and 1)
  67704. * @param factor defines the drag value to affect to the specified gradient
  67705. * @returns the current particle system
  67706. */
  67707. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67708. if (!this._dragGradients) {
  67709. this._dragGradients = [];
  67710. }
  67711. this._addFactorGradient(this._dragGradients, gradient, factor);
  67712. if (this._dragGradientsTexture) {
  67713. this._dragGradientsTexture.dispose();
  67714. this._dragGradientsTexture = null;
  67715. }
  67716. this._releaseBuffers();
  67717. return this;
  67718. };
  67719. /**
  67720. * Remove a specific drag gradient
  67721. * @param gradient defines the gradient to remove
  67722. * @returns the current particle system
  67723. */
  67724. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67725. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67726. this._dragGradientsTexture = null;
  67727. return this;
  67728. };
  67729. /**
  67730. * Not supported by GPUParticleSystem
  67731. * @param gradient defines the gradient to use (between 0 and 1)
  67732. * @param factor defines the emit rate value to affect to the specified gradient
  67733. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67734. * @returns the current particle system
  67735. */
  67736. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67737. // Do nothing as emit rate is not supported by GPUParticleSystem
  67738. return this;
  67739. };
  67740. /**
  67741. * Not supported by GPUParticleSystem
  67742. * @param gradient defines the gradient to remove
  67743. * @returns the current particle system
  67744. */
  67745. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67746. // Do nothing as emit rate is not supported by GPUParticleSystem
  67747. return this;
  67748. };
  67749. /**
  67750. * Not supported by GPUParticleSystem
  67751. * @param gradient defines the gradient to use (between 0 and 1)
  67752. * @param factor defines the start size value to affect to the specified gradient
  67753. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67754. * @returns the current particle system
  67755. */
  67756. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67757. // Do nothing as start size is not supported by GPUParticleSystem
  67758. return this;
  67759. };
  67760. /**
  67761. * Not supported by GPUParticleSystem
  67762. * @param gradient defines the gradient to remove
  67763. * @returns the current particle system
  67764. */
  67765. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67766. // Do nothing as start size is not supported by GPUParticleSystem
  67767. return this;
  67768. };
  67769. /**
  67770. * Not supported by GPUParticleSystem
  67771. * @param gradient defines the gradient to use (between 0 and 1)
  67772. * @param min defines the color remap minimal range
  67773. * @param max defines the color remap maximal range
  67774. * @returns the current particle system
  67775. */
  67776. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67777. // Do nothing as start size is not supported by GPUParticleSystem
  67778. return this;
  67779. };
  67780. /**
  67781. * Not supported by GPUParticleSystem
  67782. * @param gradient defines the gradient to remove
  67783. * @returns the current particle system
  67784. */
  67785. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67786. // Do nothing as start size is not supported by GPUParticleSystem
  67787. return this;
  67788. };
  67789. /**
  67790. * Not supported by GPUParticleSystem
  67791. * @param gradient defines the gradient to use (between 0 and 1)
  67792. * @param min defines the alpha remap minimal range
  67793. * @param max defines the alpha remap maximal range
  67794. * @returns the current particle system
  67795. */
  67796. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67797. // Do nothing as start size is not supported by GPUParticleSystem
  67798. return this;
  67799. };
  67800. /**
  67801. * Not supported by GPUParticleSystem
  67802. * @param gradient defines the gradient to remove
  67803. * @returns the current particle system
  67804. */
  67805. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67806. // Do nothing as start size is not supported by GPUParticleSystem
  67807. return this;
  67808. };
  67809. /**
  67810. * Not supported by GPUParticleSystem
  67811. * @param gradient defines the gradient to use (between 0 and 1)
  67812. * @param color defines the color to affect to the specified gradient
  67813. * @returns the current particle system
  67814. */
  67815. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67816. //Not supported by GPUParticleSystem
  67817. return this;
  67818. };
  67819. /**
  67820. * Not supported by GPUParticleSystem
  67821. * @param gradient defines the gradient to remove
  67822. * @returns the current particle system
  67823. */
  67824. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67825. //Not supported by GPUParticleSystem
  67826. return this;
  67827. };
  67828. /**
  67829. * Not supported by GPUParticleSystem
  67830. * @returns the list of ramp gradients
  67831. */
  67832. GPUParticleSystem.prototype.getRampGradients = function () {
  67833. return null;
  67834. };
  67835. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67836. /**
  67837. * Not supported by GPUParticleSystem
  67838. * Gets or sets a boolean indicating that ramp gradients must be used
  67839. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67840. */
  67841. get: function () {
  67842. //Not supported by GPUParticleSystem
  67843. return false;
  67844. },
  67845. set: function (value) {
  67846. //Not supported by GPUParticleSystem
  67847. },
  67848. enumerable: true,
  67849. configurable: true
  67850. });
  67851. /**
  67852. * Not supported by GPUParticleSystem
  67853. * @param gradient defines the gradient to use (between 0 and 1)
  67854. * @param factor defines the life time factor to affect to the specified gradient
  67855. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67856. * @returns the current particle system
  67857. */
  67858. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67859. //Not supported by GPUParticleSystem
  67860. return this;
  67861. };
  67862. /**
  67863. * Not supported by GPUParticleSystem
  67864. * @param gradient defines the gradient to remove
  67865. * @returns the current particle system
  67866. */
  67867. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67868. //Not supported by GPUParticleSystem
  67869. return this;
  67870. };
  67871. GPUParticleSystem.prototype._reset = function () {
  67872. this._releaseBuffers();
  67873. };
  67874. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67875. var updateVertexBuffers = {};
  67876. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67877. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67878. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67879. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67880. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67881. var offset = 12;
  67882. if (!this._colorGradientsTexture) {
  67883. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67884. offset += 4;
  67885. }
  67886. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67887. offset += 3;
  67888. if (!this._isBillboardBased) {
  67889. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67890. offset += 3;
  67891. }
  67892. if (this._angularSpeedGradientsTexture) {
  67893. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67894. offset += 1;
  67895. }
  67896. else {
  67897. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67898. offset += 2;
  67899. }
  67900. if (this._isAnimationSheetEnabled) {
  67901. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67902. offset += 1;
  67903. if (this.spriteRandomStartCell) {
  67904. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67905. offset += 1;
  67906. }
  67907. }
  67908. if (this.noiseTexture) {
  67909. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67910. offset += 3;
  67911. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67912. offset += 3;
  67913. }
  67914. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67915. this._engine.bindArrayBuffer(null);
  67916. return vao;
  67917. };
  67918. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67919. var renderVertexBuffers = {};
  67920. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67921. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67922. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67923. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67924. var offset = 12;
  67925. if (!this._colorGradientsTexture) {
  67926. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67927. offset += 4;
  67928. }
  67929. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67930. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67931. }
  67932. offset += 3; // Direction
  67933. if (!this._isBillboardBased) {
  67934. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67935. offset += 3;
  67936. }
  67937. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67938. if (this._angularSpeedGradientsTexture) {
  67939. offset++;
  67940. }
  67941. else {
  67942. offset += 2;
  67943. }
  67944. if (this._isAnimationSheetEnabled) {
  67945. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67946. offset += 1;
  67947. if (this.spriteRandomStartCell) {
  67948. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67949. offset += 1;
  67950. }
  67951. }
  67952. if (this.noiseTexture) {
  67953. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67954. offset += 3;
  67955. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67956. offset += 3;
  67957. }
  67958. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67959. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67960. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67961. this._engine.bindArrayBuffer(null);
  67962. return vao;
  67963. };
  67964. GPUParticleSystem.prototype._initialize = function (force) {
  67965. if (force === void 0) { force = false; }
  67966. if (this._buffer0 && !force) {
  67967. return;
  67968. }
  67969. var engine = this._scene.getEngine();
  67970. var data = new Array();
  67971. this._attributesStrideSize = 21;
  67972. this._targetIndex = 0;
  67973. if (!this.isBillboardBased) {
  67974. this._attributesStrideSize += 3;
  67975. }
  67976. if (this._colorGradientsTexture) {
  67977. this._attributesStrideSize -= 4;
  67978. }
  67979. if (this._angularSpeedGradientsTexture) {
  67980. this._attributesStrideSize -= 1;
  67981. }
  67982. if (this._isAnimationSheetEnabled) {
  67983. this._attributesStrideSize += 1;
  67984. if (this.spriteRandomStartCell) {
  67985. this._attributesStrideSize += 1;
  67986. }
  67987. }
  67988. if (this.noiseTexture) {
  67989. this._attributesStrideSize += 6;
  67990. }
  67991. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67992. // position
  67993. data.push(0.0);
  67994. data.push(0.0);
  67995. data.push(0.0);
  67996. // Age and life
  67997. data.push(0.0); // create the particle as a dead one to create a new one at start
  67998. data.push(0.0);
  67999. // Seed
  68000. data.push(Math.random());
  68001. data.push(Math.random());
  68002. data.push(Math.random());
  68003. data.push(Math.random());
  68004. // Size
  68005. data.push(0.0);
  68006. data.push(0.0);
  68007. data.push(0.0);
  68008. if (!this._colorGradientsTexture) {
  68009. // color
  68010. data.push(0.0);
  68011. data.push(0.0);
  68012. data.push(0.0);
  68013. data.push(0.0);
  68014. }
  68015. // direction
  68016. data.push(0.0);
  68017. data.push(0.0);
  68018. data.push(0.0);
  68019. if (!this.isBillboardBased) {
  68020. // initialDirection
  68021. data.push(0.0);
  68022. data.push(0.0);
  68023. data.push(0.0);
  68024. }
  68025. // angle
  68026. data.push(0.0);
  68027. if (!this._angularSpeedGradientsTexture) {
  68028. data.push(0.0);
  68029. }
  68030. if (this._isAnimationSheetEnabled) {
  68031. data.push(0.0);
  68032. if (this.spriteRandomStartCell) {
  68033. data.push(0.0);
  68034. }
  68035. }
  68036. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  68037. data.push(Math.random());
  68038. data.push(Math.random());
  68039. data.push(Math.random());
  68040. data.push(Math.random());
  68041. data.push(Math.random());
  68042. data.push(Math.random());
  68043. }
  68044. }
  68045. // Sprite data
  68046. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  68047. -0.5, 0.5, 0, 1,
  68048. -0.5, -0.5, 0, 0,
  68049. 0.5, -0.5, 1, 0]);
  68050. // Buffers
  68051. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  68052. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  68053. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  68054. // Update VAO
  68055. this._updateVAO = [];
  68056. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  68057. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  68058. // Render VAO
  68059. this._renderVAO = [];
  68060. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  68061. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  68062. // Links
  68063. this._sourceBuffer = this._buffer0;
  68064. this._targetBuffer = this._buffer1;
  68065. };
  68066. /** @hidden */
  68067. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  68068. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  68069. if (this._isBillboardBased) {
  68070. defines += "\n#define BILLBOARD";
  68071. }
  68072. if (this._colorGradientsTexture) {
  68073. defines += "\n#define COLORGRADIENTS";
  68074. }
  68075. if (this._sizeGradientsTexture) {
  68076. defines += "\n#define SIZEGRADIENTS";
  68077. }
  68078. if (this._angularSpeedGradientsTexture) {
  68079. defines += "\n#define ANGULARSPEEDGRADIENTS";
  68080. }
  68081. if (this._velocityGradientsTexture) {
  68082. defines += "\n#define VELOCITYGRADIENTS";
  68083. }
  68084. if (this._limitVelocityGradientsTexture) {
  68085. defines += "\n#define LIMITVELOCITYGRADIENTS";
  68086. }
  68087. if (this._dragGradientsTexture) {
  68088. defines += "\n#define DRAGGRADIENTS";
  68089. }
  68090. if (this.isAnimationSheetEnabled) {
  68091. defines += "\n#define ANIMATESHEET";
  68092. if (this.spriteRandomStartCell) {
  68093. defines += "\n#define ANIMATESHEETRANDOMSTART";
  68094. }
  68095. }
  68096. if (this.noiseTexture) {
  68097. defines += "\n#define NOISE";
  68098. }
  68099. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  68100. return;
  68101. }
  68102. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  68103. if (!this._colorGradientsTexture) {
  68104. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  68105. }
  68106. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  68107. if (!this._isBillboardBased) {
  68108. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  68109. }
  68110. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  68111. if (this.isAnimationSheetEnabled) {
  68112. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  68113. if (this.spriteRandomStartCell) {
  68114. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  68115. }
  68116. }
  68117. if (this.noiseTexture) {
  68118. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  68119. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  68120. }
  68121. this._updateEffectOptions.defines = defines;
  68122. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  68123. };
  68124. /** @hidden */
  68125. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  68126. var defines = "";
  68127. if (this._scene.clipPlane) {
  68128. defines = "\n#define CLIPPLANE";
  68129. }
  68130. if (this._scene.clipPlane2) {
  68131. defines = "\n#define CLIPPLANE2";
  68132. }
  68133. if (this._scene.clipPlane3) {
  68134. defines = "\n#define CLIPPLANE3";
  68135. }
  68136. if (this._scene.clipPlane4) {
  68137. defines = "\n#define CLIPPLANE4";
  68138. }
  68139. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  68140. defines = "\n#define BLENDMULTIPLYMODE";
  68141. }
  68142. if (this._isBillboardBased) {
  68143. defines += "\n#define BILLBOARD";
  68144. switch (this.billboardMode) {
  68145. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  68146. defines += "\n#define BILLBOARDY";
  68147. break;
  68148. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  68149. defines += "\n#define BILLBOARDSTRETCHED";
  68150. break;
  68151. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  68152. default:
  68153. break;
  68154. }
  68155. }
  68156. if (this._colorGradientsTexture) {
  68157. defines += "\n#define COLORGRADIENTS";
  68158. }
  68159. if (this.isAnimationSheetEnabled) {
  68160. defines += "\n#define ANIMATESHEET";
  68161. }
  68162. if (this._imageProcessingConfiguration) {
  68163. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  68164. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  68165. }
  68166. if (this._renderEffect && this._renderEffect.defines === defines) {
  68167. return;
  68168. }
  68169. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  68170. var samplers = ["textureSampler", "colorGradientSampler"];
  68171. if (BABYLON.ImageProcessingConfiguration) {
  68172. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  68173. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  68174. }
  68175. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  68176. };
  68177. /**
  68178. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  68179. * @param preWarm defines if we are in the pre-warmimg phase
  68180. */
  68181. GPUParticleSystem.prototype.animate = function (preWarm) {
  68182. if (preWarm === void 0) { preWarm = false; }
  68183. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  68184. this._actualFrame += this._timeDelta;
  68185. if (!this._stopped) {
  68186. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  68187. this.stop();
  68188. }
  68189. }
  68190. };
  68191. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  68192. var texture = this[textureName];
  68193. if (!factorGradients || !factorGradients.length || texture) {
  68194. return;
  68195. }
  68196. var data = new Float32Array(this._rawTextureWidth);
  68197. for (var x = 0; x < this._rawTextureWidth; x++) {
  68198. var ratio = x / this._rawTextureWidth;
  68199. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  68200. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  68201. });
  68202. }
  68203. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  68204. };
  68205. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  68206. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  68207. };
  68208. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  68209. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  68210. };
  68211. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  68212. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  68213. };
  68214. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  68215. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  68216. };
  68217. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  68218. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  68219. };
  68220. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  68221. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  68222. return;
  68223. }
  68224. var data = new Uint8Array(this._rawTextureWidth * 4);
  68225. var tmpColor = BABYLON.Tmp.Color4[0];
  68226. for (var x = 0; x < this._rawTextureWidth; x++) {
  68227. var ratio = x / this._rawTextureWidth;
  68228. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  68229. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  68230. data[x * 4] = tmpColor.r * 255;
  68231. data[x * 4 + 1] = tmpColor.g * 255;
  68232. data[x * 4 + 2] = tmpColor.b * 255;
  68233. data[x * 4 + 3] = tmpColor.a * 255;
  68234. });
  68235. }
  68236. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  68237. };
  68238. /**
  68239. * Renders the particle system in its current state
  68240. * @param preWarm defines if the system should only update the particles but not render them
  68241. * @returns the current number of particles
  68242. */
  68243. GPUParticleSystem.prototype.render = function (preWarm) {
  68244. if (preWarm === void 0) { preWarm = false; }
  68245. if (!this._started) {
  68246. return 0;
  68247. }
  68248. this._createColorGradientTexture();
  68249. this._createSizeGradientTexture();
  68250. this._createAngularSpeedGradientTexture();
  68251. this._createVelocityGradientTexture();
  68252. this._createLimitVelocityGradientTexture();
  68253. this._createDragGradientTexture();
  68254. this._recreateUpdateEffect();
  68255. this._recreateRenderEffect();
  68256. if (!this.isReady()) {
  68257. return 0;
  68258. }
  68259. if (!preWarm) {
  68260. if (!this._preWarmDone && this.preWarmCycles) {
  68261. for (var index = 0; index < this.preWarmCycles; index++) {
  68262. this.animate(true);
  68263. this.render(true);
  68264. }
  68265. this._preWarmDone = true;
  68266. }
  68267. if (this._currentRenderId === this._scene.getFrameId()) {
  68268. return 0;
  68269. }
  68270. this._currentRenderId = this._scene.getFrameId();
  68271. }
  68272. // Get everything ready to render
  68273. this._initialize();
  68274. this._accumulatedCount += this.emitRate * this._timeDelta;
  68275. if (this._accumulatedCount > 1) {
  68276. var intPart = this._accumulatedCount | 0;
  68277. this._accumulatedCount -= intPart;
  68278. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  68279. }
  68280. if (!this._currentActiveCount) {
  68281. return 0;
  68282. }
  68283. // Enable update effect
  68284. this._engine.enableEffect(this._updateEffect);
  68285. this._engine.setState(false);
  68286. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  68287. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  68288. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  68289. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  68290. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  68291. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  68292. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  68293. if (!this._colorGradientsTexture) {
  68294. this._updateEffect.setDirectColor4("color1", this.color1);
  68295. this._updateEffect.setDirectColor4("color2", this.color2);
  68296. }
  68297. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  68298. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  68299. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  68300. this._updateEffect.setVector3("gravity", this.gravity);
  68301. if (this._sizeGradientsTexture) {
  68302. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  68303. }
  68304. if (this._angularSpeedGradientsTexture) {
  68305. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  68306. }
  68307. if (this._velocityGradientsTexture) {
  68308. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  68309. }
  68310. if (this._limitVelocityGradientsTexture) {
  68311. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  68312. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  68313. }
  68314. if (this._dragGradientsTexture) {
  68315. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  68316. }
  68317. if (this.particleEmitterType) {
  68318. this.particleEmitterType.applyToShader(this._updateEffect);
  68319. }
  68320. if (this._isAnimationSheetEnabled) {
  68321. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  68322. }
  68323. if (this.noiseTexture) {
  68324. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  68325. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  68326. }
  68327. var emitterWM;
  68328. if (this.emitter.position) {
  68329. var emitterMesh = this.emitter;
  68330. emitterWM = emitterMesh.getWorldMatrix();
  68331. }
  68332. else {
  68333. var emitterPosition = this.emitter;
  68334. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  68335. }
  68336. this._updateEffect.setMatrix("emitterWM", emitterWM);
  68337. // Bind source VAO
  68338. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  68339. // Update
  68340. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  68341. this._engine.setRasterizerState(false);
  68342. this._engine.beginTransformFeedback(true);
  68343. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  68344. this._engine.endTransformFeedback();
  68345. this._engine.setRasterizerState(true);
  68346. this._engine.bindTransformFeedbackBuffer(null);
  68347. if (!preWarm) {
  68348. // Enable render effect
  68349. this._engine.enableEffect(this._renderEffect);
  68350. var viewMatrix = this._scene.getViewMatrix();
  68351. this._renderEffect.setMatrix("view", viewMatrix);
  68352. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  68353. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  68354. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  68355. if (this._colorGradientsTexture) {
  68356. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  68357. }
  68358. else {
  68359. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  68360. }
  68361. if (this._isAnimationSheetEnabled && this.particleTexture) {
  68362. var baseSize = this.particleTexture.getBaseSize();
  68363. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  68364. }
  68365. if (this._isBillboardBased) {
  68366. var camera = this._scene.activeCamera;
  68367. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  68368. }
  68369. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  68370. var invView = viewMatrix.clone();
  68371. invView.invert();
  68372. this._renderEffect.setMatrix("invView", invView);
  68373. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  68374. }
  68375. // image processing
  68376. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  68377. this._imageProcessingConfiguration.bind(this._renderEffect);
  68378. }
  68379. // Draw order
  68380. switch (this.blendMode) {
  68381. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  68382. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  68383. break;
  68384. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  68385. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  68386. break;
  68387. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  68388. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  68389. break;
  68390. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  68391. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  68392. break;
  68393. }
  68394. if (this.forceDepthWrite) {
  68395. this._engine.setDepthWrite(true);
  68396. }
  68397. // Bind source VAO
  68398. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  68399. // Render
  68400. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  68401. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  68402. }
  68403. // Switch VAOs
  68404. this._targetIndex++;
  68405. if (this._targetIndex === 2) {
  68406. this._targetIndex = 0;
  68407. }
  68408. // Switch buffers
  68409. var tmpBuffer = this._sourceBuffer;
  68410. this._sourceBuffer = this._targetBuffer;
  68411. this._targetBuffer = tmpBuffer;
  68412. return this._currentActiveCount;
  68413. };
  68414. /**
  68415. * Rebuilds the particle system
  68416. */
  68417. GPUParticleSystem.prototype.rebuild = function () {
  68418. this._initialize(true);
  68419. };
  68420. GPUParticleSystem.prototype._releaseBuffers = function () {
  68421. if (this._buffer0) {
  68422. this._buffer0.dispose();
  68423. this._buffer0 = null;
  68424. }
  68425. if (this._buffer1) {
  68426. this._buffer1.dispose();
  68427. this._buffer1 = null;
  68428. }
  68429. if (this._spriteBuffer) {
  68430. this._spriteBuffer.dispose();
  68431. this._spriteBuffer = null;
  68432. }
  68433. };
  68434. GPUParticleSystem.prototype._releaseVAOs = function () {
  68435. if (!this._updateVAO) {
  68436. return;
  68437. }
  68438. for (var index = 0; index < this._updateVAO.length; index++) {
  68439. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  68440. }
  68441. this._updateVAO = [];
  68442. for (var index = 0; index < this._renderVAO.length; index++) {
  68443. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  68444. }
  68445. this._renderVAO = [];
  68446. };
  68447. /**
  68448. * Disposes the particle system and free the associated resources
  68449. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  68450. */
  68451. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  68452. if (disposeTexture === void 0) { disposeTexture = true; }
  68453. var index = this._scene.particleSystems.indexOf(this);
  68454. if (index > -1) {
  68455. this._scene.particleSystems.splice(index, 1);
  68456. }
  68457. this._releaseBuffers();
  68458. this._releaseVAOs();
  68459. if (this._colorGradientsTexture) {
  68460. this._colorGradientsTexture.dispose();
  68461. this._colorGradientsTexture = null;
  68462. }
  68463. if (this._sizeGradientsTexture) {
  68464. this._sizeGradientsTexture.dispose();
  68465. this._sizeGradientsTexture = null;
  68466. }
  68467. if (this._angularSpeedGradientsTexture) {
  68468. this._angularSpeedGradientsTexture.dispose();
  68469. this._angularSpeedGradientsTexture = null;
  68470. }
  68471. if (this._velocityGradientsTexture) {
  68472. this._velocityGradientsTexture.dispose();
  68473. this._velocityGradientsTexture = null;
  68474. }
  68475. if (this._limitVelocityGradientsTexture) {
  68476. this._limitVelocityGradientsTexture.dispose();
  68477. this._limitVelocityGradientsTexture = null;
  68478. }
  68479. if (this._dragGradientsTexture) {
  68480. this._dragGradientsTexture.dispose();
  68481. this._dragGradientsTexture = null;
  68482. }
  68483. if (this._randomTexture) {
  68484. this._randomTexture.dispose();
  68485. this._randomTexture = null;
  68486. }
  68487. if (this._randomTexture2) {
  68488. this._randomTexture2.dispose();
  68489. this._randomTexture2 = null;
  68490. }
  68491. if (disposeTexture && this.particleTexture) {
  68492. this.particleTexture.dispose();
  68493. this.particleTexture = null;
  68494. }
  68495. if (disposeTexture && this.noiseTexture) {
  68496. this.noiseTexture.dispose();
  68497. this.noiseTexture = null;
  68498. }
  68499. // Callback
  68500. this.onDisposeObservable.notifyObservers(this);
  68501. this.onDisposeObservable.clear();
  68502. };
  68503. /**
  68504. * Clones the particle system.
  68505. * @param name The name of the cloned object
  68506. * @param newEmitter The new emitter to use
  68507. * @returns the cloned particle system
  68508. */
  68509. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  68510. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  68511. BABYLON.Tools.DeepCopy(this, result);
  68512. if (newEmitter === undefined) {
  68513. newEmitter = this.emitter;
  68514. }
  68515. result.emitter = newEmitter;
  68516. if (this.particleTexture) {
  68517. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  68518. }
  68519. return result;
  68520. };
  68521. /**
  68522. * Serializes the particle system to a JSON object.
  68523. * @returns the JSON object
  68524. */
  68525. GPUParticleSystem.prototype.serialize = function () {
  68526. var serializationObject = {};
  68527. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  68528. serializationObject.activeParticleCount = this.activeParticleCount;
  68529. return serializationObject;
  68530. };
  68531. /**
  68532. * Parses a JSON object to create a GPU particle system.
  68533. * @param parsedParticleSystem The JSON object to parse
  68534. * @param scene The scene to create the particle system in
  68535. * @param rootUrl The root url to use to load external dependencies like texture
  68536. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  68537. * @returns the parsed GPU particle system
  68538. */
  68539. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  68540. if (doNotStart === void 0) { doNotStart = false; }
  68541. var name = parsedParticleSystem.name;
  68542. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  68543. if (parsedParticleSystem.activeParticleCount) {
  68544. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  68545. }
  68546. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  68547. // Auto start
  68548. if (parsedParticleSystem.preventAutoStart) {
  68549. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  68550. }
  68551. if (!doNotStart && !particleSystem.preventAutoStart) {
  68552. particleSystem.start();
  68553. }
  68554. return particleSystem;
  68555. };
  68556. return GPUParticleSystem;
  68557. }(BABYLON.BaseParticleSystem));
  68558. BABYLON.GPUParticleSystem = GPUParticleSystem;
  68559. })(BABYLON || (BABYLON = {}));
  68560. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  68561. var BABYLON;
  68562. (function (BABYLON) {
  68563. /**
  68564. * Represents one particle of a solid particle system.
  68565. */
  68566. var SolidParticle = /** @class */ (function () {
  68567. /**
  68568. * Creates a Solid Particle object.
  68569. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  68570. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  68571. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  68572. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  68573. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  68574. * @param shapeId (integer) is the model shape identifier in the SPS.
  68575. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  68576. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  68577. */
  68578. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  68579. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  68580. /**
  68581. * particle global index
  68582. */
  68583. this.idx = 0;
  68584. /**
  68585. * The color of the particle
  68586. */
  68587. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  68588. /**
  68589. * The world space position of the particle.
  68590. */
  68591. this.position = BABYLON.Vector3.Zero();
  68592. /**
  68593. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  68594. */
  68595. this.rotation = BABYLON.Vector3.Zero();
  68596. /**
  68597. * The scaling of the particle.
  68598. */
  68599. this.scaling = BABYLON.Vector3.One();
  68600. /**
  68601. * The uvs of the particle.
  68602. */
  68603. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  68604. /**
  68605. * The current speed of the particle.
  68606. */
  68607. this.velocity = BABYLON.Vector3.Zero();
  68608. /**
  68609. * The pivot point in the particle local space.
  68610. */
  68611. this.pivot = BABYLON.Vector3.Zero();
  68612. /**
  68613. * Must the particle be translated from its pivot point in its local space ?
  68614. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  68615. * Default : false
  68616. */
  68617. this.translateFromPivot = false;
  68618. /**
  68619. * Is the particle active or not ?
  68620. */
  68621. this.alive = true;
  68622. /**
  68623. * Is the particle visible or not ?
  68624. */
  68625. this.isVisible = true;
  68626. /**
  68627. * Index of this particle in the global "positions" array (Internal use)
  68628. * @hidden
  68629. */
  68630. this._pos = 0;
  68631. /**
  68632. * @hidden Index of this particle in the global "indices" array (Internal use)
  68633. */
  68634. this._ind = 0;
  68635. /**
  68636. * ModelShape id of this particle
  68637. */
  68638. this.shapeId = 0;
  68639. /**
  68640. * Index of the particle in its shape id (Internal use)
  68641. */
  68642. this.idxInShape = 0;
  68643. /**
  68644. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  68645. */
  68646. this._stillInvisible = false;
  68647. /**
  68648. * @hidden Last computed particle rotation matrix
  68649. */
  68650. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  68651. /**
  68652. * Parent particle Id, if any.
  68653. * Default null.
  68654. */
  68655. this.parentId = null;
  68656. /**
  68657. * @hidden Internal global position in the SPS.
  68658. */
  68659. this._globalPosition = BABYLON.Vector3.Zero();
  68660. this.idx = particleIndex;
  68661. this._pos = positionIndex;
  68662. this._ind = indiceIndex;
  68663. this._model = model;
  68664. this.shapeId = shapeId;
  68665. this.idxInShape = idxInShape;
  68666. this._sps = sps;
  68667. if (modelBoundingInfo) {
  68668. this._modelBoundingInfo = modelBoundingInfo;
  68669. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  68670. }
  68671. }
  68672. Object.defineProperty(SolidParticle.prototype, "scale", {
  68673. /**
  68674. * Legacy support, changed scale to scaling
  68675. */
  68676. get: function () {
  68677. return this.scaling;
  68678. },
  68679. /**
  68680. * Legacy support, changed scale to scaling
  68681. */
  68682. set: function (scale) {
  68683. this.scaling = scale;
  68684. },
  68685. enumerable: true,
  68686. configurable: true
  68687. });
  68688. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68689. /**
  68690. * Legacy support, changed quaternion to rotationQuaternion
  68691. */
  68692. get: function () {
  68693. return this.rotationQuaternion;
  68694. },
  68695. /**
  68696. * Legacy support, changed quaternion to rotationQuaternion
  68697. */
  68698. set: function (q) {
  68699. this.rotationQuaternion = q;
  68700. },
  68701. enumerable: true,
  68702. configurable: true
  68703. });
  68704. /**
  68705. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68706. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68707. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68708. * @returns true if it intersects
  68709. */
  68710. SolidParticle.prototype.intersectsMesh = function (target) {
  68711. if (!this._boundingInfo || !target._boundingInfo) {
  68712. return false;
  68713. }
  68714. if (this._sps._bSphereOnly) {
  68715. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68716. }
  68717. return this._boundingInfo.intersects(target._boundingInfo, false);
  68718. };
  68719. /**
  68720. * get the rotation matrix of the particle
  68721. * @hidden
  68722. */
  68723. SolidParticle.prototype.getRotationMatrix = function (m) {
  68724. var quaternion;
  68725. if (this.rotationQuaternion) {
  68726. quaternion = this.rotationQuaternion;
  68727. }
  68728. else {
  68729. quaternion = BABYLON.Tmp.Quaternion[0];
  68730. var rotation = this.rotation;
  68731. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68732. }
  68733. quaternion.toRotationMatrix(m);
  68734. };
  68735. return SolidParticle;
  68736. }());
  68737. BABYLON.SolidParticle = SolidParticle;
  68738. /**
  68739. * Represents the shape of the model used by one particle of a solid particle system.
  68740. * SPS internal tool, don't use it manually.
  68741. */
  68742. var ModelShape = /** @class */ (function () {
  68743. /**
  68744. * 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.
  68745. * SPS internal tool, don't use it manually.
  68746. * @hidden
  68747. */
  68748. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68749. /**
  68750. * length of the shape in the model indices array (internal use)
  68751. * @hidden
  68752. */
  68753. this._indicesLength = 0;
  68754. this.shapeID = id;
  68755. this._shape = shape;
  68756. this._indicesLength = indicesLength;
  68757. this._shapeUV = shapeUV;
  68758. this._positionFunction = posFunction;
  68759. this._vertexFunction = vtxFunction;
  68760. }
  68761. return ModelShape;
  68762. }());
  68763. BABYLON.ModelShape = ModelShape;
  68764. /**
  68765. * Represents a Depth Sorted Particle in the solid particle system.
  68766. */
  68767. var DepthSortedParticle = /** @class */ (function () {
  68768. function DepthSortedParticle() {
  68769. /**
  68770. * Index of the particle in the "indices" array
  68771. */
  68772. this.ind = 0;
  68773. /**
  68774. * Length of the particle shape in the "indices" array
  68775. */
  68776. this.indicesLength = 0;
  68777. /**
  68778. * Squared distance from the particle to the camera
  68779. */
  68780. this.sqDistance = 0.0;
  68781. }
  68782. return DepthSortedParticle;
  68783. }());
  68784. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68785. })(BABYLON || (BABYLON = {}));
  68786. //# sourceMappingURL=babylon.solidParticle.js.map
  68787. var BABYLON;
  68788. (function (BABYLON) {
  68789. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68790. /**
  68791. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68792. *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.
  68793. * The SPS is also a particle system. It provides some methods to manage the particles.
  68794. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68795. *
  68796. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68797. */
  68798. var SolidParticleSystem = /** @class */ (function () {
  68799. /**
  68800. * Creates a SPS (Solid Particle System) object.
  68801. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68802. * @param scene (Scene) is the scene in which the SPS is added.
  68803. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68804. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68805. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68806. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68807. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68808. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68809. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68810. */
  68811. function SolidParticleSystem(name, scene, options) {
  68812. /**
  68813. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68814. * Example : var p = SPS.particles[i];
  68815. */
  68816. this.particles = new Array();
  68817. /**
  68818. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68819. */
  68820. this.nbParticles = 0;
  68821. /**
  68822. * If the particles must ever face the camera (default false). Useful for planar particles.
  68823. */
  68824. this.billboard = false;
  68825. /**
  68826. * Recompute normals when adding a shape
  68827. */
  68828. this.recomputeNormals = true;
  68829. /**
  68830. * This a counter ofr your own usage. It's not set by any SPS functions.
  68831. */
  68832. this.counter = 0;
  68833. /**
  68834. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68835. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68836. */
  68837. this.vars = {};
  68838. /**
  68839. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68840. * @hidden
  68841. */
  68842. this._bSphereOnly = false;
  68843. /**
  68844. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68845. * @hidden
  68846. */
  68847. this._bSphereRadiusFactor = 1.0;
  68848. this._positions = new Array();
  68849. this._indices = new Array();
  68850. this._normals = new Array();
  68851. this._colors = new Array();
  68852. this._uvs = new Array();
  68853. this._index = 0; // indices index
  68854. this._updatable = true;
  68855. this._pickable = false;
  68856. this._isVisibilityBoxLocked = false;
  68857. this._alwaysVisible = false;
  68858. this._depthSort = false;
  68859. this._shapeCounter = 0;
  68860. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68861. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68862. this._computeParticleColor = true;
  68863. this._computeParticleTexture = true;
  68864. this._computeParticleRotation = true;
  68865. this._computeParticleVertex = false;
  68866. this._computeBoundingBox = false;
  68867. this._depthSortParticles = true;
  68868. this._mustUnrotateFixedNormals = false;
  68869. this._particlesIntersect = false;
  68870. this._needs32Bits = false;
  68871. this.name = name;
  68872. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68873. this._camera = scene.activeCamera;
  68874. this._pickable = options ? options.isPickable : false;
  68875. this._depthSort = options ? options.enableDepthSort : false;
  68876. this._particlesIntersect = options ? options.particleIntersection : false;
  68877. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68878. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68879. if (options && options.updatable !== undefined) {
  68880. this._updatable = options.updatable;
  68881. }
  68882. else {
  68883. this._updatable = true;
  68884. }
  68885. if (this._pickable) {
  68886. this.pickedParticles = [];
  68887. }
  68888. if (this._depthSort) {
  68889. this.depthSortedParticles = [];
  68890. }
  68891. }
  68892. /**
  68893. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68894. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68895. * @returns the created mesh
  68896. */
  68897. SolidParticleSystem.prototype.buildMesh = function () {
  68898. if (this.nbParticles === 0) {
  68899. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68900. this.addShape(triangle, 1);
  68901. triangle.dispose();
  68902. }
  68903. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68904. this._positions32 = new Float32Array(this._positions);
  68905. this._uvs32 = new Float32Array(this._uvs);
  68906. this._colors32 = new Float32Array(this._colors);
  68907. if (this.recomputeNormals) {
  68908. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68909. }
  68910. this._normals32 = new Float32Array(this._normals);
  68911. this._fixedNormal32 = new Float32Array(this._normals);
  68912. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68913. this._unrotateFixedNormals();
  68914. }
  68915. var vertexData = new BABYLON.VertexData();
  68916. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68917. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68918. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68919. if (this._uvs32.length > 0) {
  68920. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68921. }
  68922. if (this._colors32.length > 0) {
  68923. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68924. }
  68925. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68926. vertexData.applyToMesh(mesh, this._updatable);
  68927. this.mesh = mesh;
  68928. this.mesh.isPickable = this._pickable;
  68929. // free memory
  68930. if (!this._depthSort) {
  68931. this._indices = null;
  68932. }
  68933. this._positions = null;
  68934. this._normals = null;
  68935. this._uvs = null;
  68936. this._colors = null;
  68937. if (!this._updatable) {
  68938. this.particles.length = 0;
  68939. }
  68940. return mesh;
  68941. };
  68942. /**
  68943. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68944. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68945. * Thus the particles generated from `digest()` have their property `position` set yet.
  68946. * @param mesh ( Mesh ) is the mesh to be digested
  68947. * @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
  68948. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68949. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68950. * @returns the current SPS
  68951. */
  68952. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68953. var size = (options && options.facetNb) || 1;
  68954. var number = (options && options.number) || 0;
  68955. var delta = (options && options.delta) || 0;
  68956. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68957. var meshInd = mesh.getIndices();
  68958. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68959. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68960. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68961. var f = 0; // facet counter
  68962. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68963. // compute size from number
  68964. if (number) {
  68965. number = (number > totalFacets) ? totalFacets : number;
  68966. size = Math.round(totalFacets / number);
  68967. delta = 0;
  68968. }
  68969. else {
  68970. size = (size > totalFacets) ? totalFacets : size;
  68971. }
  68972. var facetPos = []; // submesh positions
  68973. var facetInd = []; // submesh indices
  68974. var facetUV = []; // submesh UV
  68975. var facetCol = []; // submesh colors
  68976. var barycenter = BABYLON.Vector3.Zero();
  68977. var sizeO = size;
  68978. while (f < totalFacets) {
  68979. size = sizeO + Math.floor((1 + delta) * Math.random());
  68980. if (f > totalFacets - size) {
  68981. size = totalFacets - f;
  68982. }
  68983. // reset temp arrays
  68984. facetPos.length = 0;
  68985. facetInd.length = 0;
  68986. facetUV.length = 0;
  68987. facetCol.length = 0;
  68988. // iterate over "size" facets
  68989. var fi = 0;
  68990. for (var j = f * 3; j < (f + size) * 3; j++) {
  68991. facetInd.push(fi);
  68992. var i = meshInd[j];
  68993. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68994. if (meshUV) {
  68995. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68996. }
  68997. if (meshCol) {
  68998. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68999. }
  69000. fi++;
  69001. }
  69002. // create a model shape for each single particle
  69003. var idx = this.nbParticles;
  69004. var shape = this._posToShape(facetPos);
  69005. var shapeUV = this._uvsToShapeUV(facetUV);
  69006. // compute the barycenter of the shape
  69007. var v;
  69008. for (v = 0; v < shape.length; v++) {
  69009. barycenter.addInPlace(shape[v]);
  69010. }
  69011. barycenter.scaleInPlace(1 / shape.length);
  69012. // shift the shape from its barycenter to the origin
  69013. for (v = 0; v < shape.length; v++) {
  69014. shape[v].subtractInPlace(barycenter);
  69015. }
  69016. var bInfo;
  69017. if (this._particlesIntersect) {
  69018. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  69019. }
  69020. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  69021. // add the particle in the SPS
  69022. var currentPos = this._positions.length;
  69023. var currentInd = this._indices.length;
  69024. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  69025. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  69026. // initialize the particle position
  69027. this.particles[this.nbParticles].position.addInPlace(barycenter);
  69028. this._index += shape.length;
  69029. idx++;
  69030. this.nbParticles++;
  69031. this._shapeCounter++;
  69032. f += size;
  69033. }
  69034. return this;
  69035. };
  69036. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  69037. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  69038. var index = 0;
  69039. var idx = 0;
  69040. var tmpNormal = BABYLON.Tmp.Vector3[0];
  69041. var quaternion = BABYLON.Tmp.Quaternion[0];
  69042. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  69043. for (var p = 0; p < this.particles.length; p++) {
  69044. var particle = this.particles[p];
  69045. var shape = particle._model._shape;
  69046. // computing the inverse of the rotation matrix from the quaternion
  69047. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  69048. if (particle.rotationQuaternion) {
  69049. particle.rotationQuaternion.conjugateToRef(quaternion);
  69050. }
  69051. else {
  69052. var rotation = particle.rotation;
  69053. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  69054. quaternion.conjugateInPlace();
  69055. }
  69056. quaternion.toRotationMatrix(invertedRotMatrix);
  69057. for (var pt = 0; pt < shape.length; pt++) {
  69058. idx = index + pt * 3;
  69059. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  69060. tmpNormal.toArray(this._fixedNormal32, idx);
  69061. }
  69062. index = idx + 3;
  69063. }
  69064. };
  69065. //reset copy
  69066. SolidParticleSystem.prototype._resetCopy = function () {
  69067. var copy = this._copy;
  69068. copy.position.setAll(0);
  69069. copy.rotation.setAll(0);
  69070. copy.rotationQuaternion = null;
  69071. copy.scaling.setAll(1);
  69072. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  69073. copy.color = null;
  69074. copy.translateFromPivot = false;
  69075. };
  69076. // _meshBuilder : inserts the shape model in the global SPS mesh
  69077. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  69078. var i;
  69079. var u = 0;
  69080. var c = 0;
  69081. var n = 0;
  69082. this._resetCopy();
  69083. var copy = this._copy;
  69084. if (options && options.positionFunction) { // call to custom positionFunction
  69085. options.positionFunction(copy, idx, idxInShape);
  69086. this._mustUnrotateFixedNormals = true;
  69087. }
  69088. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69089. var tmpVertex = BABYLON.Tmp.Vector3[0];
  69090. var tmpRotated = BABYLON.Tmp.Vector3[1];
  69091. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  69092. var scaledPivot = BABYLON.Tmp.Vector3[3];
  69093. copy.getRotationMatrix(rotMatrix);
  69094. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  69095. if (copy.translateFromPivot) {
  69096. pivotBackTranslation.setAll(0.0);
  69097. }
  69098. else {
  69099. pivotBackTranslation.copyFrom(scaledPivot);
  69100. }
  69101. for (i = 0; i < shape.length; i++) {
  69102. tmpVertex.copyFrom(shape[i]);
  69103. if (options && options.vertexFunction) {
  69104. options.vertexFunction(copy, tmpVertex, i);
  69105. }
  69106. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  69107. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  69108. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  69109. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  69110. if (meshUV) {
  69111. var copyUvs = copy.uvs;
  69112. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  69113. u += 2;
  69114. }
  69115. if (copy.color) {
  69116. this._color = copy.color;
  69117. }
  69118. else {
  69119. var color = this._color;
  69120. if (meshCol && meshCol[c] !== undefined) {
  69121. color.r = meshCol[c];
  69122. color.g = meshCol[c + 1];
  69123. color.b = meshCol[c + 2];
  69124. color.a = meshCol[c + 3];
  69125. }
  69126. else {
  69127. color.r = 1.0;
  69128. color.g = 1.0;
  69129. color.b = 1.0;
  69130. color.a = 1.0;
  69131. }
  69132. }
  69133. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  69134. c += 4;
  69135. if (!this.recomputeNormals && meshNor) {
  69136. tmpVertex.x = meshNor[n];
  69137. tmpVertex.y = meshNor[n + 1];
  69138. tmpVertex.z = meshNor[n + 2];
  69139. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  69140. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  69141. n += 3;
  69142. }
  69143. }
  69144. for (i = 0; i < meshInd.length; i++) {
  69145. var current_ind = p + meshInd[i];
  69146. indices.push(current_ind);
  69147. if (current_ind > 65535) {
  69148. this._needs32Bits = true;
  69149. }
  69150. }
  69151. if (this._pickable) {
  69152. var nbfaces = meshInd.length / 3;
  69153. for (i = 0; i < nbfaces; i++) {
  69154. this.pickedParticles.push({ idx: idx, faceId: i });
  69155. }
  69156. }
  69157. if (this._depthSort) {
  69158. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  69159. }
  69160. return copy;
  69161. };
  69162. // returns a shape array from positions array
  69163. SolidParticleSystem.prototype._posToShape = function (positions) {
  69164. var shape = [];
  69165. for (var i = 0; i < positions.length; i += 3) {
  69166. shape.push(BABYLON.Vector3.FromArray(positions, i));
  69167. }
  69168. return shape;
  69169. };
  69170. // returns a shapeUV array from a Vector4 uvs
  69171. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  69172. var shapeUV = [];
  69173. if (uvs) {
  69174. for (var i = 0; i < uvs.length; i++) {
  69175. shapeUV.push(uvs[i]);
  69176. }
  69177. }
  69178. return shapeUV;
  69179. };
  69180. // adds a new particle object in the particles array
  69181. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  69182. if (bInfo === void 0) { bInfo = null; }
  69183. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  69184. this.particles.push(sp);
  69185. return sp;
  69186. };
  69187. /**
  69188. * Adds some particles to the SPS from the model shape. Returns the shape id.
  69189. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  69190. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  69191. * @param nb (positive integer) the number of particles to be created from this model
  69192. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  69193. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  69194. * @returns the number of shapes in the system
  69195. */
  69196. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  69197. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69198. var meshInd = mesh.getIndices();
  69199. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69200. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69201. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69202. var bbInfo;
  69203. if (this._particlesIntersect) {
  69204. bbInfo = mesh.getBoundingInfo();
  69205. }
  69206. var shape = this._posToShape(meshPos);
  69207. var shapeUV = this._uvsToShapeUV(meshUV);
  69208. var posfunc = options ? options.positionFunction : null;
  69209. var vtxfunc = options ? options.vertexFunction : null;
  69210. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  69211. // particles
  69212. var sp;
  69213. var currentCopy;
  69214. var idx = this.nbParticles;
  69215. for (var i = 0; i < nb; i++) {
  69216. var currentPos = this._positions.length;
  69217. var currentInd = this._indices.length;
  69218. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  69219. if (this._updatable) {
  69220. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  69221. sp.position.copyFrom(currentCopy.position);
  69222. sp.rotation.copyFrom(currentCopy.rotation);
  69223. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  69224. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  69225. }
  69226. if (currentCopy.color && sp.color) {
  69227. sp.color.copyFrom(currentCopy.color);
  69228. }
  69229. sp.scaling.copyFrom(currentCopy.scaling);
  69230. sp.uvs.copyFrom(currentCopy.uvs);
  69231. }
  69232. this._index += shape.length;
  69233. idx++;
  69234. }
  69235. this.nbParticles += nb;
  69236. this._shapeCounter++;
  69237. return this._shapeCounter - 1;
  69238. };
  69239. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  69240. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  69241. this._resetCopy();
  69242. var copy = this._copy;
  69243. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  69244. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  69245. }
  69246. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69247. var tmpVertex = BABYLON.Tmp.Vector3[0];
  69248. var tmpRotated = BABYLON.Tmp.Vector3[1];
  69249. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  69250. var scaledPivot = BABYLON.Tmp.Vector3[3];
  69251. copy.getRotationMatrix(rotMatrix);
  69252. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  69253. if (copy.translateFromPivot) {
  69254. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  69255. }
  69256. else {
  69257. pivotBackTranslation.copyFrom(scaledPivot);
  69258. }
  69259. var shape = particle._model._shape;
  69260. for (var pt = 0; pt < shape.length; pt++) {
  69261. tmpVertex.copyFrom(shape[pt]);
  69262. if (particle._model._vertexFunction) {
  69263. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  69264. }
  69265. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  69266. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  69267. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  69268. }
  69269. particle.position.setAll(0.0);
  69270. particle.rotation.setAll(0.0);
  69271. particle.rotationQuaternion = null;
  69272. particle.scaling.setAll(1.0);
  69273. particle.uvs.setAll(0.0);
  69274. particle.pivot.setAll(0.0);
  69275. particle.translateFromPivot = false;
  69276. particle.parentId = null;
  69277. };
  69278. /**
  69279. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  69280. * @returns the SPS.
  69281. */
  69282. SolidParticleSystem.prototype.rebuildMesh = function () {
  69283. for (var p = 0; p < this.particles.length; p++) {
  69284. this._rebuildParticle(this.particles[p]);
  69285. }
  69286. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  69287. return this;
  69288. };
  69289. /**
  69290. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  69291. * This method calls `updateParticle()` for each particle of the SPS.
  69292. * For an animated SPS, it is usually called within the render loop.
  69293. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  69294. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  69295. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  69296. * @returns the SPS.
  69297. */
  69298. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  69299. if (start === void 0) { start = 0; }
  69300. if (end === void 0) { end = this.nbParticles - 1; }
  69301. if (update === void 0) { update = true; }
  69302. if (!this._updatable) {
  69303. return this;
  69304. }
  69305. // custom beforeUpdate
  69306. this.beforeUpdateParticles(start, end, update);
  69307. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69308. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  69309. var mesh = this.mesh;
  69310. var colors32 = this._colors32;
  69311. var positions32 = this._positions32;
  69312. var normals32 = this._normals32;
  69313. var uvs32 = this._uvs32;
  69314. var indices32 = this._indices32;
  69315. var indices = this._indices;
  69316. var fixedNormal32 = this._fixedNormal32;
  69317. var tempVectors = BABYLON.Tmp.Vector3;
  69318. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  69319. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  69320. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  69321. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  69322. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  69323. var camInvertedPosition = tempVectors[10].setAll(0);
  69324. // cases when the World Matrix is to be computed first
  69325. if (this.billboard || this._depthSort) {
  69326. this.mesh.computeWorldMatrix(true);
  69327. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  69328. }
  69329. // if the particles will always face the camera
  69330. if (this.billboard) {
  69331. // compute the camera position and un-rotate it by the current mesh rotation
  69332. var tmpVertex = tempVectors[0];
  69333. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  69334. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  69335. camAxisZ.normalize();
  69336. // same for camera up vector extracted from the cam view matrix
  69337. var view = this._camera.getViewMatrix(true);
  69338. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  69339. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  69340. camAxisY.normalize();
  69341. camAxisX.normalize();
  69342. }
  69343. // if depthSort, compute the camera global position in the mesh local system
  69344. if (this._depthSort) {
  69345. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  69346. }
  69347. BABYLON.Matrix.IdentityToRef(rotMatrix);
  69348. var idx = 0; // current position index in the global array positions32
  69349. var index = 0; // position start index in the global array positions32 of the current particle
  69350. var colidx = 0; // current color index in the global array colors32
  69351. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  69352. var uvidx = 0; // current uv index in the global array uvs32
  69353. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  69354. var pt = 0; // current index in the particle model shape
  69355. if (this.mesh.isFacetDataEnabled) {
  69356. this._computeBoundingBox = true;
  69357. }
  69358. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  69359. if (this._computeBoundingBox) {
  69360. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  69361. var boundingInfo = this.mesh._boundingInfo;
  69362. if (boundingInfo) {
  69363. minimum.copyFrom(boundingInfo.minimum);
  69364. maximum.copyFrom(boundingInfo.maximum);
  69365. }
  69366. }
  69367. }
  69368. // particle loop
  69369. index = this.particles[start]._pos;
  69370. var vpos = (index / 3) | 0;
  69371. colorIndex = vpos * 4;
  69372. uvIndex = vpos * 2;
  69373. for (var p = start; p <= end; p++) {
  69374. var particle = this.particles[p];
  69375. // call to custom user function to update the particle properties
  69376. this.updateParticle(particle);
  69377. var shape = particle._model._shape;
  69378. var shapeUV = particle._model._shapeUV;
  69379. var particleRotationMatrix = particle._rotationMatrix;
  69380. var particlePosition = particle.position;
  69381. var particleRotation = particle.rotation;
  69382. var particleScaling = particle.scaling;
  69383. var particleGlobalPosition = particle._globalPosition;
  69384. // camera-particle distance for depth sorting
  69385. if (this._depthSort && this._depthSortParticles) {
  69386. var dsp = this.depthSortedParticles[p];
  69387. dsp.ind = particle._ind;
  69388. dsp.indicesLength = particle._model._indicesLength;
  69389. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  69390. }
  69391. // skip the computations for inactive or already invisible particles
  69392. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  69393. // increment indexes for the next particle
  69394. pt = shape.length;
  69395. index += pt * 3;
  69396. colorIndex += pt * 4;
  69397. uvIndex += pt * 2;
  69398. continue;
  69399. }
  69400. if (particle.isVisible) {
  69401. particle._stillInvisible = false; // un-mark permanent invisibility
  69402. var scaledPivot = tempVectors[12];
  69403. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  69404. // particle rotation matrix
  69405. if (this.billboard) {
  69406. particleRotation.x = 0.0;
  69407. particleRotation.y = 0.0;
  69408. }
  69409. if (this._computeParticleRotation || this.billboard) {
  69410. particle.getRotationMatrix(rotMatrix);
  69411. }
  69412. var particleHasParent = (particle.parentId !== null);
  69413. if (particleHasParent) {
  69414. var parent_1 = this.particles[particle.parentId];
  69415. var parentRotationMatrix = parent_1._rotationMatrix;
  69416. var parentGlobalPosition = parent_1._globalPosition;
  69417. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  69418. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  69419. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  69420. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  69421. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  69422. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  69423. if (this._computeParticleRotation || this.billboard) {
  69424. var rotMatrixValues = rotMatrix.m;
  69425. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  69426. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  69427. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  69428. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  69429. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  69430. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  69431. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  69432. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  69433. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  69434. }
  69435. }
  69436. else {
  69437. particleGlobalPosition.x = particlePosition.x;
  69438. particleGlobalPosition.y = particlePosition.y;
  69439. particleGlobalPosition.z = particlePosition.z;
  69440. if (this._computeParticleRotation || this.billboard) {
  69441. var rotMatrixValues = rotMatrix.m;
  69442. particleRotationMatrix[0] = rotMatrixValues[0];
  69443. particleRotationMatrix[1] = rotMatrixValues[1];
  69444. particleRotationMatrix[2] = rotMatrixValues[2];
  69445. particleRotationMatrix[3] = rotMatrixValues[4];
  69446. particleRotationMatrix[4] = rotMatrixValues[5];
  69447. particleRotationMatrix[5] = rotMatrixValues[6];
  69448. particleRotationMatrix[6] = rotMatrixValues[8];
  69449. particleRotationMatrix[7] = rotMatrixValues[9];
  69450. particleRotationMatrix[8] = rotMatrixValues[10];
  69451. }
  69452. }
  69453. var pivotBackTranslation = tempVectors[11];
  69454. if (particle.translateFromPivot) {
  69455. pivotBackTranslation.setAll(0.0);
  69456. }
  69457. else {
  69458. pivotBackTranslation.copyFrom(scaledPivot);
  69459. }
  69460. // particle vertex loop
  69461. for (pt = 0; pt < shape.length; pt++) {
  69462. idx = index + pt * 3;
  69463. colidx = colorIndex + pt * 4;
  69464. uvidx = uvIndex + pt * 2;
  69465. var tmpVertex = tempVectors[0];
  69466. tmpVertex.copyFrom(shape[pt]);
  69467. if (this._computeParticleVertex) {
  69468. this.updateParticleVertex(particle, tmpVertex, pt);
  69469. }
  69470. // positions
  69471. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  69472. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  69473. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  69474. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  69475. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  69476. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  69477. rotatedX += pivotBackTranslation.x;
  69478. rotatedY += pivotBackTranslation.y;
  69479. rotatedZ += pivotBackTranslation.z;
  69480. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69481. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69482. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69483. if (this._computeBoundingBox) {
  69484. minimum.minimizeInPlaceFromFloats(px, py, pz);
  69485. maximum.maximizeInPlaceFromFloats(px, py, pz);
  69486. }
  69487. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  69488. if (!this._computeParticleVertex) {
  69489. var normalx = fixedNormal32[idx];
  69490. var normaly = fixedNormal32[idx + 1];
  69491. var normalz = fixedNormal32[idx + 2];
  69492. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  69493. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  69494. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  69495. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  69496. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  69497. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  69498. }
  69499. if (this._computeParticleColor && particle.color) {
  69500. var color = particle.color;
  69501. var colors32_1 = this._colors32;
  69502. colors32_1[colidx] = color.r;
  69503. colors32_1[colidx + 1] = color.g;
  69504. colors32_1[colidx + 2] = color.b;
  69505. colors32_1[colidx + 3] = color.a;
  69506. }
  69507. if (this._computeParticleTexture) {
  69508. var uvs = particle.uvs;
  69509. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69510. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69511. }
  69512. }
  69513. }
  69514. // particle just set invisible : scaled to zero and positioned at the origin
  69515. else {
  69516. particle._stillInvisible = true; // mark the particle as invisible
  69517. for (pt = 0; pt < shape.length; pt++) {
  69518. idx = index + pt * 3;
  69519. colidx = colorIndex + pt * 4;
  69520. uvidx = uvIndex + pt * 2;
  69521. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  69522. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  69523. if (this._computeParticleColor && particle.color) {
  69524. var color = particle.color;
  69525. colors32[colidx] = color.r;
  69526. colors32[colidx + 1] = color.g;
  69527. colors32[colidx + 2] = color.b;
  69528. colors32[colidx + 3] = color.a;
  69529. }
  69530. if (this._computeParticleTexture) {
  69531. var uvs = particle.uvs;
  69532. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69533. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69534. }
  69535. }
  69536. }
  69537. // if the particle intersections must be computed : update the bbInfo
  69538. if (this._particlesIntersect) {
  69539. var bInfo = particle._boundingInfo;
  69540. var bBox = bInfo.boundingBox;
  69541. var bSphere = bInfo.boundingSphere;
  69542. var modelBoundingInfo = particle._modelBoundingInfo;
  69543. if (!this._bSphereOnly) {
  69544. // place, scale and rotate the particle bbox within the SPS local system, then update it
  69545. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  69546. var tempMin = tempVectors[1];
  69547. var tempMax = tempVectors[2];
  69548. tempMin.setAll(Number.MAX_VALUE);
  69549. tempMax.setAll(-Number.MAX_VALUE);
  69550. for (var b = 0; b < 8; b++) {
  69551. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  69552. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  69553. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  69554. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  69555. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  69556. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  69557. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69558. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69559. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69560. tempMin.minimizeInPlaceFromFloats(x, y, z);
  69561. tempMax.maximizeInPlaceFromFloats(x, y, z);
  69562. }
  69563. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  69564. }
  69565. // place and scale the particle bouding sphere in the SPS local system, then update it
  69566. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  69567. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  69568. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5).addInPlace(particleGlobalPosition);
  69569. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  69570. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  69571. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  69572. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  69573. }
  69574. // increment indexes for the next particle
  69575. index = idx + 3;
  69576. colorIndex = colidx + 4;
  69577. uvIndex = uvidx + 2;
  69578. }
  69579. // if the VBO must be updated
  69580. if (update) {
  69581. if (this._computeParticleColor) {
  69582. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  69583. }
  69584. if (this._computeParticleTexture) {
  69585. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  69586. }
  69587. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  69588. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  69589. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  69590. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  69591. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  69592. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  69593. for (var i = 0; i < normals32.length; i++) {
  69594. fixedNormal32[i] = normals32[i];
  69595. }
  69596. }
  69597. if (!mesh.areNormalsFrozen) {
  69598. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  69599. }
  69600. }
  69601. if (this._depthSort && this._depthSortParticles) {
  69602. var depthSortedParticles = this.depthSortedParticles;
  69603. depthSortedParticles.sort(depthSortFunction);
  69604. var dspl = depthSortedParticles.length;
  69605. var sid = 0;
  69606. for (var sorted = 0; sorted < dspl; sorted++) {
  69607. var lind = depthSortedParticles[sorted].indicesLength;
  69608. var sind = depthSortedParticles[sorted].ind;
  69609. for (var i = 0; i < lind; i++) {
  69610. indices32[sid] = indices[sind + i];
  69611. sid++;
  69612. }
  69613. }
  69614. mesh.updateIndices(indices32);
  69615. }
  69616. }
  69617. if (this._computeBoundingBox) {
  69618. if (mesh._boundingInfo) {
  69619. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  69620. }
  69621. else {
  69622. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  69623. }
  69624. }
  69625. this.afterUpdateParticles(start, end, update);
  69626. return this;
  69627. };
  69628. /**
  69629. * Disposes the SPS.
  69630. */
  69631. SolidParticleSystem.prototype.dispose = function () {
  69632. this.mesh.dispose();
  69633. this.vars = null;
  69634. // drop references to internal big arrays for the GC
  69635. this._positions = null;
  69636. this._indices = null;
  69637. this._normals = null;
  69638. this._uvs = null;
  69639. this._colors = null;
  69640. this._indices32 = null;
  69641. this._positions32 = null;
  69642. this._normals32 = null;
  69643. this._fixedNormal32 = null;
  69644. this._uvs32 = null;
  69645. this._colors32 = null;
  69646. this.pickedParticles = null;
  69647. };
  69648. /**
  69649. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  69650. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69651. * @returns the SPS.
  69652. */
  69653. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  69654. if (!this._isVisibilityBoxLocked) {
  69655. this.mesh.refreshBoundingInfo();
  69656. }
  69657. return this;
  69658. };
  69659. /**
  69660. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  69661. * @param size the size (float) of the visibility box
  69662. * note : this doesn't lock the SPS mesh bounding box.
  69663. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69664. */
  69665. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  69666. var vis = size / 2;
  69667. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  69668. };
  69669. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  69670. /**
  69671. * Gets whether the SPS as always visible or not
  69672. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69673. */
  69674. get: function () {
  69675. return this._alwaysVisible;
  69676. },
  69677. /**
  69678. * Sets the SPS as always visible or not
  69679. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69680. */
  69681. set: function (val) {
  69682. this._alwaysVisible = val;
  69683. this.mesh.alwaysSelectAsActiveMesh = val;
  69684. },
  69685. enumerable: true,
  69686. configurable: true
  69687. });
  69688. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69689. /**
  69690. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69691. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69692. */
  69693. get: function () {
  69694. return this._isVisibilityBoxLocked;
  69695. },
  69696. /**
  69697. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69698. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69699. */
  69700. set: function (val) {
  69701. this._isVisibilityBoxLocked = val;
  69702. var boundingInfo = this.mesh.getBoundingInfo();
  69703. boundingInfo.isLocked = val;
  69704. },
  69705. enumerable: true,
  69706. configurable: true
  69707. });
  69708. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69709. /**
  69710. * Gets if `setParticles()` computes the particle rotations or not.
  69711. * Default value : true. The SPS is faster when it's set to false.
  69712. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69713. */
  69714. get: function () {
  69715. return this._computeParticleRotation;
  69716. },
  69717. /**
  69718. * Tells to `setParticles()` to compute the particle rotations or not.
  69719. * Default value : true. The SPS is faster when it's set to false.
  69720. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69721. */
  69722. set: function (val) {
  69723. this._computeParticleRotation = val;
  69724. },
  69725. enumerable: true,
  69726. configurable: true
  69727. });
  69728. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69729. /**
  69730. * Gets if `setParticles()` computes the particle colors or not.
  69731. * Default value : true. The SPS is faster when it's set to false.
  69732. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69733. */
  69734. get: function () {
  69735. return this._computeParticleColor;
  69736. },
  69737. /**
  69738. * Tells to `setParticles()` to compute the particle colors or not.
  69739. * Default value : true. The SPS is faster when it's set to false.
  69740. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69741. */
  69742. set: function (val) {
  69743. this._computeParticleColor = val;
  69744. },
  69745. enumerable: true,
  69746. configurable: true
  69747. });
  69748. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69749. /**
  69750. * Gets if `setParticles()` computes the particle textures or not.
  69751. * Default value : true. The SPS is faster when it's set to false.
  69752. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69753. */
  69754. get: function () {
  69755. return this._computeParticleTexture;
  69756. },
  69757. set: function (val) {
  69758. this._computeParticleTexture = val;
  69759. },
  69760. enumerable: true,
  69761. configurable: true
  69762. });
  69763. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69764. /**
  69765. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69766. * Default value : false. The SPS is faster when it's set to false.
  69767. * Note : the particle custom vertex positions aren't stored values.
  69768. */
  69769. get: function () {
  69770. return this._computeParticleVertex;
  69771. },
  69772. /**
  69773. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69774. * Default value : false. The SPS is faster when it's set to false.
  69775. * Note : the particle custom vertex positions aren't stored values.
  69776. */
  69777. set: function (val) {
  69778. this._computeParticleVertex = val;
  69779. },
  69780. enumerable: true,
  69781. configurable: true
  69782. });
  69783. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69784. /**
  69785. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69786. */
  69787. get: function () {
  69788. return this._computeBoundingBox;
  69789. },
  69790. /**
  69791. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69792. */
  69793. set: function (val) {
  69794. this._computeBoundingBox = val;
  69795. },
  69796. enumerable: true,
  69797. configurable: true
  69798. });
  69799. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69800. /**
  69801. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69802. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69803. * Default : `true`
  69804. */
  69805. get: function () {
  69806. return this._depthSortParticles;
  69807. },
  69808. /**
  69809. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69810. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69811. * Default : `true`
  69812. */
  69813. set: function (val) {
  69814. this._depthSortParticles = val;
  69815. },
  69816. enumerable: true,
  69817. configurable: true
  69818. });
  69819. // =======================================================================
  69820. // Particle behavior logic
  69821. // these following methods may be overwritten by the user to fit his needs
  69822. /**
  69823. * This function does nothing. It may be overwritten to set all the particle first values.
  69824. * The SPS doesn't call this function, you may have to call it by your own.
  69825. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69826. */
  69827. SolidParticleSystem.prototype.initParticles = function () {
  69828. };
  69829. /**
  69830. * This function does nothing. It may be overwritten to recycle a particle.
  69831. * The SPS doesn't call this function, you may have to call it by your own.
  69832. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69833. * @param particle The particle to recycle
  69834. * @returns the recycled particle
  69835. */
  69836. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69837. return particle;
  69838. };
  69839. /**
  69840. * Updates a particle : this function should be overwritten by the user.
  69841. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69842. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69843. * @example : just set a particle position or velocity and recycle conditions
  69844. * @param particle The particle to update
  69845. * @returns the updated particle
  69846. */
  69847. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69848. return particle;
  69849. };
  69850. /**
  69851. * Updates a vertex of a particle : it can be overwritten by the user.
  69852. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69853. * @param particle the current particle
  69854. * @param vertex the current index of the current particle
  69855. * @param pt the index of the current vertex in the particle shape
  69856. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69857. * @example : just set a vertex particle position
  69858. * @returns the updated vertex
  69859. */
  69860. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69861. return vertex;
  69862. };
  69863. /**
  69864. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69865. * This does nothing and may be overwritten by the user.
  69866. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69867. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69868. * @param update the boolean update value actually passed to setParticles()
  69869. */
  69870. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69871. };
  69872. /**
  69873. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69874. * This will be passed three parameters.
  69875. * This does nothing and may be overwritten by the user.
  69876. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69877. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69878. * @param update the boolean update value actually passed to setParticles()
  69879. */
  69880. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69881. };
  69882. return SolidParticleSystem;
  69883. }());
  69884. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69885. })(BABYLON || (BABYLON = {}));
  69886. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69887. var BABYLON;
  69888. (function (BABYLON) {
  69889. /**
  69890. * Class containing static functions to help procedurally build meshes
  69891. */
  69892. var MeshBuilder = /** @class */ (function () {
  69893. function MeshBuilder() {
  69894. }
  69895. MeshBuilder._UpdateSideOrientation = function (orientation) {
  69896. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69897. return BABYLON.Mesh.DOUBLESIDE;
  69898. }
  69899. if (orientation === undefined || orientation === null) {
  69900. return BABYLON.Mesh.FRONTSIDE;
  69901. }
  69902. return orientation;
  69903. };
  69904. /**
  69905. * Creates a box mesh
  69906. * * The parameter `size` sets the size (float) of each box side (default 1)
  69907. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69908. * * 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)
  69909. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  69910. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69911. * * 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
  69912. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69913. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  69914. * @param name defines the name of the mesh
  69915. * @param options defines the options used to create the mesh
  69916. * @param scene defines the hosting scene
  69917. * @returns the box mesh
  69918. */
  69919. MeshBuilder.CreateBox = function (name, options, scene) {
  69920. if (scene === void 0) { scene = null; }
  69921. var box = new BABYLON.Mesh(name, scene);
  69922. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  69923. box._originalBuilderSideOrientation = options.sideOrientation;
  69924. var vertexData = BABYLON.VertexData.CreateBox(options);
  69925. vertexData.applyToMesh(box, options.updatable);
  69926. return box;
  69927. };
  69928. /**
  69929. * Creates a sphere mesh
  69930. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69931. * * 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`)
  69932. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69933. * * 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
  69934. * * 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)
  69935. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69936. * * 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
  69937. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69938. * @param name defines the name of the mesh
  69939. * @param options defines the options used to create the mesh
  69940. * @param scene defines the hosting scene
  69941. * @returns the sphere mesh
  69942. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  69943. */
  69944. MeshBuilder.CreateSphere = function (name, options, scene) {
  69945. var sphere = new BABYLON.Mesh(name, scene);
  69946. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  69947. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69948. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69949. vertexData.applyToMesh(sphere, options.updatable);
  69950. return sphere;
  69951. };
  69952. /**
  69953. * Creates a plane polygonal mesh. By default, this is a disc
  69954. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69955. * * 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
  69956. * * 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
  69957. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69958. * * 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
  69959. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69960. * @param name defines the name of the mesh
  69961. * @param options defines the options used to create the mesh
  69962. * @param scene defines the hosting scene
  69963. * @returns the plane polygonal mesh
  69964. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69965. */
  69966. MeshBuilder.CreateDisc = function (name, options, scene) {
  69967. if (scene === void 0) { scene = null; }
  69968. var disc = new BABYLON.Mesh(name, scene);
  69969. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  69970. disc._originalBuilderSideOrientation = options.sideOrientation;
  69971. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69972. vertexData.applyToMesh(disc, options.updatable);
  69973. return disc;
  69974. };
  69975. /**
  69976. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69977. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69978. * * 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`)
  69979. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69980. * * 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
  69981. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69982. * * 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
  69983. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69984. * @param name defines the name of the mesh
  69985. * @param options defines the options used to create the mesh
  69986. * @param scene defines the hosting scene
  69987. * @returns the icosahedron mesh
  69988. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69989. */
  69990. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69991. var sphere = new BABYLON.Mesh(name, scene);
  69992. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  69993. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69994. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69995. vertexData.applyToMesh(sphere, options.updatable);
  69996. return sphere;
  69997. };
  69998. /**
  69999. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70000. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  70001. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  70002. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  70003. * * 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
  70004. * * 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
  70005. * * 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
  70006. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70007. * * 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
  70008. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70009. * * 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
  70010. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  70011. * * 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
  70012. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  70013. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70014. * @param name defines the name of the mesh
  70015. * @param options defines the options used to create the mesh
  70016. * @param scene defines the hosting scene
  70017. * @returns the ribbon mesh
  70018. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  70019. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70020. */
  70021. MeshBuilder.CreateRibbon = function (name, options, scene) {
  70022. if (scene === void 0) { scene = null; }
  70023. var pathArray = options.pathArray;
  70024. var closeArray = options.closeArray;
  70025. var closePath = options.closePath;
  70026. var sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70027. var instance = options.instance;
  70028. var updatable = options.updatable;
  70029. if (instance) { // existing ribbon instance update
  70030. // positionFunction : ribbon case
  70031. // only pathArray and sideOrientation parameters are taken into account for positions update
  70032. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  70033. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  70034. var positionFunction = function (positions) {
  70035. var minlg = pathArray[0].length;
  70036. var mesh = instance;
  70037. var i = 0;
  70038. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  70039. for (var si = 1; si <= ns; ++si) {
  70040. for (var p = 0; p < pathArray.length; ++p) {
  70041. var path = pathArray[p];
  70042. var l = path.length;
  70043. minlg = (minlg < l) ? minlg : l;
  70044. for (var j = 0; j < minlg; ++j) {
  70045. var pathPoint = path[j];
  70046. positions[i] = pathPoint.x;
  70047. positions[i + 1] = pathPoint.y;
  70048. positions[i + 2] = pathPoint.z;
  70049. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  70050. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  70051. i += 3;
  70052. }
  70053. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  70054. var pathPoint = path[0];
  70055. positions[i] = pathPoint.x;
  70056. positions[i + 1] = pathPoint.y;
  70057. positions[i + 2] = pathPoint.z;
  70058. i += 3;
  70059. }
  70060. }
  70061. }
  70062. };
  70063. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70064. positionFunction(positions);
  70065. if (instance._boundingInfo) {
  70066. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  70067. }
  70068. else {
  70069. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  70070. }
  70071. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  70072. if (options.colors) {
  70073. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  70074. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  70075. var color = options.colors[c];
  70076. colors[colorIndex] = color.r;
  70077. colors[colorIndex + 1] = color.g;
  70078. colors[colorIndex + 2] = color.b;
  70079. colors[colorIndex + 3] = color.a;
  70080. }
  70081. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  70082. }
  70083. if (options.uvs) {
  70084. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  70085. for (var i = 0; i < options.uvs.length; i++) {
  70086. uvs[i * 2] = options.uvs[i].x;
  70087. uvs[i * 2 + 1] = options.uvs[i].y;
  70088. }
  70089. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  70090. }
  70091. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  70092. var indices = instance.getIndices();
  70093. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70094. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  70095. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  70096. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  70097. var indexFirst = 0;
  70098. var indexLast = 0;
  70099. for (var p = 0; p < pathArray.length; p++) {
  70100. indexFirst = instance._creationDataStorage.idx[p] * 3;
  70101. if (p + 1 < pathArray.length) {
  70102. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  70103. }
  70104. else {
  70105. indexLast = normals.length - 3;
  70106. }
  70107. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  70108. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  70109. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  70110. normals[indexLast] = normals[indexFirst];
  70111. normals[indexLast + 1] = normals[indexFirst + 1];
  70112. normals[indexLast + 2] = normals[indexFirst + 2];
  70113. }
  70114. }
  70115. if (!(instance.areNormalsFrozen)) {
  70116. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  70117. }
  70118. }
  70119. return instance;
  70120. }
  70121. else { // new ribbon creation
  70122. var ribbon = new BABYLON.Mesh(name, scene);
  70123. ribbon._originalBuilderSideOrientation = sideOrientation;
  70124. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  70125. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  70126. if (closePath) {
  70127. ribbon._creationDataStorage.idx = vertexData._idx;
  70128. }
  70129. ribbon._creationDataStorage.closePath = closePath;
  70130. ribbon._creationDataStorage.closeArray = closeArray;
  70131. vertexData.applyToMesh(ribbon, updatable);
  70132. return ribbon;
  70133. }
  70134. };
  70135. /**
  70136. * Creates a cylinder or a cone mesh
  70137. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  70138. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  70139. * * 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.
  70140. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  70141. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  70142. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  70143. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  70144. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  70145. * * 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).
  70146. * * 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
  70147. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  70148. * * 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
  70149. * * 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.
  70150. * * If `enclose` is false, a ring surface is one element.
  70151. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  70152. * * 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
  70153. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70154. * * 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
  70155. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70156. * @param name defines the name of the mesh
  70157. * @param options defines the options used to create the mesh
  70158. * @param scene defines the hosting scene
  70159. * @returns the cylinder mesh
  70160. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  70161. */
  70162. MeshBuilder.CreateCylinder = function (name, options, scene) {
  70163. var cylinder = new BABYLON.Mesh(name, scene);
  70164. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70165. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  70166. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  70167. vertexData.applyToMesh(cylinder, options.updatable);
  70168. return cylinder;
  70169. };
  70170. /**
  70171. * Creates a torus mesh
  70172. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  70173. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  70174. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  70175. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70176. * * 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
  70177. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70178. * @param name defines the name of the mesh
  70179. * @param options defines the options used to create the mesh
  70180. * @param scene defines the hosting scene
  70181. * @returns the torus mesh
  70182. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  70183. */
  70184. MeshBuilder.CreateTorus = function (name, options, scene) {
  70185. var torus = new BABYLON.Mesh(name, scene);
  70186. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70187. torus._originalBuilderSideOrientation = options.sideOrientation;
  70188. var vertexData = BABYLON.VertexData.CreateTorus(options);
  70189. vertexData.applyToMesh(torus, options.updatable);
  70190. return torus;
  70191. };
  70192. /**
  70193. * Creates a torus knot mesh
  70194. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  70195. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  70196. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  70197. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  70198. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70199. * * 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
  70200. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70201. * @param name defines the name of the mesh
  70202. * @param options defines the options used to create the mesh
  70203. * @param scene defines the hosting scene
  70204. * @returns the torus knot mesh
  70205. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  70206. */
  70207. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  70208. var torusKnot = new BABYLON.Mesh(name, scene);
  70209. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70210. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  70211. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  70212. vertexData.applyToMesh(torusKnot, options.updatable);
  70213. return torusKnot;
  70214. };
  70215. /**
  70216. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  70217. * * 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
  70218. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  70219. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  70220. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  70221. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  70222. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  70223. * * 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
  70224. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  70225. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70226. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  70227. * @param name defines the name of the new line system
  70228. * @param options defines the options used to create the line system
  70229. * @param scene defines the hosting scene
  70230. * @returns a new line system mesh
  70231. */
  70232. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  70233. var instance = options.instance;
  70234. var lines = options.lines;
  70235. var colors = options.colors;
  70236. if (instance) { // lines update
  70237. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70238. var vertexColor;
  70239. var lineColors;
  70240. if (colors) {
  70241. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  70242. }
  70243. var i = 0;
  70244. var c = 0;
  70245. for (var l = 0; l < lines.length; l++) {
  70246. var points = lines[l];
  70247. for (var p = 0; p < points.length; p++) {
  70248. positions[i] = points[p].x;
  70249. positions[i + 1] = points[p].y;
  70250. positions[i + 2] = points[p].z;
  70251. if (colors && vertexColor) {
  70252. lineColors = colors[l];
  70253. vertexColor[c] = lineColors[p].r;
  70254. vertexColor[c + 1] = lineColors[p].g;
  70255. vertexColor[c + 2] = lineColors[p].b;
  70256. vertexColor[c + 3] = lineColors[p].a;
  70257. c += 4;
  70258. }
  70259. i += 3;
  70260. }
  70261. }
  70262. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  70263. if (colors && vertexColor) {
  70264. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  70265. }
  70266. return instance;
  70267. }
  70268. // line system creation
  70269. var useVertexColor = (colors) ? true : false;
  70270. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  70271. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  70272. vertexData.applyToMesh(lineSystem, options.updatable);
  70273. return lineSystem;
  70274. };
  70275. /**
  70276. * Creates a line mesh
  70277. * 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
  70278. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70279. * * The parameter `points` is an array successive Vector3
  70280. * * 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
  70281. * * The optional parameter `colors` is an array of successive Color4, one per line point
  70282. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  70283. * * When updating an instance, remember that only point positions can change, not the number of points
  70284. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70285. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  70286. * @param name defines the name of the new line system
  70287. * @param options defines the options used to create the line system
  70288. * @param scene defines the hosting scene
  70289. * @returns a new line mesh
  70290. */
  70291. MeshBuilder.CreateLines = function (name, options, scene) {
  70292. if (scene === void 0) { scene = null; }
  70293. var colors = (options.colors) ? [options.colors] : null;
  70294. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  70295. return lines;
  70296. };
  70297. /**
  70298. * Creates a dashed line mesh
  70299. * * 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
  70300. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70301. * * The parameter `points` is an array successive Vector3
  70302. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  70303. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  70304. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  70305. * * 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
  70306. * * When updating an instance, remember that only point positions can change, not the number of points
  70307. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70308. * @param name defines the name of the mesh
  70309. * @param options defines the options used to create the mesh
  70310. * @param scene defines the hosting scene
  70311. * @returns the dashed line mesh
  70312. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  70313. */
  70314. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  70315. if (scene === void 0) { scene = null; }
  70316. var points = options.points;
  70317. var instance = options.instance;
  70318. var gapSize = options.gapSize || 1;
  70319. var dashSize = options.dashSize || 3;
  70320. if (instance) { // dashed lines update
  70321. var positionFunction = function (positions) {
  70322. var curvect = BABYLON.Vector3.Zero();
  70323. var nbSeg = positions.length / 6;
  70324. var lg = 0;
  70325. var nb = 0;
  70326. var shft = 0;
  70327. var dashshft = 0;
  70328. var curshft = 0;
  70329. var p = 0;
  70330. var i = 0;
  70331. var j = 0;
  70332. for (i = 0; i < points.length - 1; i++) {
  70333. points[i + 1].subtractToRef(points[i], curvect);
  70334. lg += curvect.length();
  70335. }
  70336. shft = lg / nbSeg;
  70337. var dashSize = instance._creationDataStorage.dashSize;
  70338. var gapSize = instance._creationDataStorage.gapSize;
  70339. dashshft = dashSize * shft / (dashSize + gapSize);
  70340. for (i = 0; i < points.length - 1; i++) {
  70341. points[i + 1].subtractToRef(points[i], curvect);
  70342. nb = Math.floor(curvect.length() / shft);
  70343. curvect.normalize();
  70344. j = 0;
  70345. while (j < nb && p < positions.length) {
  70346. curshft = shft * j;
  70347. positions[p] = points[i].x + curshft * curvect.x;
  70348. positions[p + 1] = points[i].y + curshft * curvect.y;
  70349. positions[p + 2] = points[i].z + curshft * curvect.z;
  70350. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  70351. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  70352. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  70353. p += 6;
  70354. j++;
  70355. }
  70356. }
  70357. while (p < positions.length) {
  70358. positions[p] = points[i].x;
  70359. positions[p + 1] = points[i].y;
  70360. positions[p + 2] = points[i].z;
  70361. p += 3;
  70362. }
  70363. };
  70364. instance.updateMeshPositions(positionFunction, false);
  70365. return instance;
  70366. }
  70367. // dashed lines creation
  70368. var dashedLines = new BABYLON.LinesMesh(name, scene);
  70369. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  70370. vertexData.applyToMesh(dashedLines, options.updatable);
  70371. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  70372. dashedLines._creationDataStorage.dashSize = dashSize;
  70373. dashedLines._creationDataStorage.gapSize = gapSize;
  70374. return dashedLines;
  70375. };
  70376. /**
  70377. * 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.
  70378. * * 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.
  70379. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70380. * * 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.
  70381. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  70382. * * 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
  70383. * * 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
  70384. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  70385. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70386. * * 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
  70387. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  70388. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70389. * @param name defines the name of the mesh
  70390. * @param options defines the options used to create the mesh
  70391. * @param scene defines the hosting scene
  70392. * @returns the extruded shape mesh
  70393. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70394. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70395. */
  70396. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  70397. if (scene === void 0) { scene = null; }
  70398. var path = options.path;
  70399. var shape = options.shape;
  70400. var scale = options.scale || 1;
  70401. var rotation = options.rotation || 0;
  70402. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70403. var updatable = options.updatable;
  70404. var sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70405. var instance = options.instance || null;
  70406. var invertUV = options.invertUV || false;
  70407. 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);
  70408. };
  70409. /**
  70410. * Creates an custom extruded shape mesh.
  70411. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  70412. * * 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.
  70413. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70414. * * 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
  70415. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  70416. * * 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
  70417. * * It must returns a float value that will be the scale value applied to the shape on each path point
  70418. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  70419. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  70420. * * 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
  70421. * * 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
  70422. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  70423. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70424. * * 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
  70425. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70426. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70427. * @param name defines the name of the mesh
  70428. * @param options defines the options used to create the mesh
  70429. * @param scene defines the hosting scene
  70430. * @returns the custom extruded shape mesh
  70431. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  70432. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70433. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70434. */
  70435. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  70436. var path = options.path;
  70437. var shape = options.shape;
  70438. var scaleFunction = options.scaleFunction || (function () { return 1; });
  70439. var rotationFunction = options.rotationFunction || (function () { return 0; });
  70440. var ribbonCloseArray = options.ribbonCloseArray || false;
  70441. var ribbonClosePath = options.ribbonClosePath || false;
  70442. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70443. var updatable = options.updatable;
  70444. var sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70445. var instance = options.instance;
  70446. var invertUV = options.invertUV || false;
  70447. 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);
  70448. };
  70449. /**
  70450. * Creates lathe mesh.
  70451. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  70452. * * 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
  70453. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  70454. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  70455. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  70456. * * 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
  70457. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  70458. * * 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
  70459. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70460. * * 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
  70461. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70462. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70463. * @param name defines the name of the mesh
  70464. * @param options defines the options used to create the mesh
  70465. * @param scene defines the hosting scene
  70466. * @returns the lathe mesh
  70467. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  70468. */
  70469. MeshBuilder.CreateLathe = function (name, options, scene) {
  70470. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  70471. var closed = (options.closed === undefined) ? true : options.closed;
  70472. var shape = options.shape;
  70473. var radius = options.radius || 1;
  70474. var tessellation = options.tessellation || 64;
  70475. var clip = options.clip || 0;
  70476. var updatable = options.updatable;
  70477. var sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70478. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70479. var pi2 = Math.PI * 2;
  70480. var paths = new Array();
  70481. var invertUV = options.invertUV || false;
  70482. var i = 0;
  70483. var p = 0;
  70484. var step = pi2 / tessellation * arc;
  70485. var rotated;
  70486. var path = new Array();
  70487. for (i = 0; i <= tessellation - clip; i++) {
  70488. var path = [];
  70489. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  70490. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  70491. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  70492. }
  70493. for (p = 0; p < shape.length; p++) {
  70494. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  70495. path.push(rotated);
  70496. }
  70497. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  70498. 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));
  70499. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  70500. }
  70501. paths.push(path);
  70502. }
  70503. // lathe ribbon
  70504. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70505. return lathe;
  70506. };
  70507. /**
  70508. * Creates a plane mesh
  70509. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  70510. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  70511. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  70512. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70513. * * 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
  70514. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70515. * @param name defines the name of the mesh
  70516. * @param options defines the options used to create the mesh
  70517. * @param scene defines the hosting scene
  70518. * @returns the plane mesh
  70519. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  70520. */
  70521. MeshBuilder.CreatePlane = function (name, options, scene) {
  70522. var plane = new BABYLON.Mesh(name, scene);
  70523. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70524. plane._originalBuilderSideOrientation = options.sideOrientation;
  70525. var vertexData = BABYLON.VertexData.CreatePlane(options);
  70526. vertexData.applyToMesh(plane, options.updatable);
  70527. if (options.sourcePlane) {
  70528. plane.translate(options.sourcePlane.normal, -options.sourcePlane.d);
  70529. plane.setDirection(options.sourcePlane.normal.scale(-1));
  70530. }
  70531. return plane;
  70532. };
  70533. /**
  70534. * Creates a ground mesh
  70535. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  70536. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  70537. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70538. * @param name defines the name of the mesh
  70539. * @param options defines the options used to create the mesh
  70540. * @param scene defines the hosting scene
  70541. * @returns the ground mesh
  70542. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  70543. */
  70544. MeshBuilder.CreateGround = function (name, options, scene) {
  70545. var ground = new BABYLON.GroundMesh(name, scene);
  70546. ground._setReady(false);
  70547. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  70548. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  70549. ground._width = options.width || 1;
  70550. ground._height = options.height || 1;
  70551. ground._maxX = ground._width / 2;
  70552. ground._maxZ = ground._height / 2;
  70553. ground._minX = -ground._maxX;
  70554. ground._minZ = -ground._maxZ;
  70555. var vertexData = BABYLON.VertexData.CreateGround(options);
  70556. vertexData.applyToMesh(ground, options.updatable);
  70557. ground._setReady(true);
  70558. return ground;
  70559. };
  70560. /**
  70561. * Creates a tiled ground mesh
  70562. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  70563. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  70564. * * 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
  70565. * * 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
  70566. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70567. * @param name defines the name of the mesh
  70568. * @param options defines the options used to create the mesh
  70569. * @param scene defines the hosting scene
  70570. * @returns the tiled ground mesh
  70571. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  70572. */
  70573. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  70574. var tiledGround = new BABYLON.Mesh(name, scene);
  70575. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  70576. vertexData.applyToMesh(tiledGround, options.updatable);
  70577. return tiledGround;
  70578. };
  70579. /**
  70580. * Creates a ground mesh from a height map
  70581. * * The parameter `url` sets the URL of the height map image resource.
  70582. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  70583. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  70584. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  70585. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  70586. * * 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.
  70587. * * 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).
  70588. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  70589. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70590. * @param name defines the name of the mesh
  70591. * @param url defines the url to the height map
  70592. * @param options defines the options used to create the mesh
  70593. * @param scene defines the hosting scene
  70594. * @returns the ground mesh
  70595. * @see https://doc.babylonjs.com/babylon101/height_map
  70596. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  70597. */
  70598. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  70599. var width = options.width || 10.0;
  70600. var height = options.height || 10.0;
  70601. var subdivisions = options.subdivisions || 1 | 0;
  70602. var minHeight = options.minHeight || 0.0;
  70603. var maxHeight = options.maxHeight || 1.0;
  70604. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  70605. var alphaFilter = options.alphaFilter || 0.0;
  70606. var updatable = options.updatable;
  70607. var onReady = options.onReady;
  70608. var ground = new BABYLON.GroundMesh(name, scene);
  70609. ground._subdivisionsX = subdivisions;
  70610. ground._subdivisionsY = subdivisions;
  70611. ground._width = width;
  70612. ground._height = height;
  70613. ground._maxX = ground._width / 2.0;
  70614. ground._maxZ = ground._height / 2.0;
  70615. ground._minX = -ground._maxX;
  70616. ground._minZ = -ground._maxZ;
  70617. ground._setReady(false);
  70618. var onload = function (img) {
  70619. // Getting height map data
  70620. var canvas = document.createElement("canvas");
  70621. var context = canvas.getContext("2d");
  70622. if (!context) {
  70623. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  70624. }
  70625. if (scene.isDisposed) {
  70626. return;
  70627. }
  70628. var bufferWidth = img.width;
  70629. var bufferHeight = img.height;
  70630. canvas.width = bufferWidth;
  70631. canvas.height = bufferHeight;
  70632. context.drawImage(img, 0, 0);
  70633. // Create VertexData from map data
  70634. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  70635. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  70636. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  70637. width: width, height: height,
  70638. subdivisions: subdivisions,
  70639. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  70640. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  70641. alphaFilter: alphaFilter
  70642. });
  70643. vertexData.applyToMesh(ground, updatable);
  70644. //execute ready callback, if set
  70645. if (onReady) {
  70646. onReady(ground);
  70647. }
  70648. ground._setReady(true);
  70649. };
  70650. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  70651. return ground;
  70652. };
  70653. /**
  70654. * Creates a polygon mesh
  70655. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  70656. * * 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
  70657. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70658. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70659. * * 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)
  70660. * * Remember you can only change the shape positions, not their number when updating a polygon
  70661. * @param name defines the name of the mesh
  70662. * @param options defines the options used to create the mesh
  70663. * @param scene defines the hosting scene
  70664. * @returns the polygon mesh
  70665. */
  70666. MeshBuilder.CreatePolygon = function (name, options, scene) {
  70667. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70668. var shape = options.shape;
  70669. var holes = options.holes || [];
  70670. var depth = options.depth || 0;
  70671. var contours = [];
  70672. var hole = [];
  70673. for (var i = 0; i < shape.length; i++) {
  70674. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70675. }
  70676. var epsilon = 0.00000001;
  70677. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70678. contours.pop();
  70679. }
  70680. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70681. for (var hNb = 0; hNb < holes.length; hNb++) {
  70682. hole = [];
  70683. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70684. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70685. }
  70686. polygonTriangulation.addHole(hole);
  70687. }
  70688. var polygon = polygonTriangulation.build(options.updatable, depth);
  70689. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70690. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70691. vertexData.applyToMesh(polygon, options.updatable);
  70692. return polygon;
  70693. };
  70694. /**
  70695. * Creates an extruded polygon mesh, with depth in the Y direction.
  70696. * * 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)
  70697. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70698. * @param name defines the name of the mesh
  70699. * @param options defines the options used to create the mesh
  70700. * @param scene defines the hosting scene
  70701. * @returns the polygon mesh
  70702. */
  70703. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70704. return MeshBuilder.CreatePolygon(name, options, scene);
  70705. };
  70706. /**
  70707. * Creates a tube mesh.
  70708. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70709. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70710. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70711. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70712. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70713. * * 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)
  70714. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70715. * * 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
  70716. * * 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
  70717. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70718. * * 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
  70719. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70720. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70721. * @param name defines the name of the mesh
  70722. * @param options defines the options used to create the mesh
  70723. * @param scene defines the hosting scene
  70724. * @returns the tube mesh
  70725. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70726. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  70727. */
  70728. MeshBuilder.CreateTube = function (name, options, scene) {
  70729. var path = options.path;
  70730. var instance = options.instance;
  70731. var radius = 1.0;
  70732. if (options.radius !== undefined) {
  70733. radius = options.radius;
  70734. }
  70735. else if (instance) {
  70736. radius = instance._creationDataStorage.radius;
  70737. }
  70738. var tessellation = options.tessellation || 64 | 0;
  70739. var radiusFunction = options.radiusFunction || null;
  70740. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70741. var invertUV = options.invertUV || false;
  70742. var updatable = options.updatable;
  70743. var sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70744. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70745. // tube geometry
  70746. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70747. var tangents = path3D.getTangents();
  70748. var normals = path3D.getNormals();
  70749. var distances = path3D.getDistances();
  70750. var pi2 = Math.PI * 2;
  70751. var step = pi2 / tessellation * arc;
  70752. var returnRadius = function () { return radius; };
  70753. var radiusFunctionFinal = radiusFunction || returnRadius;
  70754. var circlePath;
  70755. var rad;
  70756. var normal;
  70757. var rotated;
  70758. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70759. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70760. for (var i = 0; i < path.length; i++) {
  70761. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70762. circlePath = Array(); // current circle array
  70763. normal = normals[i]; // current normal
  70764. for (var t = 0; t < tessellation; t++) {
  70765. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70766. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70767. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70768. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70769. circlePath[t] = rotated;
  70770. }
  70771. circlePaths[index] = circlePath;
  70772. index++;
  70773. }
  70774. // cap
  70775. var capPath = function (nbPoints, pathIndex) {
  70776. var pointCap = Array();
  70777. for (var i = 0; i < nbPoints; i++) {
  70778. pointCap.push(path[pathIndex]);
  70779. }
  70780. return pointCap;
  70781. };
  70782. switch (cap) {
  70783. case BABYLON.Mesh.NO_CAP:
  70784. break;
  70785. case BABYLON.Mesh.CAP_START:
  70786. circlePaths[0] = capPath(tessellation, 0);
  70787. circlePaths[1] = circlePaths[2].slice(0);
  70788. break;
  70789. case BABYLON.Mesh.CAP_END:
  70790. circlePaths[index] = circlePaths[index - 1].slice(0);
  70791. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70792. break;
  70793. case BABYLON.Mesh.CAP_ALL:
  70794. circlePaths[0] = capPath(tessellation, 0);
  70795. circlePaths[1] = circlePaths[2].slice(0);
  70796. circlePaths[index] = circlePaths[index - 1].slice(0);
  70797. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70798. break;
  70799. default:
  70800. break;
  70801. }
  70802. return circlePaths;
  70803. };
  70804. var path3D;
  70805. var pathArray;
  70806. if (instance) { // tube update
  70807. var storage = instance._creationDataStorage;
  70808. var arc = options.arc || storage.arc;
  70809. path3D = storage.path3D.update(path);
  70810. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70811. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70812. // Update mode, no need to recreate the storage.
  70813. storage.path3D = path3D;
  70814. storage.pathArray = pathArray;
  70815. storage.arc = arc;
  70816. storage.radius = radius;
  70817. return instance;
  70818. }
  70819. // tube creation
  70820. path3D = new BABYLON.Path3D(path);
  70821. var newPathArray = new Array();
  70822. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70823. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70824. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70825. tube._creationDataStorage.pathArray = pathArray;
  70826. tube._creationDataStorage.path3D = path3D;
  70827. tube._creationDataStorage.tessellation = tessellation;
  70828. tube._creationDataStorage.cap = cap;
  70829. tube._creationDataStorage.arc = options.arc;
  70830. tube._creationDataStorage.radius = radius;
  70831. return tube;
  70832. };
  70833. /**
  70834. * Creates a polyhedron mesh
  70835. * * 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
  70836. * * The parameter `size` (positive float, default 1) sets the polygon size
  70837. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70838. * * 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`
  70839. * * 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
  70840. * * 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)`)
  70841. * * 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
  70842. * * 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
  70843. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70844. * * 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
  70845. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70846. * @param name defines the name of the mesh
  70847. * @param options defines the options used to create the mesh
  70848. * @param scene defines the hosting scene
  70849. * @returns the polyhedron mesh
  70850. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  70851. */
  70852. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70853. var polyhedron = new BABYLON.Mesh(name, scene);
  70854. options.sideOrientation = MeshBuilder._UpdateSideOrientation(options.sideOrientation);
  70855. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70856. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70857. vertexData.applyToMesh(polyhedron, options.updatable);
  70858. return polyhedron;
  70859. };
  70860. /**
  70861. * Creates a decal mesh.
  70862. * 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
  70863. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70864. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70865. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70866. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70867. * @param name defines the name of the mesh
  70868. * @param sourceMesh defines the mesh where the decal must be applied
  70869. * @param options defines the options used to create the mesh
  70870. * @param scene defines the hosting scene
  70871. * @returns the decal mesh
  70872. * @see https://doc.babylonjs.com/how_to/decals
  70873. */
  70874. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70875. var indices = sourceMesh.getIndices();
  70876. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70877. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70878. var position = options.position || BABYLON.Vector3.Zero();
  70879. var normal = options.normal || BABYLON.Vector3.Up();
  70880. var size = options.size || BABYLON.Vector3.One();
  70881. var angle = options.angle || 0;
  70882. // Getting correct rotation
  70883. if (!normal) {
  70884. var target = new BABYLON.Vector3(0, 0, 1);
  70885. var camera = sourceMesh.getScene().activeCamera;
  70886. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70887. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70888. }
  70889. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70890. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70891. var pitch = Math.atan2(normal.y, len);
  70892. // Matrix
  70893. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70894. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70895. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70896. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70897. var vertexData = new BABYLON.VertexData();
  70898. vertexData.indices = [];
  70899. vertexData.positions = [];
  70900. vertexData.normals = [];
  70901. vertexData.uvs = [];
  70902. var currentVertexDataIndex = 0;
  70903. var extractDecalVector3 = function (indexId) {
  70904. var result = new BABYLON.PositionNormalVertex();
  70905. if (!indices || !positions || !normals) {
  70906. return result;
  70907. }
  70908. var vertexId = indices[indexId];
  70909. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70910. // Send vector to decal local world
  70911. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70912. // Get normal
  70913. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70914. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70915. return result;
  70916. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70917. var clip = function (vertices, axis) {
  70918. if (vertices.length === 0) {
  70919. return vertices;
  70920. }
  70921. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70922. var clipVertices = function (v0, v1) {
  70923. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70924. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70925. };
  70926. var result = new Array();
  70927. for (var index = 0; index < vertices.length; index += 3) {
  70928. var v1Out;
  70929. var v2Out;
  70930. var v3Out;
  70931. var total = 0;
  70932. var nV1 = null;
  70933. var nV2 = null;
  70934. var nV3 = null;
  70935. var nV4 = null;
  70936. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70937. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70938. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70939. v1Out = d1 > 0;
  70940. v2Out = d2 > 0;
  70941. v3Out = d3 > 0;
  70942. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70943. switch (total) {
  70944. case 0:
  70945. result.push(vertices[index]);
  70946. result.push(vertices[index + 1]);
  70947. result.push(vertices[index + 2]);
  70948. break;
  70949. case 1:
  70950. if (v1Out) {
  70951. nV1 = vertices[index + 1];
  70952. nV2 = vertices[index + 2];
  70953. nV3 = clipVertices(vertices[index], nV1);
  70954. nV4 = clipVertices(vertices[index], nV2);
  70955. }
  70956. if (v2Out) {
  70957. nV1 = vertices[index];
  70958. nV2 = vertices[index + 2];
  70959. nV3 = clipVertices(vertices[index + 1], nV1);
  70960. nV4 = clipVertices(vertices[index + 1], nV2);
  70961. result.push(nV3);
  70962. result.push(nV2.clone());
  70963. result.push(nV1.clone());
  70964. result.push(nV2.clone());
  70965. result.push(nV3.clone());
  70966. result.push(nV4);
  70967. break;
  70968. }
  70969. if (v3Out) {
  70970. nV1 = vertices[index];
  70971. nV2 = vertices[index + 1];
  70972. nV3 = clipVertices(vertices[index + 2], nV1);
  70973. nV4 = clipVertices(vertices[index + 2], nV2);
  70974. }
  70975. if (nV1 && nV2 && nV3 && nV4) {
  70976. result.push(nV1.clone());
  70977. result.push(nV2.clone());
  70978. result.push(nV3);
  70979. result.push(nV4);
  70980. result.push(nV3.clone());
  70981. result.push(nV2.clone());
  70982. }
  70983. break;
  70984. case 2:
  70985. if (!v1Out) {
  70986. nV1 = vertices[index].clone();
  70987. nV2 = clipVertices(nV1, vertices[index + 1]);
  70988. nV3 = clipVertices(nV1, vertices[index + 2]);
  70989. result.push(nV1);
  70990. result.push(nV2);
  70991. result.push(nV3);
  70992. }
  70993. if (!v2Out) {
  70994. nV1 = vertices[index + 1].clone();
  70995. nV2 = clipVertices(nV1, vertices[index + 2]);
  70996. nV3 = clipVertices(nV1, vertices[index]);
  70997. result.push(nV1);
  70998. result.push(nV2);
  70999. result.push(nV3);
  71000. }
  71001. if (!v3Out) {
  71002. nV1 = vertices[index + 2].clone();
  71003. nV2 = clipVertices(nV1, vertices[index]);
  71004. nV3 = clipVertices(nV1, vertices[index + 1]);
  71005. result.push(nV1);
  71006. result.push(nV2);
  71007. result.push(nV3);
  71008. }
  71009. break;
  71010. case 3:
  71011. break;
  71012. }
  71013. }
  71014. return result;
  71015. };
  71016. for (var index = 0; index < indices.length; index += 3) {
  71017. var faceVertices = new Array();
  71018. faceVertices.push(extractDecalVector3(index));
  71019. faceVertices.push(extractDecalVector3(index + 1));
  71020. faceVertices.push(extractDecalVector3(index + 2));
  71021. // Clip
  71022. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  71023. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  71024. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  71025. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  71026. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  71027. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  71028. if (faceVertices.length === 0) {
  71029. continue;
  71030. }
  71031. // Add UVs and get back to world
  71032. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  71033. var vertex = faceVertices[vIndex];
  71034. //TODO check for Int32Array | Uint32Array | Uint16Array
  71035. vertexData.indices.push(currentVertexDataIndex);
  71036. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  71037. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  71038. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  71039. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  71040. currentVertexDataIndex++;
  71041. }
  71042. }
  71043. // Return mesh
  71044. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  71045. vertexData.applyToMesh(decal);
  71046. decal.position = position.clone();
  71047. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  71048. return decal;
  71049. };
  71050. // Privates
  71051. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  71052. // extrusion geometry
  71053. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  71054. var tangents = path3D.getTangents();
  71055. var normals = path3D.getNormals();
  71056. var binormals = path3D.getBinormals();
  71057. var distances = path3D.getDistances();
  71058. var angle = 0;
  71059. var returnScale = function () { return scale !== null ? scale : 1; };
  71060. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  71061. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  71062. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  71063. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  71064. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  71065. for (var i = 0; i < curve.length; i++) {
  71066. var shapePath = new Array();
  71067. var angleStep = rotate(i, distances[i]);
  71068. var scaleRatio = scl(i, distances[i]);
  71069. for (var p = 0; p < shape.length; p++) {
  71070. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  71071. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  71072. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  71073. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  71074. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  71075. shapePath[p] = rotated;
  71076. }
  71077. shapePaths[index] = shapePath;
  71078. angle += angleStep;
  71079. index++;
  71080. }
  71081. // cap
  71082. var capPath = function (shapePath) {
  71083. var pointCap = Array();
  71084. var barycenter = BABYLON.Vector3.Zero();
  71085. var i;
  71086. for (i = 0; i < shapePath.length; i++) {
  71087. barycenter.addInPlace(shapePath[i]);
  71088. }
  71089. barycenter.scaleInPlace(1.0 / shapePath.length);
  71090. for (i = 0; i < shapePath.length; i++) {
  71091. pointCap.push(barycenter);
  71092. }
  71093. return pointCap;
  71094. };
  71095. switch (cap) {
  71096. case BABYLON.Mesh.NO_CAP:
  71097. break;
  71098. case BABYLON.Mesh.CAP_START:
  71099. shapePaths[0] = capPath(shapePaths[2]);
  71100. shapePaths[1] = shapePaths[2];
  71101. break;
  71102. case BABYLON.Mesh.CAP_END:
  71103. shapePaths[index] = shapePaths[index - 1];
  71104. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  71105. break;
  71106. case BABYLON.Mesh.CAP_ALL:
  71107. shapePaths[0] = capPath(shapePaths[2]);
  71108. shapePaths[1] = shapePaths[2];
  71109. shapePaths[index] = shapePaths[index - 1];
  71110. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  71111. break;
  71112. default:
  71113. break;
  71114. }
  71115. return shapePaths;
  71116. };
  71117. var path3D;
  71118. var pathArray;
  71119. if (instance) { // instance update
  71120. var storage = instance._creationDataStorage;
  71121. path3D = storage.path3D.update(curve);
  71122. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  71123. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  71124. return instance;
  71125. }
  71126. // extruded shape creation
  71127. path3D = new BABYLON.Path3D(curve);
  71128. var newShapePaths = new Array();
  71129. cap = (cap < 0 || cap > 3) ? 0 : cap;
  71130. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  71131. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  71132. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  71133. extrudedGeneric._creationDataStorage.path3D = path3D;
  71134. extrudedGeneric._creationDataStorage.cap = cap;
  71135. return extrudedGeneric;
  71136. };
  71137. return MeshBuilder;
  71138. }());
  71139. BABYLON.MeshBuilder = MeshBuilder;
  71140. })(BABYLON || (BABYLON = {}));
  71141. //# sourceMappingURL=babylon.meshBuilder.js.map
  71142. var BABYLON;
  71143. (function (BABYLON) {
  71144. /**
  71145. * Draco compression (https://google.github.io/draco/)
  71146. *
  71147. * This class wraps the Draco module.
  71148. *
  71149. * **Encoder**
  71150. *
  71151. * The encoder is not currently implemented.
  71152. *
  71153. * **Decoder**
  71154. *
  71155. * 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.
  71156. *
  71157. * To update the configuration, use the following code:
  71158. * ```javascript
  71159. * BABYLON.DracoCompression.Configuration = {
  71160. * decoder: {
  71161. * wasmUrl: "<url to the WebAssembly library>",
  71162. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  71163. * fallbackUrl: "<url to the fallback JavaScript library>",
  71164. * }
  71165. * };
  71166. * ```
  71167. *
  71168. * 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.
  71169. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  71170. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  71171. *
  71172. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  71173. * ```javascript
  71174. * var dracoCompression = new BABYLON.DracoCompression();
  71175. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  71176. * [BABYLON.VertexBuffer.PositionKind]: 0
  71177. * });
  71178. * ```
  71179. *
  71180. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  71181. */
  71182. var DracoCompression = /** @class */ (function () {
  71183. /**
  71184. * Constructor
  71185. */
  71186. function DracoCompression() {
  71187. }
  71188. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  71189. /**
  71190. * Returns true if the decoder is available.
  71191. */
  71192. get: function () {
  71193. if (typeof DracoDecoderModule !== "undefined") {
  71194. return true;
  71195. }
  71196. var decoder = DracoCompression.Configuration.decoder;
  71197. if (decoder) {
  71198. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  71199. return true;
  71200. }
  71201. if (decoder.fallbackUrl) {
  71202. return true;
  71203. }
  71204. }
  71205. return false;
  71206. },
  71207. enumerable: true,
  71208. configurable: true
  71209. });
  71210. /**
  71211. * Stop all async operations and release resources.
  71212. */
  71213. DracoCompression.prototype.dispose = function () {
  71214. };
  71215. /**
  71216. * Decode Draco compressed mesh data to vertex data.
  71217. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  71218. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  71219. * @returns A promise that resolves with the decoded vertex data
  71220. */
  71221. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  71222. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  71223. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  71224. var module = wrappedModule.module;
  71225. var vertexData = new BABYLON.VertexData();
  71226. var buffer = new module.DecoderBuffer();
  71227. buffer.Init(dataView, dataView.byteLength);
  71228. var decoder = new module.Decoder();
  71229. var geometry;
  71230. var status;
  71231. try {
  71232. var type = decoder.GetEncodedGeometryType(buffer);
  71233. switch (type) {
  71234. case module.TRIANGULAR_MESH:
  71235. geometry = new module.Mesh();
  71236. status = decoder.DecodeBufferToMesh(buffer, geometry);
  71237. break;
  71238. case module.POINT_CLOUD:
  71239. geometry = new module.PointCloud();
  71240. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  71241. break;
  71242. default:
  71243. throw new Error("Invalid geometry type " + type);
  71244. }
  71245. if (!status.ok() || !geometry.ptr) {
  71246. throw new Error(status.error_msg());
  71247. }
  71248. var numPoints = geometry.num_points();
  71249. if (type === module.TRIANGULAR_MESH) {
  71250. var numFaces = geometry.num_faces();
  71251. var faceIndices = new module.DracoInt32Array();
  71252. try {
  71253. var indices = new Uint32Array(numFaces * 3);
  71254. for (var i = 0; i < numFaces; i++) {
  71255. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  71256. var offset = i * 3;
  71257. indices[offset + 0] = faceIndices.GetValue(0);
  71258. indices[offset + 1] = faceIndices.GetValue(1);
  71259. indices[offset + 2] = faceIndices.GetValue(2);
  71260. }
  71261. vertexData.indices = indices;
  71262. }
  71263. finally {
  71264. module.destroy(faceIndices);
  71265. }
  71266. }
  71267. for (var kind in attributes) {
  71268. var uniqueId = attributes[kind];
  71269. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  71270. var dracoData = new module.DracoFloat32Array();
  71271. try {
  71272. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  71273. var babylonData = new Float32Array(numPoints * attribute.num_components());
  71274. for (var i = 0; i < babylonData.length; i++) {
  71275. babylonData[i] = dracoData.GetValue(i);
  71276. }
  71277. vertexData.set(babylonData, kind);
  71278. }
  71279. finally {
  71280. module.destroy(dracoData);
  71281. }
  71282. }
  71283. }
  71284. finally {
  71285. if (geometry) {
  71286. module.destroy(geometry);
  71287. }
  71288. module.destroy(decoder);
  71289. module.destroy(buffer);
  71290. }
  71291. return vertexData;
  71292. });
  71293. };
  71294. DracoCompression._GetDecoderModule = function () {
  71295. if (!DracoCompression._DecoderModulePromise) {
  71296. var promise = null;
  71297. var config_1 = {};
  71298. if (typeof DracoDecoderModule !== "undefined") {
  71299. promise = Promise.resolve();
  71300. }
  71301. else {
  71302. var decoder = DracoCompression.Configuration.decoder;
  71303. if (decoder) {
  71304. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  71305. promise = Promise.all([
  71306. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  71307. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  71308. config_1.wasmBinary = data;
  71309. })
  71310. ]);
  71311. }
  71312. else if (decoder.fallbackUrl) {
  71313. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  71314. }
  71315. }
  71316. }
  71317. if (!promise) {
  71318. throw new Error("Draco decoder module is not available");
  71319. }
  71320. DracoCompression._DecoderModulePromise = promise.then(function () {
  71321. return new Promise(function (resolve) {
  71322. config_1.onModuleLoaded = function (decoderModule) {
  71323. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  71324. resolve({ module: decoderModule });
  71325. };
  71326. DracoDecoderModule(config_1);
  71327. });
  71328. });
  71329. }
  71330. return DracoCompression._DecoderModulePromise;
  71331. };
  71332. DracoCompression._LoadScriptAsync = function (url) {
  71333. return new Promise(function (resolve, reject) {
  71334. BABYLON.Tools.LoadScript(url, function () {
  71335. resolve();
  71336. }, function (message) {
  71337. reject(new Error(message));
  71338. });
  71339. });
  71340. };
  71341. DracoCompression._LoadFileAsync = function (url) {
  71342. return new Promise(function (resolve, reject) {
  71343. BABYLON.Tools.LoadFile(url, function (data) {
  71344. resolve(data);
  71345. }, undefined, undefined, true, function (request, exception) {
  71346. reject(exception);
  71347. });
  71348. });
  71349. };
  71350. /**
  71351. * The configuration. Defaults to the following urls:
  71352. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  71353. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  71354. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71355. */
  71356. DracoCompression.Configuration = {
  71357. decoder: {
  71358. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  71359. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  71360. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71361. }
  71362. };
  71363. return DracoCompression;
  71364. }());
  71365. BABYLON.DracoCompression = DracoCompression;
  71366. })(BABYLON || (BABYLON = {}));
  71367. //# sourceMappingURL=babylon.dracoCompression.js.map
  71368. var BABYLON;
  71369. (function (BABYLON) {
  71370. // Sets the default audio engine to Babylon.js
  71371. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  71372. /**
  71373. * This represents the default audio engine used in babylon.
  71374. * It is responsible to play, synchronize and analyse sounds throughout the application.
  71375. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71376. */
  71377. var AudioEngine = /** @class */ (function () {
  71378. /**
  71379. * Instantiates a new audio engine.
  71380. *
  71381. * There should be only one per page as some browsers restrict the number
  71382. * of audio contexts you can create.
  71383. * @param hostElement defines the host element where to display the mute icon if necessary
  71384. */
  71385. function AudioEngine(hostElement) {
  71386. if (hostElement === void 0) { hostElement = null; }
  71387. var _this = this;
  71388. this._audioContext = null;
  71389. this._audioContextInitialized = false;
  71390. this._muteButton = null;
  71391. /**
  71392. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  71393. */
  71394. this.canUseWebAudio = false;
  71395. /**
  71396. * Defines if Babylon should emit a warning if WebAudio is not supported.
  71397. * @ignoreNaming
  71398. */
  71399. this.WarnedWebAudioUnsupported = false;
  71400. /**
  71401. * Gets whether or not mp3 are supported by your browser.
  71402. */
  71403. this.isMP3supported = false;
  71404. /**
  71405. * Gets whether or not ogg are supported by your browser.
  71406. */
  71407. this.isOGGsupported = false;
  71408. /**
  71409. * Gets whether audio has been unlocked on the device.
  71410. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  71411. * a user interaction has happened.
  71412. */
  71413. this.unlocked = true;
  71414. /**
  71415. * Defines if the audio engine relies on a custom unlocked button.
  71416. * In this case, the embedded button will not be displayed.
  71417. */
  71418. this.useCustomUnlockedButton = false;
  71419. /**
  71420. * Event raised when audio has been unlocked on the browser.
  71421. */
  71422. this.onAudioUnlockedObservable = new BABYLON.Observable();
  71423. /**
  71424. * Event raised when audio has been locked on the browser.
  71425. */
  71426. this.onAudioLockedObservable = new BABYLON.Observable();
  71427. this._tryToRun = false;
  71428. this._onResize = function () {
  71429. _this._moveButtonToTopLeft();
  71430. };
  71431. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  71432. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  71433. this.canUseWebAudio = true;
  71434. }
  71435. var audioElem = document.createElement('audio');
  71436. this._hostElement = hostElement;
  71437. try {
  71438. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  71439. this.isMP3supported = true;
  71440. }
  71441. }
  71442. catch (e) {
  71443. // protect error during capability check.
  71444. }
  71445. try {
  71446. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  71447. this.isOGGsupported = true;
  71448. }
  71449. }
  71450. catch (e) {
  71451. // protect error during capability check.
  71452. }
  71453. }
  71454. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  71455. /**
  71456. * Gets the current AudioContext if available.
  71457. */
  71458. get: function () {
  71459. if (!this._audioContextInitialized) {
  71460. this._initializeAudioContext();
  71461. }
  71462. else {
  71463. if (!this.unlocked && !this._muteButton) {
  71464. this._displayMuteButton();
  71465. }
  71466. }
  71467. return this._audioContext;
  71468. },
  71469. enumerable: true,
  71470. configurable: true
  71471. });
  71472. /**
  71473. * Flags the audio engine in Locked state.
  71474. * This happens due to new browser policies preventing audio to autoplay.
  71475. */
  71476. AudioEngine.prototype.lock = function () {
  71477. this._triggerSuspendedState();
  71478. };
  71479. /**
  71480. * Unlocks the audio engine once a user action has been done on the dom.
  71481. * This is helpful to resume play once browser policies have been satisfied.
  71482. */
  71483. AudioEngine.prototype.unlock = function () {
  71484. this._triggerRunningState();
  71485. };
  71486. AudioEngine.prototype._resumeAudioContext = function () {
  71487. var result;
  71488. if (this._audioContext.resume) {
  71489. result = this._audioContext.resume();
  71490. }
  71491. return result || Promise.resolve();
  71492. };
  71493. AudioEngine.prototype._initializeAudioContext = function () {
  71494. try {
  71495. if (this.canUseWebAudio) {
  71496. this._audioContext = new AudioContext();
  71497. // create a global volume gain node
  71498. this.masterGain = this._audioContext.createGain();
  71499. this.masterGain.gain.value = 1;
  71500. this.masterGain.connect(this._audioContext.destination);
  71501. this._audioContextInitialized = true;
  71502. if (this._audioContext.state === "running") {
  71503. // Do not wait for the promise to unlock.
  71504. this._triggerRunningState();
  71505. }
  71506. }
  71507. }
  71508. catch (e) {
  71509. this.canUseWebAudio = false;
  71510. BABYLON.Tools.Error("Web Audio: " + e.message);
  71511. }
  71512. };
  71513. AudioEngine.prototype._triggerRunningState = function () {
  71514. var _this = this;
  71515. if (this._tryToRun) {
  71516. return;
  71517. }
  71518. this._tryToRun = true;
  71519. this._resumeAudioContext()
  71520. .then(function () {
  71521. _this._tryToRun = false;
  71522. if (_this._muteButton) {
  71523. _this._hideMuteButton();
  71524. }
  71525. }).catch(function () {
  71526. _this._tryToRun = false;
  71527. _this.unlocked = false;
  71528. });
  71529. // Notify users that the audio stack is unlocked/unmuted
  71530. this.unlocked = true;
  71531. this.onAudioUnlockedObservable.notifyObservers(this);
  71532. };
  71533. AudioEngine.prototype._triggerSuspendedState = function () {
  71534. this.unlocked = false;
  71535. this.onAudioLockedObservable.notifyObservers(this);
  71536. this._displayMuteButton();
  71537. };
  71538. AudioEngine.prototype._displayMuteButton = function () {
  71539. var _this = this;
  71540. if (this.useCustomUnlockedButton) {
  71541. return;
  71542. }
  71543. this._muteButton = document.createElement("BUTTON");
  71544. this._muteButton.className = "babylonUnmuteIcon";
  71545. this._muteButton.id = "babylonUnmuteIconBtn";
  71546. this._muteButton.title = "Unmute";
  71547. 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) }";
  71548. var style = document.createElement('style');
  71549. style.appendChild(document.createTextNode(css));
  71550. document.getElementsByTagName('head')[0].appendChild(style);
  71551. document.body.appendChild(this._muteButton);
  71552. this._moveButtonToTopLeft();
  71553. this._muteButton.addEventListener('touchend', function () {
  71554. _this._triggerRunningState();
  71555. }, true);
  71556. this._muteButton.addEventListener('click', function () {
  71557. _this._triggerRunningState();
  71558. }, true);
  71559. window.addEventListener("resize", this._onResize);
  71560. };
  71561. AudioEngine.prototype._moveButtonToTopLeft = function () {
  71562. if (this._hostElement && this._muteButton) {
  71563. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  71564. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  71565. }
  71566. };
  71567. AudioEngine.prototype._hideMuteButton = function () {
  71568. if (this._muteButton) {
  71569. document.body.removeChild(this._muteButton);
  71570. this._muteButton = null;
  71571. }
  71572. };
  71573. /**
  71574. * Destroy and release the resources associated with the audio ccontext.
  71575. */
  71576. AudioEngine.prototype.dispose = function () {
  71577. if (this.canUseWebAudio && this._audioContextInitialized) {
  71578. if (this._connectedAnalyser && this._audioContext) {
  71579. this._connectedAnalyser.stopDebugCanvas();
  71580. this._connectedAnalyser.dispose();
  71581. this.masterGain.disconnect();
  71582. this.masterGain.connect(this._audioContext.destination);
  71583. this._connectedAnalyser = null;
  71584. }
  71585. this.masterGain.gain.value = 1;
  71586. }
  71587. this.WarnedWebAudioUnsupported = false;
  71588. this._hideMuteButton();
  71589. window.removeEventListener("resize", this._onResize);
  71590. this.onAudioUnlockedObservable.clear();
  71591. this.onAudioLockedObservable.clear();
  71592. };
  71593. /**
  71594. * Gets the global volume sets on the master gain.
  71595. * @returns the global volume if set or -1 otherwise
  71596. */
  71597. AudioEngine.prototype.getGlobalVolume = function () {
  71598. if (this.canUseWebAudio && this._audioContextInitialized) {
  71599. return this.masterGain.gain.value;
  71600. }
  71601. else {
  71602. return -1;
  71603. }
  71604. };
  71605. /**
  71606. * Sets the global volume of your experience (sets on the master gain).
  71607. * @param newVolume Defines the new global volume of the application
  71608. */
  71609. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  71610. if (this.canUseWebAudio && this._audioContextInitialized) {
  71611. this.masterGain.gain.value = newVolume;
  71612. }
  71613. };
  71614. /**
  71615. * Connect the audio engine to an audio analyser allowing some amazing
  71616. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71617. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71618. * @param analyser The analyser to connect to the engine
  71619. */
  71620. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  71621. if (this._connectedAnalyser) {
  71622. this._connectedAnalyser.stopDebugCanvas();
  71623. }
  71624. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  71625. this._connectedAnalyser = analyser;
  71626. this.masterGain.disconnect();
  71627. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  71628. }
  71629. };
  71630. return AudioEngine;
  71631. }());
  71632. BABYLON.AudioEngine = AudioEngine;
  71633. })(BABYLON || (BABYLON = {}));
  71634. //# sourceMappingURL=babylon.audioEngine.js.map
  71635. var BABYLON;
  71636. (function (BABYLON) {
  71637. /**
  71638. * Defines a sound that can be played in the application.
  71639. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  71640. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71641. */
  71642. var Sound = /** @class */ (function () {
  71643. /**
  71644. * Create a sound and attach it to a scene
  71645. * @param name Name of your sound
  71646. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  71647. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  71648. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  71649. */
  71650. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  71651. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  71652. var _this = this;
  71653. /**
  71654. * Does the sound autoplay once loaded.
  71655. */
  71656. this.autoplay = false;
  71657. /**
  71658. * Does the sound loop after it finishes playing once.
  71659. */
  71660. this.loop = false;
  71661. /**
  71662. * Does the sound use a custom attenuation curve to simulate the falloff
  71663. * happening when the source gets further away from the camera.
  71664. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71665. */
  71666. this.useCustomAttenuation = false;
  71667. /**
  71668. * Is this sound currently played.
  71669. */
  71670. this.isPlaying = false;
  71671. /**
  71672. * Is this sound currently paused.
  71673. */
  71674. this.isPaused = false;
  71675. /**
  71676. * Does this sound enables spatial sound.
  71677. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71678. */
  71679. this.spatialSound = false;
  71680. /**
  71681. * Define the reference distance the sound should be heard perfectly.
  71682. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71683. */
  71684. this.refDistance = 1;
  71685. /**
  71686. * Define the roll off factor of spatial sounds.
  71687. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71688. */
  71689. this.rolloffFactor = 1;
  71690. /**
  71691. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71692. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71693. */
  71694. this.maxDistance = 100;
  71695. /**
  71696. * Define the distance attenuation model the sound will follow.
  71697. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71698. */
  71699. this.distanceModel = "linear";
  71700. /**
  71701. * Observable event when the current playing sound finishes.
  71702. */
  71703. this.onEndedObservable = new BABYLON.Observable();
  71704. this._panningModel = "equalpower";
  71705. this._playbackRate = 1;
  71706. this._streaming = false;
  71707. this._startTime = 0;
  71708. this._startOffset = 0;
  71709. this._position = BABYLON.Vector3.Zero();
  71710. /** @hidden */
  71711. this._positionInEmitterSpace = false;
  71712. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71713. this._volume = 1;
  71714. this._isReadyToPlay = false;
  71715. this._isDirectional = false;
  71716. // Used if you'd like to create a directional sound.
  71717. // If not set, the sound will be omnidirectional
  71718. this._coneInnerAngle = 360;
  71719. this._coneOuterAngle = 360;
  71720. this._coneOuterGain = 0;
  71721. this._isOutputConnected = false;
  71722. this._urlType = "Unknown";
  71723. this.name = name;
  71724. this._scene = scene;
  71725. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71726. if (!compo) {
  71727. compo = new BABYLON.AudioSceneComponent(scene);
  71728. scene._addComponent(compo);
  71729. }
  71730. this._readyToPlayCallback = readyToPlayCallback;
  71731. // Default custom attenuation function is a linear attenuation
  71732. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71733. if (currentDistance < maxDistance) {
  71734. return currentVolume * (1 - currentDistance / maxDistance);
  71735. }
  71736. else {
  71737. return 0;
  71738. }
  71739. };
  71740. if (options) {
  71741. this.autoplay = options.autoplay || false;
  71742. this.loop = options.loop || false;
  71743. // if volume === 0, we need another way to check this option
  71744. if (options.volume !== undefined) {
  71745. this._volume = options.volume;
  71746. }
  71747. this.spatialSound = options.spatialSound || false;
  71748. this.maxDistance = options.maxDistance || 100;
  71749. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71750. this.rolloffFactor = options.rolloffFactor || 1;
  71751. this.refDistance = options.refDistance || 1;
  71752. this.distanceModel = options.distanceModel || "linear";
  71753. this._playbackRate = options.playbackRate || 1;
  71754. this._streaming = options.streaming || false;
  71755. }
  71756. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71757. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71758. this._soundGain.gain.value = this._volume;
  71759. this._inputAudioNode = this._soundGain;
  71760. this._outputAudioNode = this._soundGain;
  71761. if (this.spatialSound) {
  71762. this._createSpatialParameters();
  71763. }
  71764. this._scene.mainSoundTrack.AddSound(this);
  71765. var validParameter = true;
  71766. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71767. if (urlOrArrayBuffer) {
  71768. try {
  71769. if (typeof (urlOrArrayBuffer) === "string") {
  71770. this._urlType = "String";
  71771. }
  71772. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71773. this._urlType = "ArrayBuffer";
  71774. }
  71775. else if (urlOrArrayBuffer instanceof MediaStream) {
  71776. this._urlType = "MediaStream";
  71777. }
  71778. else if (Array.isArray(urlOrArrayBuffer)) {
  71779. this._urlType = "Array";
  71780. }
  71781. var urls = [];
  71782. var codecSupportedFound = false;
  71783. switch (this._urlType) {
  71784. case "MediaStream":
  71785. this._streaming = true;
  71786. this._isReadyToPlay = true;
  71787. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71788. if (this.autoplay) {
  71789. this.play();
  71790. }
  71791. if (this._readyToPlayCallback) {
  71792. this._readyToPlayCallback();
  71793. }
  71794. break;
  71795. case "ArrayBuffer":
  71796. if (urlOrArrayBuffer.byteLength > 0) {
  71797. codecSupportedFound = true;
  71798. this._soundLoaded(urlOrArrayBuffer);
  71799. }
  71800. break;
  71801. case "String":
  71802. urls.push(urlOrArrayBuffer);
  71803. case "Array":
  71804. if (urls.length === 0) {
  71805. urls = urlOrArrayBuffer;
  71806. }
  71807. // If we found a supported format, we load it immediately and stop the loop
  71808. for (var i = 0; i < urls.length; i++) {
  71809. var url = urls[i];
  71810. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71811. codecSupportedFound = true;
  71812. }
  71813. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71814. codecSupportedFound = true;
  71815. }
  71816. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71817. codecSupportedFound = true;
  71818. }
  71819. if (url.indexOf("blob:") !== -1) {
  71820. codecSupportedFound = true;
  71821. }
  71822. if (codecSupportedFound) {
  71823. // Loading sound using XHR2
  71824. if (!this._streaming) {
  71825. this._scene._loadFile(url, function (data) {
  71826. _this._soundLoaded(data);
  71827. }, undefined, true, true, function (exception) {
  71828. if (exception) {
  71829. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71830. }
  71831. BABYLON.Tools.Error("Sound creation aborted.");
  71832. _this._scene.mainSoundTrack.RemoveSound(_this);
  71833. });
  71834. }
  71835. // Streaming sound using HTML5 Audio tag
  71836. else {
  71837. this._htmlAudioElement = new Audio(url);
  71838. this._htmlAudioElement.controls = false;
  71839. this._htmlAudioElement.loop = this.loop;
  71840. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71841. this._htmlAudioElement.preload = "auto";
  71842. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71843. _this._isReadyToPlay = true;
  71844. if (_this.autoplay) {
  71845. _this.play();
  71846. }
  71847. if (_this._readyToPlayCallback) {
  71848. _this._readyToPlayCallback();
  71849. }
  71850. });
  71851. document.body.appendChild(this._htmlAudioElement);
  71852. this._htmlAudioElement.load();
  71853. }
  71854. break;
  71855. }
  71856. }
  71857. break;
  71858. default:
  71859. validParameter = false;
  71860. break;
  71861. }
  71862. if (!validParameter) {
  71863. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71864. }
  71865. else {
  71866. if (!codecSupportedFound) {
  71867. this._isReadyToPlay = true;
  71868. // Simulating a ready to play event to avoid breaking code path
  71869. if (this._readyToPlayCallback) {
  71870. window.setTimeout(function () {
  71871. if (_this._readyToPlayCallback) {
  71872. _this._readyToPlayCallback();
  71873. }
  71874. }, 1000);
  71875. }
  71876. }
  71877. }
  71878. }
  71879. catch (ex) {
  71880. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71881. this._scene.mainSoundTrack.RemoveSound(this);
  71882. }
  71883. }
  71884. }
  71885. else {
  71886. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71887. this._scene.mainSoundTrack.AddSound(this);
  71888. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71889. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71890. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71891. }
  71892. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71893. if (this._readyToPlayCallback) {
  71894. window.setTimeout(function () {
  71895. if (_this._readyToPlayCallback) {
  71896. _this._readyToPlayCallback();
  71897. }
  71898. }, 1000);
  71899. }
  71900. }
  71901. }
  71902. /**
  71903. * Release the sound and its associated resources
  71904. */
  71905. Sound.prototype.dispose = function () {
  71906. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71907. if (this.isPlaying) {
  71908. this.stop();
  71909. }
  71910. this._isReadyToPlay = false;
  71911. if (this.soundTrackId === -1) {
  71912. this._scene.mainSoundTrack.RemoveSound(this);
  71913. }
  71914. else if (this._scene.soundTracks) {
  71915. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71916. }
  71917. if (this._soundGain) {
  71918. this._soundGain.disconnect();
  71919. this._soundGain = null;
  71920. }
  71921. if (this._soundPanner) {
  71922. this._soundPanner.disconnect();
  71923. this._soundPanner = null;
  71924. }
  71925. if (this._soundSource) {
  71926. this._soundSource.disconnect();
  71927. this._soundSource = null;
  71928. }
  71929. this._audioBuffer = null;
  71930. if (this._htmlAudioElement) {
  71931. this._htmlAudioElement.pause();
  71932. this._htmlAudioElement.src = "";
  71933. document.body.removeChild(this._htmlAudioElement);
  71934. }
  71935. if (this._streamingSource) {
  71936. this._streamingSource.disconnect();
  71937. }
  71938. if (this._connectedTransformNode && this._registerFunc) {
  71939. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71940. this._connectedTransformNode = null;
  71941. }
  71942. }
  71943. };
  71944. /**
  71945. * Gets if the sounds is ready to be played or not.
  71946. * @returns true if ready, otherwise false
  71947. */
  71948. Sound.prototype.isReady = function () {
  71949. return this._isReadyToPlay;
  71950. };
  71951. Sound.prototype._soundLoaded = function (audioData) {
  71952. var _this = this;
  71953. if (!BABYLON.Engine.audioEngine.audioContext) {
  71954. return;
  71955. }
  71956. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71957. _this._audioBuffer = buffer;
  71958. _this._isReadyToPlay = true;
  71959. if (_this.autoplay) {
  71960. _this.play();
  71961. }
  71962. if (_this._readyToPlayCallback) {
  71963. _this._readyToPlayCallback();
  71964. }
  71965. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71966. };
  71967. /**
  71968. * Sets the data of the sound from an audiobuffer
  71969. * @param audioBuffer The audioBuffer containing the data
  71970. */
  71971. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71972. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71973. this._audioBuffer = audioBuffer;
  71974. this._isReadyToPlay = true;
  71975. }
  71976. };
  71977. /**
  71978. * Updates the current sounds options such as maxdistance, loop...
  71979. * @param options A JSON object containing values named as the object properties
  71980. */
  71981. Sound.prototype.updateOptions = function (options) {
  71982. if (options) {
  71983. this.loop = options.loop || this.loop;
  71984. this.maxDistance = options.maxDistance || this.maxDistance;
  71985. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71986. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71987. this.refDistance = options.refDistance || this.refDistance;
  71988. this.distanceModel = options.distanceModel || this.distanceModel;
  71989. this._playbackRate = options.playbackRate || this._playbackRate;
  71990. this._updateSpatialParameters();
  71991. if (this.isPlaying) {
  71992. if (this._streaming && this._htmlAudioElement) {
  71993. this._htmlAudioElement.playbackRate = this._playbackRate;
  71994. }
  71995. else {
  71996. if (this._soundSource) {
  71997. this._soundSource.playbackRate.value = this._playbackRate;
  71998. }
  71999. }
  72000. }
  72001. }
  72002. };
  72003. Sound.prototype._createSpatialParameters = function () {
  72004. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  72005. if (this._scene.headphone) {
  72006. this._panningModel = "HRTF";
  72007. }
  72008. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  72009. this._updateSpatialParameters();
  72010. this._soundPanner.connect(this._outputAudioNode);
  72011. this._inputAudioNode = this._soundPanner;
  72012. }
  72013. };
  72014. Sound.prototype._updateSpatialParameters = function () {
  72015. if (this.spatialSound && this._soundPanner) {
  72016. if (this.useCustomAttenuation) {
  72017. // Tricks to disable in a way embedded Web Audio attenuation
  72018. this._soundPanner.distanceModel = "linear";
  72019. this._soundPanner.maxDistance = Number.MAX_VALUE;
  72020. this._soundPanner.refDistance = 1;
  72021. this._soundPanner.rolloffFactor = 1;
  72022. this._soundPanner.panningModel = this._panningModel;
  72023. }
  72024. else {
  72025. this._soundPanner.distanceModel = this.distanceModel;
  72026. this._soundPanner.maxDistance = this.maxDistance;
  72027. this._soundPanner.refDistance = this.refDistance;
  72028. this._soundPanner.rolloffFactor = this.rolloffFactor;
  72029. this._soundPanner.panningModel = this._panningModel;
  72030. }
  72031. }
  72032. };
  72033. /**
  72034. * Switch the panning model to HRTF:
  72035. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72036. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72037. */
  72038. Sound.prototype.switchPanningModelToHRTF = function () {
  72039. this._panningModel = "HRTF";
  72040. this._switchPanningModel();
  72041. };
  72042. /**
  72043. * Switch the panning model to Equal Power:
  72044. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72045. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72046. */
  72047. Sound.prototype.switchPanningModelToEqualPower = function () {
  72048. this._panningModel = "equalpower";
  72049. this._switchPanningModel();
  72050. };
  72051. Sound.prototype._switchPanningModel = function () {
  72052. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  72053. this._soundPanner.panningModel = this._panningModel;
  72054. }
  72055. };
  72056. /**
  72057. * Connect this sound to a sound track audio node like gain...
  72058. * @param soundTrackAudioNode the sound track audio node to connect to
  72059. */
  72060. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  72061. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72062. if (this._isOutputConnected) {
  72063. this._outputAudioNode.disconnect();
  72064. }
  72065. this._outputAudioNode.connect(soundTrackAudioNode);
  72066. this._isOutputConnected = true;
  72067. }
  72068. };
  72069. /**
  72070. * Transform this sound into a directional source
  72071. * @param coneInnerAngle Size of the inner cone in degree
  72072. * @param coneOuterAngle Size of the outer cone in degree
  72073. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  72074. */
  72075. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  72076. if (coneOuterAngle < coneInnerAngle) {
  72077. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  72078. return;
  72079. }
  72080. this._coneInnerAngle = coneInnerAngle;
  72081. this._coneOuterAngle = coneOuterAngle;
  72082. this._coneOuterGain = coneOuterGain;
  72083. this._isDirectional = true;
  72084. if (this.isPlaying && this.loop) {
  72085. this.stop();
  72086. this.play();
  72087. }
  72088. };
  72089. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  72090. /**
  72091. * Gets or sets the inner angle for the directional cone.
  72092. */
  72093. get: function () {
  72094. return this._coneInnerAngle;
  72095. },
  72096. /**
  72097. * Gets or sets the inner angle for the directional cone.
  72098. */
  72099. set: function (value) {
  72100. if (value != this._coneInnerAngle) {
  72101. if (this._coneOuterAngle < value) {
  72102. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72103. return;
  72104. }
  72105. this._coneInnerAngle = value;
  72106. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  72107. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  72108. }
  72109. }
  72110. },
  72111. enumerable: true,
  72112. configurable: true
  72113. });
  72114. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  72115. /**
  72116. * Gets or sets the outer angle for the directional cone.
  72117. */
  72118. get: function () {
  72119. return this._coneOuterAngle;
  72120. },
  72121. /**
  72122. * Gets or sets the outer angle for the directional cone.
  72123. */
  72124. set: function (value) {
  72125. if (value != this._coneOuterAngle) {
  72126. if (value < this._coneInnerAngle) {
  72127. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72128. return;
  72129. }
  72130. this._coneOuterAngle = value;
  72131. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  72132. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  72133. }
  72134. }
  72135. },
  72136. enumerable: true,
  72137. configurable: true
  72138. });
  72139. /**
  72140. * Sets the position of the emitter if spatial sound is enabled
  72141. * @param newPosition Defines the new posisiton
  72142. */
  72143. Sound.prototype.setPosition = function (newPosition) {
  72144. this._position = newPosition;
  72145. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  72146. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  72147. }
  72148. };
  72149. /**
  72150. * Sets the local direction of the emitter if spatial sound is enabled
  72151. * @param newLocalDirection Defines the new local direction
  72152. */
  72153. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  72154. this._localDirection = newLocalDirection;
  72155. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  72156. this._updateDirection();
  72157. }
  72158. };
  72159. Sound.prototype._updateDirection = function () {
  72160. if (!this._connectedTransformNode || !this._soundPanner) {
  72161. return;
  72162. }
  72163. var mat = this._connectedTransformNode.getWorldMatrix();
  72164. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  72165. direction.normalize();
  72166. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  72167. };
  72168. /** @hidden */
  72169. Sound.prototype.updateDistanceFromListener = function () {
  72170. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  72171. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  72172. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  72173. }
  72174. };
  72175. /**
  72176. * Sets a new custom attenuation function for the sound.
  72177. * @param callback Defines the function used for the attenuation
  72178. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  72179. */
  72180. Sound.prototype.setAttenuationFunction = function (callback) {
  72181. this._customAttenuationFunction = callback;
  72182. };
  72183. /**
  72184. * Play the sound
  72185. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  72186. * @param offset (optional) Start the sound setting it at a specific time
  72187. */
  72188. Sound.prototype.play = function (time, offset) {
  72189. var _this = this;
  72190. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  72191. try {
  72192. if (this._startOffset < 0) {
  72193. time = -this._startOffset;
  72194. this._startOffset = 0;
  72195. }
  72196. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  72197. if (!this._soundSource || !this._streamingSource) {
  72198. if (this.spatialSound && this._soundPanner) {
  72199. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  72200. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  72201. }
  72202. if (this._isDirectional) {
  72203. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  72204. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  72205. this._soundPanner.coneOuterGain = this._coneOuterGain;
  72206. if (this._connectedTransformNode) {
  72207. this._updateDirection();
  72208. }
  72209. else {
  72210. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  72211. }
  72212. }
  72213. }
  72214. }
  72215. if (this._streaming) {
  72216. if (!this._streamingSource) {
  72217. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  72218. this._htmlAudioElement.onended = function () { _this._onended(); };
  72219. this._htmlAudioElement.playbackRate = this._playbackRate;
  72220. }
  72221. this._streamingSource.disconnect();
  72222. this._streamingSource.connect(this._inputAudioNode);
  72223. if (this._htmlAudioElement) {
  72224. // required to manage properly the new suspended default state of Chrome
  72225. // When the option 'streaming: true' is used, we need first to wait for
  72226. // the audio engine to be unlocked by a user gesture before trying to play
  72227. // an HTML Audio elememt
  72228. var tryToPlay = function () {
  72229. if (BABYLON.Engine.audioEngine.unlocked) {
  72230. var playPromise = _this._htmlAudioElement.play();
  72231. // In browsers that don’t yet support this functionality,
  72232. // playPromise won’t be defined.
  72233. if (playPromise !== undefined) {
  72234. playPromise.catch(function (error) {
  72235. // Automatic playback failed.
  72236. // Waiting for the audio engine to be unlocked by user click on unmute
  72237. BABYLON.Engine.audioEngine.lock();
  72238. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  72239. });
  72240. }
  72241. }
  72242. else {
  72243. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  72244. }
  72245. };
  72246. tryToPlay();
  72247. }
  72248. }
  72249. else {
  72250. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  72251. this._soundSource.buffer = this._audioBuffer;
  72252. this._soundSource.connect(this._inputAudioNode);
  72253. this._soundSource.loop = this.loop;
  72254. this._soundSource.playbackRate.value = this._playbackRate;
  72255. this._soundSource.onended = function () { _this._onended(); };
  72256. if (this._soundSource.buffer) {
  72257. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  72258. }
  72259. }
  72260. this._startTime = startTime;
  72261. this.isPlaying = true;
  72262. this.isPaused = false;
  72263. }
  72264. catch (ex) {
  72265. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  72266. }
  72267. }
  72268. };
  72269. Sound.prototype._onended = function () {
  72270. this.isPlaying = false;
  72271. if (this.onended) {
  72272. this.onended();
  72273. }
  72274. this.onEndedObservable.notifyObservers(this);
  72275. };
  72276. /**
  72277. * Stop the sound
  72278. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  72279. */
  72280. Sound.prototype.stop = function (time) {
  72281. if (this.isPlaying) {
  72282. if (this._streaming) {
  72283. if (this._htmlAudioElement) {
  72284. this._htmlAudioElement.pause();
  72285. // Test needed for Firefox or it will generate an Invalid State Error
  72286. if (this._htmlAudioElement.currentTime > 0) {
  72287. this._htmlAudioElement.currentTime = 0;
  72288. }
  72289. }
  72290. else {
  72291. this._streamingSource.disconnect();
  72292. }
  72293. }
  72294. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  72295. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  72296. this._soundSource.stop(stopTime);
  72297. this._soundSource.onended = function () { };
  72298. if (!this.isPaused) {
  72299. this._startOffset = 0;
  72300. }
  72301. }
  72302. this.isPlaying = false;
  72303. }
  72304. };
  72305. /**
  72306. * Put the sound in pause
  72307. */
  72308. Sound.prototype.pause = function () {
  72309. if (this.isPlaying) {
  72310. this.isPaused = true;
  72311. if (this._streaming) {
  72312. if (this._htmlAudioElement) {
  72313. this._htmlAudioElement.pause();
  72314. }
  72315. else {
  72316. this._streamingSource.disconnect();
  72317. }
  72318. }
  72319. else if (BABYLON.Engine.audioEngine.audioContext) {
  72320. this.stop(0);
  72321. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  72322. }
  72323. }
  72324. };
  72325. /**
  72326. * Sets a dedicated volume for this sounds
  72327. * @param newVolume Define the new volume of the sound
  72328. * @param time Define in how long the sound should be at this value
  72329. */
  72330. Sound.prototype.setVolume = function (newVolume, time) {
  72331. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  72332. if (time && BABYLON.Engine.audioEngine.audioContext) {
  72333. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  72334. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  72335. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  72336. }
  72337. else {
  72338. this._soundGain.gain.value = newVolume;
  72339. }
  72340. }
  72341. this._volume = newVolume;
  72342. };
  72343. /**
  72344. * Set the sound play back rate
  72345. * @param newPlaybackRate Define the playback rate the sound should be played at
  72346. */
  72347. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  72348. this._playbackRate = newPlaybackRate;
  72349. if (this.isPlaying) {
  72350. if (this._streaming && this._htmlAudioElement) {
  72351. this._htmlAudioElement.playbackRate = this._playbackRate;
  72352. }
  72353. else if (this._soundSource) {
  72354. this._soundSource.playbackRate.value = this._playbackRate;
  72355. }
  72356. }
  72357. };
  72358. /**
  72359. * Gets the volume of the sound.
  72360. * @returns the volume of the sound
  72361. */
  72362. Sound.prototype.getVolume = function () {
  72363. return this._volume;
  72364. };
  72365. /**
  72366. * Attach the sound to a dedicated mesh
  72367. * @param transformNode The transform node to connect the sound with
  72368. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72369. */
  72370. Sound.prototype.attachToMesh = function (transformNode) {
  72371. var _this = this;
  72372. if (this._connectedTransformNode && this._registerFunc) {
  72373. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72374. this._registerFunc = null;
  72375. }
  72376. this._connectedTransformNode = transformNode;
  72377. if (!this.spatialSound) {
  72378. this.spatialSound = true;
  72379. this._createSpatialParameters();
  72380. if (this.isPlaying && this.loop) {
  72381. this.stop();
  72382. this.play();
  72383. }
  72384. }
  72385. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  72386. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  72387. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  72388. };
  72389. /**
  72390. * Detach the sound from the previously attached mesh
  72391. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72392. */
  72393. Sound.prototype.detachFromMesh = function () {
  72394. if (this._connectedTransformNode && this._registerFunc) {
  72395. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72396. this._registerFunc = null;
  72397. this._connectedTransformNode = null;
  72398. }
  72399. };
  72400. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  72401. if (!node.getBoundingInfo) {
  72402. return;
  72403. }
  72404. var mesh = node;
  72405. if (this._positionInEmitterSpace) {
  72406. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  72407. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  72408. }
  72409. else {
  72410. var boundingInfo = mesh.getBoundingInfo();
  72411. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  72412. }
  72413. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  72414. this._updateDirection();
  72415. }
  72416. };
  72417. /**
  72418. * Clone the current sound in the scene.
  72419. * @returns the new sound clone
  72420. */
  72421. Sound.prototype.clone = function () {
  72422. var _this = this;
  72423. if (!this._streaming) {
  72424. var setBufferAndRun = function () {
  72425. if (_this._isReadyToPlay) {
  72426. clonedSound._audioBuffer = _this.getAudioBuffer();
  72427. clonedSound._isReadyToPlay = true;
  72428. if (clonedSound.autoplay) {
  72429. clonedSound.play();
  72430. }
  72431. }
  72432. else {
  72433. window.setTimeout(setBufferAndRun, 300);
  72434. }
  72435. };
  72436. var currentOptions = {
  72437. autoplay: this.autoplay, loop: this.loop,
  72438. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  72439. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  72440. refDistance: this.refDistance, distanceModel: this.distanceModel
  72441. };
  72442. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  72443. if (this.useCustomAttenuation) {
  72444. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  72445. }
  72446. clonedSound.setPosition(this._position);
  72447. clonedSound.setPlaybackRate(this._playbackRate);
  72448. setBufferAndRun();
  72449. return clonedSound;
  72450. }
  72451. // Can't clone a streaming sound
  72452. else {
  72453. return null;
  72454. }
  72455. };
  72456. /**
  72457. * Gets the current underlying audio buffer containing the data
  72458. * @returns the audio buffer
  72459. */
  72460. Sound.prototype.getAudioBuffer = function () {
  72461. return this._audioBuffer;
  72462. };
  72463. /**
  72464. * Serializes the Sound in a JSON representation
  72465. * @returns the JSON representation of the sound
  72466. */
  72467. Sound.prototype.serialize = function () {
  72468. var serializationObject = {
  72469. name: this.name,
  72470. url: this.name,
  72471. autoplay: this.autoplay,
  72472. loop: this.loop,
  72473. volume: this._volume,
  72474. spatialSound: this.spatialSound,
  72475. maxDistance: this.maxDistance,
  72476. rolloffFactor: this.rolloffFactor,
  72477. refDistance: this.refDistance,
  72478. distanceModel: this.distanceModel,
  72479. playbackRate: this._playbackRate,
  72480. panningModel: this._panningModel,
  72481. soundTrackId: this.soundTrackId
  72482. };
  72483. if (this.spatialSound) {
  72484. if (this._connectedTransformNode) {
  72485. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  72486. }
  72487. serializationObject.position = this._position.asArray();
  72488. serializationObject.refDistance = this.refDistance;
  72489. serializationObject.distanceModel = this.distanceModel;
  72490. serializationObject.isDirectional = this._isDirectional;
  72491. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  72492. serializationObject.coneInnerAngle = this._coneInnerAngle;
  72493. serializationObject.coneOuterAngle = this._coneOuterAngle;
  72494. serializationObject.coneOuterGain = this._coneOuterGain;
  72495. }
  72496. return serializationObject;
  72497. };
  72498. /**
  72499. * Parse a JSON representation of a sound to innstantiate in a given scene
  72500. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  72501. * @param scene Define the scene the new parsed sound should be created in
  72502. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  72503. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  72504. * @returns the newly parsed sound
  72505. */
  72506. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  72507. var soundName = parsedSound.name;
  72508. var soundUrl;
  72509. if (parsedSound.url) {
  72510. soundUrl = rootUrl + parsedSound.url;
  72511. }
  72512. else {
  72513. soundUrl = rootUrl + soundName;
  72514. }
  72515. var options = {
  72516. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  72517. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  72518. rolloffFactor: parsedSound.rolloffFactor,
  72519. refDistance: parsedSound.refDistance,
  72520. distanceModel: parsedSound.distanceModel,
  72521. playbackRate: parsedSound.playbackRate
  72522. };
  72523. var newSound;
  72524. if (!sourceSound) {
  72525. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  72526. scene._addPendingData(newSound);
  72527. }
  72528. else {
  72529. var setBufferAndRun = function () {
  72530. if (sourceSound._isReadyToPlay) {
  72531. newSound._audioBuffer = sourceSound.getAudioBuffer();
  72532. newSound._isReadyToPlay = true;
  72533. if (newSound.autoplay) {
  72534. newSound.play();
  72535. }
  72536. }
  72537. else {
  72538. window.setTimeout(setBufferAndRun, 300);
  72539. }
  72540. };
  72541. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  72542. setBufferAndRun();
  72543. }
  72544. if (parsedSound.position) {
  72545. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  72546. newSound.setPosition(soundPosition);
  72547. }
  72548. if (parsedSound.isDirectional) {
  72549. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  72550. if (parsedSound.localDirectionToMesh) {
  72551. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  72552. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  72553. }
  72554. }
  72555. if (parsedSound.connectedMeshId) {
  72556. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  72557. if (connectedMesh) {
  72558. newSound.attachToMesh(connectedMesh);
  72559. }
  72560. }
  72561. return newSound;
  72562. };
  72563. return Sound;
  72564. }());
  72565. BABYLON.Sound = Sound;
  72566. })(BABYLON || (BABYLON = {}));
  72567. //# sourceMappingURL=babylon.sound.js.map
  72568. var BABYLON;
  72569. (function (BABYLON) {
  72570. /**
  72571. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  72572. * It will be also used in a future release to apply effects on a specific track.
  72573. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72574. */
  72575. var SoundTrack = /** @class */ (function () {
  72576. /**
  72577. * Creates a new sound track.
  72578. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72579. * @param scene Define the scene the sound track belongs to
  72580. * @param options
  72581. */
  72582. function SoundTrack(scene, options) {
  72583. if (options === void 0) { options = {}; }
  72584. /**
  72585. * The unique identifier of the sound track in the scene.
  72586. */
  72587. this.id = -1;
  72588. this._isMainTrack = false;
  72589. this._isInitialized = false;
  72590. this._scene = scene;
  72591. this.soundCollection = new Array();
  72592. this._options = options;
  72593. if (!this._isMainTrack && this._scene.soundTracks) {
  72594. this._scene.soundTracks.push(this);
  72595. this.id = this._scene.soundTracks.length - 1;
  72596. }
  72597. }
  72598. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  72599. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  72600. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  72601. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  72602. if (this._options) {
  72603. if (this._options.volume) {
  72604. this._outputAudioNode.gain.value = this._options.volume;
  72605. }
  72606. if (this._options.mainTrack) {
  72607. this._isMainTrack = this._options.mainTrack;
  72608. }
  72609. }
  72610. this._isInitialized = true;
  72611. }
  72612. };
  72613. /**
  72614. * Release the sound track and its associated resources
  72615. */
  72616. SoundTrack.prototype.dispose = function () {
  72617. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  72618. if (this._connectedAnalyser) {
  72619. this._connectedAnalyser.stopDebugCanvas();
  72620. }
  72621. while (this.soundCollection.length) {
  72622. this.soundCollection[0].dispose();
  72623. }
  72624. if (this._outputAudioNode) {
  72625. this._outputAudioNode.disconnect();
  72626. }
  72627. this._outputAudioNode = null;
  72628. }
  72629. };
  72630. /**
  72631. * Adds a sound to this sound track
  72632. * @param sound define the cound to add
  72633. * @ignoreNaming
  72634. */
  72635. SoundTrack.prototype.AddSound = function (sound) {
  72636. if (!this._isInitialized) {
  72637. this._initializeSoundTrackAudioGraph();
  72638. }
  72639. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72640. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  72641. }
  72642. if (sound.soundTrackId) {
  72643. if (sound.soundTrackId === -1) {
  72644. this._scene.mainSoundTrack.RemoveSound(sound);
  72645. }
  72646. else if (this._scene.soundTracks) {
  72647. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  72648. }
  72649. }
  72650. this.soundCollection.push(sound);
  72651. sound.soundTrackId = this.id;
  72652. };
  72653. /**
  72654. * Removes a sound to this sound track
  72655. * @param sound define the cound to remove
  72656. * @ignoreNaming
  72657. */
  72658. SoundTrack.prototype.RemoveSound = function (sound) {
  72659. var index = this.soundCollection.indexOf(sound);
  72660. if (index !== -1) {
  72661. this.soundCollection.splice(index, 1);
  72662. }
  72663. };
  72664. /**
  72665. * Set a global volume for the full sound track.
  72666. * @param newVolume Define the new volume of the sound track
  72667. */
  72668. SoundTrack.prototype.setVolume = function (newVolume) {
  72669. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72670. this._outputAudioNode.gain.value = newVolume;
  72671. }
  72672. };
  72673. /**
  72674. * Switch the panning model to HRTF:
  72675. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72676. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72677. */
  72678. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72679. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72680. for (var i = 0; i < this.soundCollection.length; i++) {
  72681. this.soundCollection[i].switchPanningModelToHRTF();
  72682. }
  72683. }
  72684. };
  72685. /**
  72686. * Switch the panning model to Equal Power:
  72687. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72688. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72689. */
  72690. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72691. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72692. for (var i = 0; i < this.soundCollection.length; i++) {
  72693. this.soundCollection[i].switchPanningModelToEqualPower();
  72694. }
  72695. }
  72696. };
  72697. /**
  72698. * Connect the sound track to an audio analyser allowing some amazing
  72699. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72700. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72701. * @param analyser The analyser to connect to the engine
  72702. */
  72703. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72704. if (this._connectedAnalyser) {
  72705. this._connectedAnalyser.stopDebugCanvas();
  72706. }
  72707. this._connectedAnalyser = analyser;
  72708. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72709. this._outputAudioNode.disconnect();
  72710. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72711. }
  72712. };
  72713. return SoundTrack;
  72714. }());
  72715. BABYLON.SoundTrack = SoundTrack;
  72716. })(BABYLON || (BABYLON = {}));
  72717. //# sourceMappingURL=babylon.soundtrack.js.map
  72718. var BABYLON;
  72719. (function (BABYLON) {
  72720. /**
  72721. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72722. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72723. */
  72724. var Analyser = /** @class */ (function () {
  72725. /**
  72726. * Creates a new analyser
  72727. * @param scene defines hosting scene
  72728. */
  72729. function Analyser(scene) {
  72730. /**
  72731. * Gets or sets the smoothing
  72732. * @ignorenaming
  72733. */
  72734. this.SMOOTHING = 0.75;
  72735. /**
  72736. * Gets or sets the FFT table size
  72737. * @ignorenaming
  72738. */
  72739. this.FFT_SIZE = 512;
  72740. /**
  72741. * Gets or sets the bar graph amplitude
  72742. * @ignorenaming
  72743. */
  72744. this.BARGRAPHAMPLITUDE = 256;
  72745. /**
  72746. * Gets or sets the position of the debug canvas
  72747. * @ignorenaming
  72748. */
  72749. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72750. /**
  72751. * Gets or sets the debug canvas size
  72752. * @ignorenaming
  72753. */
  72754. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72755. this._scene = scene;
  72756. this._audioEngine = BABYLON.Engine.audioEngine;
  72757. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72758. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72759. this._webAudioAnalyser.minDecibels = -140;
  72760. this._webAudioAnalyser.maxDecibels = 0;
  72761. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72762. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72763. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72764. }
  72765. }
  72766. /**
  72767. * Get the number of data values you will have to play with for the visualization
  72768. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72769. * @returns a number
  72770. */
  72771. Analyser.prototype.getFrequencyBinCount = function () {
  72772. if (this._audioEngine.canUseWebAudio) {
  72773. return this._webAudioAnalyser.frequencyBinCount;
  72774. }
  72775. else {
  72776. return 0;
  72777. }
  72778. };
  72779. /**
  72780. * Gets the current frequency data as a byte array
  72781. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72782. * @returns a Uint8Array
  72783. */
  72784. Analyser.prototype.getByteFrequencyData = function () {
  72785. if (this._audioEngine.canUseWebAudio) {
  72786. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72787. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72788. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72789. }
  72790. return this._byteFreqs;
  72791. };
  72792. /**
  72793. * Gets the current waveform as a byte array
  72794. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72795. * @returns a Uint8Array
  72796. */
  72797. Analyser.prototype.getByteTimeDomainData = function () {
  72798. if (this._audioEngine.canUseWebAudio) {
  72799. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72800. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72801. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72802. }
  72803. return this._byteTime;
  72804. };
  72805. /**
  72806. * Gets the current frequency data as a float array
  72807. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72808. * @returns a Float32Array
  72809. */
  72810. Analyser.prototype.getFloatFrequencyData = function () {
  72811. if (this._audioEngine.canUseWebAudio) {
  72812. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72813. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72814. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72815. }
  72816. return this._floatFreqs;
  72817. };
  72818. /**
  72819. * Renders the debug canvas
  72820. */
  72821. Analyser.prototype.drawDebugCanvas = function () {
  72822. var _this = this;
  72823. if (this._audioEngine.canUseWebAudio) {
  72824. if (!this._debugCanvas) {
  72825. this._debugCanvas = document.createElement("canvas");
  72826. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72827. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72828. this._debugCanvas.style.position = "absolute";
  72829. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72830. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72831. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72832. document.body.appendChild(this._debugCanvas);
  72833. this._registerFunc = function () {
  72834. _this.drawDebugCanvas();
  72835. };
  72836. this._scene.registerBeforeRender(this._registerFunc);
  72837. }
  72838. if (this._registerFunc && this._debugCanvasContext) {
  72839. var workingArray = this.getByteFrequencyData();
  72840. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72841. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72842. // Draw the frequency domain chart.
  72843. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72844. var value = workingArray[i];
  72845. var percent = value / this.BARGRAPHAMPLITUDE;
  72846. var height = this.DEBUGCANVASSIZE.height * percent;
  72847. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72848. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72849. var hue = i / this.getFrequencyBinCount() * 360;
  72850. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72851. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72852. }
  72853. }
  72854. }
  72855. };
  72856. /**
  72857. * Stops rendering the debug canvas and removes it
  72858. */
  72859. Analyser.prototype.stopDebugCanvas = function () {
  72860. if (this._debugCanvas) {
  72861. if (this._registerFunc) {
  72862. this._scene.unregisterBeforeRender(this._registerFunc);
  72863. this._registerFunc = null;
  72864. }
  72865. document.body.removeChild(this._debugCanvas);
  72866. this._debugCanvas = null;
  72867. this._debugCanvasContext = null;
  72868. }
  72869. };
  72870. /**
  72871. * Connects two audio nodes
  72872. * @param inputAudioNode defines first node to connect
  72873. * @param outputAudioNode defines second node to connect
  72874. */
  72875. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72876. if (this._audioEngine.canUseWebAudio) {
  72877. inputAudioNode.connect(this._webAudioAnalyser);
  72878. this._webAudioAnalyser.connect(outputAudioNode);
  72879. }
  72880. };
  72881. /**
  72882. * Releases all associated resources
  72883. */
  72884. Analyser.prototype.dispose = function () {
  72885. if (this._audioEngine.canUseWebAudio) {
  72886. this._webAudioAnalyser.disconnect();
  72887. }
  72888. };
  72889. return Analyser;
  72890. }());
  72891. BABYLON.Analyser = Analyser;
  72892. })(BABYLON || (BABYLON = {}));
  72893. //# sourceMappingURL=babylon.analyser.js.map
  72894. var BABYLON;
  72895. (function (BABYLON) {
  72896. /**
  72897. * Wraps one or more Sound objects and selects one with random weight for playback.
  72898. */
  72899. var WeightedSound = /** @class */ (function () {
  72900. /**
  72901. * Creates a new WeightedSound from the list of sounds given.
  72902. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72903. * @param sounds Array of Sounds that will be selected from.
  72904. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72905. */
  72906. function WeightedSound(loop, sounds, weights) {
  72907. var _this = this;
  72908. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72909. this.loop = false;
  72910. this._coneInnerAngle = 360;
  72911. this._coneOuterAngle = 360;
  72912. this._volume = 1;
  72913. /** A Sound is currently playing. */
  72914. this.isPlaying = false;
  72915. /** A Sound is currently paused. */
  72916. this.isPaused = false;
  72917. this._sounds = [];
  72918. this._weights = [];
  72919. if (sounds.length !== weights.length) {
  72920. throw new Error('Sounds length does not equal weights length');
  72921. }
  72922. this.loop = loop;
  72923. this._weights = weights;
  72924. // Normalize the weights
  72925. var weightSum = 0;
  72926. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72927. var weight = weights_1[_i];
  72928. weightSum += weight;
  72929. }
  72930. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72931. for (var i = 0; i < this._weights.length; i++) {
  72932. this._weights[i] *= invWeightSum;
  72933. }
  72934. this._sounds = sounds;
  72935. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72936. var sound = _b[_a];
  72937. sound.onEndedObservable.add(function () { _this._onended(); });
  72938. }
  72939. }
  72940. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72941. /**
  72942. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72943. */
  72944. get: function () {
  72945. return this._coneInnerAngle;
  72946. },
  72947. /**
  72948. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72949. */
  72950. set: function (value) {
  72951. if (value !== this._coneInnerAngle) {
  72952. if (this._coneOuterAngle < value) {
  72953. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72954. return;
  72955. }
  72956. this._coneInnerAngle = value;
  72957. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72958. var sound = _a[_i];
  72959. sound.directionalConeInnerAngle = value;
  72960. }
  72961. }
  72962. },
  72963. enumerable: true,
  72964. configurable: true
  72965. });
  72966. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72967. /**
  72968. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72969. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72970. */
  72971. get: function () {
  72972. return this._coneOuterAngle;
  72973. },
  72974. /**
  72975. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72976. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72977. */
  72978. set: function (value) {
  72979. if (value !== this._coneOuterAngle) {
  72980. if (value < this._coneInnerAngle) {
  72981. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72982. return;
  72983. }
  72984. this._coneOuterAngle = value;
  72985. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72986. var sound = _a[_i];
  72987. sound.directionalConeOuterAngle = value;
  72988. }
  72989. }
  72990. },
  72991. enumerable: true,
  72992. configurable: true
  72993. });
  72994. Object.defineProperty(WeightedSound.prototype, "volume", {
  72995. /**
  72996. * Playback volume.
  72997. */
  72998. get: function () {
  72999. return this._volume;
  73000. },
  73001. /**
  73002. * Playback volume.
  73003. */
  73004. set: function (value) {
  73005. if (value !== this._volume) {
  73006. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  73007. var sound = _a[_i];
  73008. sound.setVolume(value);
  73009. }
  73010. }
  73011. },
  73012. enumerable: true,
  73013. configurable: true
  73014. });
  73015. WeightedSound.prototype._onended = function () {
  73016. if (this._currentIndex !== undefined) {
  73017. this._sounds[this._currentIndex].autoplay = false;
  73018. }
  73019. if (this.loop && this.isPlaying) {
  73020. this.play();
  73021. }
  73022. else {
  73023. this.isPlaying = false;
  73024. }
  73025. };
  73026. /**
  73027. * Suspend playback
  73028. */
  73029. WeightedSound.prototype.pause = function () {
  73030. this.isPaused = true;
  73031. if (this._currentIndex !== undefined) {
  73032. this._sounds[this._currentIndex].pause();
  73033. }
  73034. };
  73035. /**
  73036. * Stop playback
  73037. */
  73038. WeightedSound.prototype.stop = function () {
  73039. this.isPlaying = false;
  73040. if (this._currentIndex !== undefined) {
  73041. this._sounds[this._currentIndex].stop();
  73042. }
  73043. };
  73044. /**
  73045. * Start playback.
  73046. * @param startOffset Position the clip head at a specific time in seconds.
  73047. */
  73048. WeightedSound.prototype.play = function (startOffset) {
  73049. if (!this.isPaused) {
  73050. this.stop();
  73051. var randomValue = Math.random();
  73052. var total = 0;
  73053. for (var i = 0; i < this._weights.length; i++) {
  73054. total += this._weights[i];
  73055. if (randomValue <= total) {
  73056. this._currentIndex = i;
  73057. break;
  73058. }
  73059. }
  73060. }
  73061. var sound = this._sounds[this._currentIndex];
  73062. if (sound.isReady()) {
  73063. sound.play(0, this.isPaused ? undefined : startOffset);
  73064. }
  73065. else {
  73066. sound.autoplay = true;
  73067. }
  73068. this.isPlaying = true;
  73069. this.isPaused = false;
  73070. };
  73071. return WeightedSound;
  73072. }());
  73073. BABYLON.WeightedSound = WeightedSound;
  73074. })(BABYLON || (BABYLON = {}));
  73075. //# sourceMappingURL=babylon.weightedsound.js.map
  73076. var BABYLON;
  73077. (function (BABYLON) {
  73078. // Adds the parser to the scene parsers.
  73079. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  73080. // TODO: add sound
  73081. var loadedSounds = [];
  73082. var loadedSound;
  73083. container.sounds = container.sounds || [];
  73084. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  73085. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  73086. var parsedSound = parsedData.sounds[index];
  73087. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  73088. if (!parsedSound.url) {
  73089. parsedSound.url = parsedSound.name;
  73090. }
  73091. if (!loadedSounds[parsedSound.url]) {
  73092. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  73093. loadedSounds[parsedSound.url] = loadedSound;
  73094. container.sounds.push(loadedSound);
  73095. }
  73096. else {
  73097. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  73098. }
  73099. }
  73100. else {
  73101. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  73102. }
  73103. }
  73104. }
  73105. loadedSounds = [];
  73106. });
  73107. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  73108. get: function () {
  73109. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  73110. if (!compo) {
  73111. compo = new AudioSceneComponent(this);
  73112. this._addComponent(compo);
  73113. }
  73114. if (!this._mainSoundTrack) {
  73115. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  73116. }
  73117. return this._mainSoundTrack;
  73118. },
  73119. enumerable: true,
  73120. configurable: true
  73121. });
  73122. BABYLON.Scene.prototype.getSoundByName = function (name) {
  73123. var index;
  73124. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  73125. if (this.mainSoundTrack.soundCollection[index].name === name) {
  73126. return this.mainSoundTrack.soundCollection[index];
  73127. }
  73128. }
  73129. if (this.soundTracks) {
  73130. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  73131. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  73132. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  73133. return this.soundTracks[sdIndex].soundCollection[index];
  73134. }
  73135. }
  73136. }
  73137. }
  73138. return null;
  73139. };
  73140. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  73141. get: function () {
  73142. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  73143. if (!compo) {
  73144. compo = new AudioSceneComponent(this);
  73145. this._addComponent(compo);
  73146. }
  73147. return compo.audioEnabled;
  73148. },
  73149. set: function (value) {
  73150. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  73151. if (!compo) {
  73152. compo = new AudioSceneComponent(this);
  73153. this._addComponent(compo);
  73154. }
  73155. if (value) {
  73156. compo.enableAudio();
  73157. }
  73158. else {
  73159. compo.disableAudio();
  73160. }
  73161. },
  73162. enumerable: true,
  73163. configurable: true
  73164. });
  73165. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  73166. get: function () {
  73167. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  73168. if (!compo) {
  73169. compo = new AudioSceneComponent(this);
  73170. this._addComponent(compo);
  73171. }
  73172. return compo.headphone;
  73173. },
  73174. set: function (value) {
  73175. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  73176. if (!compo) {
  73177. compo = new AudioSceneComponent(this);
  73178. this._addComponent(compo);
  73179. }
  73180. if (value) {
  73181. compo.switchAudioModeForHeadphones();
  73182. }
  73183. else {
  73184. compo.switchAudioModeForNormalSpeakers();
  73185. }
  73186. },
  73187. enumerable: true,
  73188. configurable: true
  73189. });
  73190. /**
  73191. * Defines the sound scene component responsible to manage any sounds
  73192. * in a given scene.
  73193. */
  73194. var AudioSceneComponent = /** @class */ (function () {
  73195. /**
  73196. * Creates a new instance of the component for the given scene
  73197. * @param scene Defines the scene to register the component in
  73198. */
  73199. function AudioSceneComponent(scene) {
  73200. /**
  73201. * The component name helpfull to identify the component in the list of scene components.
  73202. */
  73203. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  73204. this._audioEnabled = true;
  73205. this._headphone = false;
  73206. this.scene = scene;
  73207. scene.soundTracks = new Array();
  73208. scene.sounds = new Array();
  73209. }
  73210. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  73211. /**
  73212. * Gets whether audio is enabled or not.
  73213. * Please use related enable/disable method to switch state.
  73214. */
  73215. get: function () {
  73216. return this._audioEnabled;
  73217. },
  73218. enumerable: true,
  73219. configurable: true
  73220. });
  73221. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  73222. /**
  73223. * Gets whether audio is outputing to headphone or not.
  73224. * Please use the according Switch methods to change output.
  73225. */
  73226. get: function () {
  73227. return this._headphone;
  73228. },
  73229. enumerable: true,
  73230. configurable: true
  73231. });
  73232. /**
  73233. * Registers the component in a given scene
  73234. */
  73235. AudioSceneComponent.prototype.register = function () {
  73236. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  73237. };
  73238. /**
  73239. * Rebuilds the elements related to this component in case of
  73240. * context lost for instance.
  73241. */
  73242. AudioSceneComponent.prototype.rebuild = function () {
  73243. // Nothing to do here. (Not rendering related)
  73244. };
  73245. /**
  73246. * Serializes the component data to the specified json object
  73247. * @param serializationObject The object to serialize to
  73248. */
  73249. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  73250. serializationObject.sounds = [];
  73251. if (this.scene.soundTracks) {
  73252. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  73253. var soundtrack = this.scene.soundTracks[index];
  73254. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  73255. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  73256. }
  73257. }
  73258. }
  73259. };
  73260. /**
  73261. * Adds all the element from the container to the scene
  73262. * @param container the container holding the elements
  73263. */
  73264. AudioSceneComponent.prototype.addFromContainer = function (container) {
  73265. var _this = this;
  73266. if (!container.sounds) {
  73267. return;
  73268. }
  73269. container.sounds.forEach(function (sound) {
  73270. sound.play();
  73271. sound.autoplay = true;
  73272. _this.scene.mainSoundTrack.AddSound(sound);
  73273. });
  73274. };
  73275. /**
  73276. * Removes all the elements in the container from the scene
  73277. * @param container contains the elements to remove
  73278. */
  73279. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  73280. var _this = this;
  73281. if (!container.sounds) {
  73282. return;
  73283. }
  73284. container.sounds.forEach(function (sound) {
  73285. sound.stop();
  73286. sound.autoplay = false;
  73287. _this.scene.mainSoundTrack.RemoveSound(sound);
  73288. });
  73289. };
  73290. /**
  73291. * Disposes the component and the associated ressources.
  73292. */
  73293. AudioSceneComponent.prototype.dispose = function () {
  73294. var scene = this.scene;
  73295. if (scene._mainSoundTrack) {
  73296. scene.mainSoundTrack.dispose();
  73297. }
  73298. if (scene.soundTracks) {
  73299. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  73300. scene.soundTracks[scIndex].dispose();
  73301. }
  73302. }
  73303. };
  73304. /**
  73305. * Disables audio in the associated scene.
  73306. */
  73307. AudioSceneComponent.prototype.disableAudio = function () {
  73308. var scene = this.scene;
  73309. this._audioEnabled = false;
  73310. var i;
  73311. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73312. scene.mainSoundTrack.soundCollection[i].pause();
  73313. }
  73314. if (scene.soundTracks) {
  73315. for (i = 0; i < scene.soundTracks.length; i++) {
  73316. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73317. scene.soundTracks[i].soundCollection[j].pause();
  73318. }
  73319. }
  73320. }
  73321. };
  73322. /**
  73323. * Enables audio in the associated scene.
  73324. */
  73325. AudioSceneComponent.prototype.enableAudio = function () {
  73326. var scene = this.scene;
  73327. this._audioEnabled = true;
  73328. var i;
  73329. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73330. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  73331. scene.mainSoundTrack.soundCollection[i].play();
  73332. }
  73333. }
  73334. if (scene.soundTracks) {
  73335. for (i = 0; i < scene.soundTracks.length; i++) {
  73336. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73337. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  73338. scene.soundTracks[i].soundCollection[j].play();
  73339. }
  73340. }
  73341. }
  73342. }
  73343. };
  73344. /**
  73345. * Switch audio to headphone output.
  73346. */
  73347. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  73348. var scene = this.scene;
  73349. this._headphone = true;
  73350. scene.mainSoundTrack.switchPanningModelToHRTF();
  73351. if (scene.soundTracks) {
  73352. for (var i = 0; i < scene.soundTracks.length; i++) {
  73353. scene.soundTracks[i].switchPanningModelToHRTF();
  73354. }
  73355. }
  73356. };
  73357. /**
  73358. * Switch audio to normal speakers.
  73359. */
  73360. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  73361. var scene = this.scene;
  73362. this._headphone = false;
  73363. scene.mainSoundTrack.switchPanningModelToEqualPower();
  73364. if (scene.soundTracks) {
  73365. for (var i = 0; i < scene.soundTracks.length; i++) {
  73366. scene.soundTracks[i].switchPanningModelToEqualPower();
  73367. }
  73368. }
  73369. };
  73370. AudioSceneComponent.prototype._afterRender = function () {
  73371. var scene = this.scene;
  73372. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  73373. return;
  73374. }
  73375. var listeningCamera;
  73376. var audioEngine = BABYLON.Engine.audioEngine;
  73377. if (scene.activeCameras.length > 0) {
  73378. listeningCamera = scene.activeCameras[0];
  73379. }
  73380. else {
  73381. listeningCamera = scene.activeCamera;
  73382. }
  73383. if (listeningCamera && audioEngine.audioContext) {
  73384. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  73385. // for VR cameras
  73386. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  73387. listeningCamera = listeningCamera.rigCameras[0];
  73388. }
  73389. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  73390. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  73391. cameraDirection.normalize();
  73392. // To avoid some errors on GearVR
  73393. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  73394. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  73395. }
  73396. var i;
  73397. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73398. var sound = scene.mainSoundTrack.soundCollection[i];
  73399. if (sound.useCustomAttenuation) {
  73400. sound.updateDistanceFromListener();
  73401. }
  73402. }
  73403. if (scene.soundTracks) {
  73404. for (i = 0; i < scene.soundTracks.length; i++) {
  73405. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73406. sound = scene.soundTracks[i].soundCollection[j];
  73407. if (sound.useCustomAttenuation) {
  73408. sound.updateDistanceFromListener();
  73409. }
  73410. }
  73411. }
  73412. }
  73413. }
  73414. };
  73415. return AudioSceneComponent;
  73416. }());
  73417. BABYLON.AudioSceneComponent = AudioSceneComponent;
  73418. })(BABYLON || (BABYLON = {}));
  73419. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  73420. var BABYLON;
  73421. (function (BABYLON) {
  73422. /**
  73423. * This defines an action helpful to play a defined sound on a triggered action.
  73424. */
  73425. var PlaySoundAction = /** @class */ (function (_super) {
  73426. __extends(PlaySoundAction, _super);
  73427. /**
  73428. * Instantiate the action
  73429. * @param triggerOptions defines the trigger options
  73430. * @param sound defines the sound to play
  73431. * @param condition defines the trigger related conditions
  73432. */
  73433. function PlaySoundAction(triggerOptions, sound, condition) {
  73434. var _this = _super.call(this, triggerOptions, condition) || this;
  73435. _this._sound = sound;
  73436. return _this;
  73437. }
  73438. /** @hidden */
  73439. PlaySoundAction.prototype._prepare = function () {
  73440. };
  73441. /**
  73442. * Execute the action and play the sound.
  73443. */
  73444. PlaySoundAction.prototype.execute = function () {
  73445. if (this._sound !== undefined) {
  73446. this._sound.play();
  73447. }
  73448. };
  73449. /**
  73450. * Serializes the actions and its related information.
  73451. * @param parent defines the object to serialize in
  73452. * @returns the serialized object
  73453. */
  73454. PlaySoundAction.prototype.serialize = function (parent) {
  73455. return _super.prototype._serialize.call(this, {
  73456. name: "PlaySoundAction",
  73457. properties: [{ name: "sound", value: this._sound.name }]
  73458. }, parent);
  73459. };
  73460. return PlaySoundAction;
  73461. }(BABYLON.Action));
  73462. BABYLON.PlaySoundAction = PlaySoundAction;
  73463. /**
  73464. * This defines an action helpful to stop a defined sound on a triggered action.
  73465. */
  73466. var StopSoundAction = /** @class */ (function (_super) {
  73467. __extends(StopSoundAction, _super);
  73468. /**
  73469. * Instantiate the action
  73470. * @param triggerOptions defines the trigger options
  73471. * @param sound defines the sound to stop
  73472. * @param condition defines the trigger related conditions
  73473. */
  73474. function StopSoundAction(triggerOptions, sound, condition) {
  73475. var _this = _super.call(this, triggerOptions, condition) || this;
  73476. _this._sound = sound;
  73477. return _this;
  73478. }
  73479. /** @hidden */
  73480. StopSoundAction.prototype._prepare = function () {
  73481. };
  73482. /**
  73483. * Execute the action and stop the sound.
  73484. */
  73485. StopSoundAction.prototype.execute = function () {
  73486. if (this._sound !== undefined) {
  73487. this._sound.stop();
  73488. }
  73489. };
  73490. /**
  73491. * Serializes the actions and its related information.
  73492. * @param parent defines the object to serialize in
  73493. * @returns the serialized object
  73494. */
  73495. StopSoundAction.prototype.serialize = function (parent) {
  73496. return _super.prototype._serialize.call(this, {
  73497. name: "StopSoundAction",
  73498. properties: [{ name: "sound", value: this._sound.name }]
  73499. }, parent);
  73500. };
  73501. return StopSoundAction;
  73502. }(BABYLON.Action));
  73503. BABYLON.StopSoundAction = StopSoundAction;
  73504. })(BABYLON || (BABYLON = {}));
  73505. //# sourceMappingURL=babylon.directAudioActions.js.map
  73506. var BABYLON;
  73507. (function (BABYLON) {
  73508. /**
  73509. * Class for creating a cube texture
  73510. */
  73511. var CubeTexture = /** @class */ (function (_super) {
  73512. __extends(CubeTexture, _super);
  73513. /**
  73514. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73515. * as prefiltered data.
  73516. * @param rootUrl defines the url of the texture or the root name of the six images
  73517. * @param scene defines the scene the texture is attached to
  73518. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73519. * @param noMipmap defines if mipmaps should be created or not
  73520. * @param files defines the six files to load for the different faces
  73521. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73522. * @param onError defines a callback triggered in case of error during load
  73523. * @param format defines the internal format to use for the texture once loaded
  73524. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73525. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73526. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73527. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73528. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73529. * @return the cube texture
  73530. */
  73531. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  73532. if (extensions === void 0) { extensions = null; }
  73533. if (noMipmap === void 0) { noMipmap = false; }
  73534. if (files === void 0) { files = null; }
  73535. if (onLoad === void 0) { onLoad = null; }
  73536. if (onError === void 0) { onError = null; }
  73537. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73538. if (prefiltered === void 0) { prefiltered = false; }
  73539. if (forcedExtension === void 0) { forcedExtension = null; }
  73540. if (createPolynomials === void 0) { createPolynomials = false; }
  73541. if (lodScale === void 0) { lodScale = 0.8; }
  73542. if (lodOffset === void 0) { lodOffset = 0; }
  73543. var _this = _super.call(this, scene) || this;
  73544. /**
  73545. * Gets or sets the center of the bounding box associated with the cube texture.
  73546. * It must define where the camera used to render the texture was set
  73547. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73548. */
  73549. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73550. _this._rotationY = 0;
  73551. /** @hidden */
  73552. _this._prefiltered = false;
  73553. _this.name = rootUrl;
  73554. _this.url = rootUrl;
  73555. _this._noMipmap = noMipmap;
  73556. _this.hasAlpha = false;
  73557. _this._format = format;
  73558. _this.isCube = true;
  73559. _this._textureMatrix = BABYLON.Matrix.Identity();
  73560. _this._createPolynomials = createPolynomials;
  73561. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  73562. if (!rootUrl && !files) {
  73563. return _this;
  73564. }
  73565. var lastDot = rootUrl.lastIndexOf(".");
  73566. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  73567. var isDDS = (extension === ".dds");
  73568. var isEnv = (extension === ".env");
  73569. if (isEnv) {
  73570. _this.gammaSpace = false;
  73571. _this._prefiltered = false;
  73572. }
  73573. else {
  73574. _this._prefiltered = prefiltered;
  73575. if (prefiltered) {
  73576. _this.gammaSpace = false;
  73577. }
  73578. }
  73579. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  73580. if (!files) {
  73581. if (!isEnv && !isDDS && !extensions) {
  73582. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  73583. }
  73584. files = [];
  73585. if (extensions) {
  73586. for (var index = 0; index < extensions.length; index++) {
  73587. files.push(rootUrl + extensions[index]);
  73588. }
  73589. }
  73590. }
  73591. _this._files = files;
  73592. if (!_this._texture) {
  73593. if (!scene.useDelayedTextureLoading) {
  73594. if (prefiltered) {
  73595. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  73596. }
  73597. else {
  73598. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  73599. }
  73600. }
  73601. else {
  73602. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73603. }
  73604. }
  73605. else if (onLoad) {
  73606. if (_this._texture.isReady) {
  73607. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  73608. }
  73609. else {
  73610. _this._texture.onLoadedObservable.add(onLoad);
  73611. }
  73612. }
  73613. return _this;
  73614. }
  73615. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  73616. /**
  73617. * Returns the bounding box size
  73618. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73619. */
  73620. get: function () {
  73621. return this._boundingBoxSize;
  73622. },
  73623. /**
  73624. * Gets or sets the size of the bounding box associated with the cube texture
  73625. * When defined, the cubemap will switch to local mode
  73626. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73627. * @example https://www.babylonjs-playground.com/#RNASML
  73628. */
  73629. set: function (value) {
  73630. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73631. return;
  73632. }
  73633. this._boundingBoxSize = value;
  73634. var scene = this.getScene();
  73635. if (scene) {
  73636. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73637. }
  73638. },
  73639. enumerable: true,
  73640. configurable: true
  73641. });
  73642. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  73643. /**
  73644. * Gets texture matrix rotation angle around Y axis radians.
  73645. */
  73646. get: function () {
  73647. return this._rotationY;
  73648. },
  73649. /**
  73650. * Sets texture matrix rotation angle around Y axis in radians.
  73651. */
  73652. set: function (value) {
  73653. this._rotationY = value;
  73654. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  73655. },
  73656. enumerable: true,
  73657. configurable: true
  73658. });
  73659. Object.defineProperty(CubeTexture.prototype, "noMipmap", {
  73660. /**
  73661. * Are mip maps generated for this texture or not.
  73662. */
  73663. get: function () {
  73664. return this._noMipmap;
  73665. },
  73666. enumerable: true,
  73667. configurable: true
  73668. });
  73669. /**
  73670. * Creates a cube texture from an array of image urls
  73671. * @param files defines an array of image urls
  73672. * @param scene defines the hosting scene
  73673. * @param noMipmap specifies if mip maps are not used
  73674. * @returns a cube texture
  73675. */
  73676. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  73677. var rootUrlKey = "";
  73678. files.forEach(function (url) { return rootUrlKey += url; });
  73679. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73680. };
  73681. /**
  73682. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73683. * @param url defines the url of the prefiltered texture
  73684. * @param scene defines the scene the texture is attached to
  73685. * @param forcedExtension defines the extension of the file if different from the url
  73686. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73687. * @return the prefiltered texture
  73688. */
  73689. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73690. if (forcedExtension === void 0) { forcedExtension = null; }
  73691. if (createPolynomials === void 0) { createPolynomials = true; }
  73692. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73693. };
  73694. /**
  73695. * Get the current class name of the texture useful for serialization or dynamic coding.
  73696. * @returns "CubeTexture"
  73697. */
  73698. CubeTexture.prototype.getClassName = function () {
  73699. return "CubeTexture";
  73700. };
  73701. /**
  73702. * Update the url (and optional buffer) of this texture if url was null during construction.
  73703. * @param url the url of the texture
  73704. * @param forcedExtension defines the extension to use
  73705. * @param onLoad callback called when the texture is loaded (defaults to null)
  73706. */
  73707. CubeTexture.prototype.updateURL = function (url, forcedExtension, onLoad) {
  73708. if (this.url) {
  73709. this.releaseInternalTexture();
  73710. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73711. }
  73712. this.url = url;
  73713. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73714. this._prefiltered = false;
  73715. if (onLoad) {
  73716. this._delayedOnLoad = onLoad;
  73717. }
  73718. this.delayLoad(forcedExtension);
  73719. };
  73720. /**
  73721. * Delays loading of the cube texture
  73722. * @param forcedExtension defines the extension to use
  73723. */
  73724. CubeTexture.prototype.delayLoad = function (forcedExtension) {
  73725. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73726. return;
  73727. }
  73728. var scene = this.getScene();
  73729. if (!scene) {
  73730. return;
  73731. }
  73732. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73733. this._texture = this._getFromCache(this.url, this._noMipmap);
  73734. if (!this._texture) {
  73735. if (this._prefiltered) {
  73736. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, this._delayedOnLoad, undefined, this._format, undefined, this._createPolynomials);
  73737. }
  73738. else {
  73739. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, this._delayedOnLoad, undefined, this._format, forcedExtension);
  73740. }
  73741. }
  73742. };
  73743. /**
  73744. * Returns the reflection texture matrix
  73745. * @returns the reflection texture matrix
  73746. */
  73747. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73748. return this._textureMatrix;
  73749. };
  73750. /**
  73751. * Sets the reflection texture matrix
  73752. * @param value Reflection texture matrix
  73753. */
  73754. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73755. var _this = this;
  73756. if (value.updateFlag === this._textureMatrix.updateFlag) {
  73757. return;
  73758. }
  73759. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  73760. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  73761. }
  73762. this._textureMatrix = value;
  73763. };
  73764. /**
  73765. * Parses text to create a cube texture
  73766. * @param parsedTexture define the serialized text to read from
  73767. * @param scene defines the hosting scene
  73768. * @param rootUrl defines the root url of the cube texture
  73769. * @returns a cube texture
  73770. */
  73771. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73772. var texture = BABYLON.SerializationHelper.Parse(function () {
  73773. var prefiltered = false;
  73774. if (parsedTexture.prefiltered) {
  73775. prefiltered = parsedTexture.prefiltered;
  73776. }
  73777. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73778. }, parsedTexture, scene);
  73779. // Local Cubemaps
  73780. if (parsedTexture.boundingBoxPosition) {
  73781. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73782. }
  73783. if (parsedTexture.boundingBoxSize) {
  73784. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73785. }
  73786. // Animations
  73787. if (parsedTexture.animations) {
  73788. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73789. var parsedAnimation = parsedTexture.animations[animationIndex];
  73790. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73791. }
  73792. }
  73793. return texture;
  73794. };
  73795. /**
  73796. * Makes a clone, or deep copy, of the cube texture
  73797. * @returns a new cube texture
  73798. */
  73799. CubeTexture.prototype.clone = function () {
  73800. var _this = this;
  73801. var scene = this.getScene();
  73802. var uniqueId = 0;
  73803. var newCubeTexture = BABYLON.SerializationHelper.Clone(function () {
  73804. if (!scene) {
  73805. return _this;
  73806. }
  73807. var cubeTexture = new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73808. uniqueId = cubeTexture.uniqueId;
  73809. return cubeTexture;
  73810. }, this);
  73811. newCubeTexture.uniqueId = uniqueId;
  73812. return newCubeTexture;
  73813. };
  73814. __decorate([
  73815. BABYLON.serialize("rotationY")
  73816. ], CubeTexture.prototype, "rotationY", null);
  73817. return CubeTexture;
  73818. }(BABYLON.BaseTexture));
  73819. BABYLON.CubeTexture = CubeTexture;
  73820. })(BABYLON || (BABYLON = {}));
  73821. //# sourceMappingURL=babylon.cubeTexture.js.map
  73822. var BABYLON;
  73823. (function (BABYLON) {
  73824. /**
  73825. * Raw cube texture where the raw buffers are passed in
  73826. */
  73827. var RawCubeTexture = /** @class */ (function (_super) {
  73828. __extends(RawCubeTexture, _super);
  73829. /**
  73830. * Creates a cube texture where the raw buffers are passed in.
  73831. * @param scene defines the scene the texture is attached to
  73832. * @param data defines the array of data to use to create each face
  73833. * @param size defines the size of the textures
  73834. * @param format defines the format of the data
  73835. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73836. * @param generateMipMaps defines if the engine should generate the mip levels
  73837. * @param invertY defines if data must be stored with Y axis inverted
  73838. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73839. * @param compression defines the compression used (null by default)
  73840. */
  73841. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73842. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73843. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73844. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73845. if (invertY === void 0) { invertY = false; }
  73846. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73847. if (compression === void 0) { compression = null; }
  73848. var _this = _super.call(this, "", scene) || this;
  73849. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73850. return _this;
  73851. }
  73852. /**
  73853. * Updates the raw cube texture.
  73854. * @param data defines the data to store
  73855. * @param format defines the data format
  73856. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73857. * @param invertY defines if data must be stored with Y axis inverted
  73858. * @param compression defines the compression used (null by default)
  73859. * @param level defines which level of the texture to update
  73860. */
  73861. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73862. if (compression === void 0) { compression = null; }
  73863. if (level === void 0) { level = 0; }
  73864. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73865. };
  73866. /**
  73867. * Updates a raw cube texture with RGBD encoded data.
  73868. * @param data defines the array of data [mipmap][face] to use to create each face
  73869. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73870. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73871. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73872. * @returns a promsie that resolves when the operation is complete
  73873. */
  73874. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73875. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73876. if (lodScale === void 0) { lodScale = 0.8; }
  73877. if (lodOffset === void 0) { lodOffset = 0; }
  73878. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73879. };
  73880. /**
  73881. * Clones the raw cube texture.
  73882. * @return a new cube texture
  73883. */
  73884. RawCubeTexture.prototype.clone = function () {
  73885. var _this = this;
  73886. return BABYLON.SerializationHelper.Clone(function () {
  73887. var scene = _this.getScene();
  73888. var internalTexture = _this._texture;
  73889. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73890. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73891. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73892. }
  73893. return texture;
  73894. }, this);
  73895. };
  73896. /** @hidden */
  73897. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73898. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73899. internalTexture._bufferViewArrayArray = data;
  73900. internalTexture._lodGenerationScale = lodScale;
  73901. internalTexture._lodGenerationOffset = lodOffset;
  73902. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73903. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73904. internalTexture.isReady = true;
  73905. });
  73906. };
  73907. return RawCubeTexture;
  73908. }(BABYLON.CubeTexture));
  73909. BABYLON.RawCubeTexture = RawCubeTexture;
  73910. })(BABYLON || (BABYLON = {}));
  73911. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73912. var BABYLON;
  73913. (function (BABYLON) {
  73914. /**
  73915. * This Helps creating a texture that will be created from a camera in your scene.
  73916. * It is basically a dynamic texture that could be used to create special effects for instance.
  73917. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73918. */
  73919. var RenderTargetTexture = /** @class */ (function (_super) {
  73920. __extends(RenderTargetTexture, _super);
  73921. /**
  73922. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73923. * or used a shadow, depth texture...
  73924. * @param name The friendly name of the texture
  73925. * @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)
  73926. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73927. * @param generateMipMaps True if mip maps need to be generated after render.
  73928. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73929. * @param type The type of the buffer in the RTT (int, half float, float...)
  73930. * @param isCube True if a cube texture needs to be created
  73931. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73932. * @param generateDepthBuffer True to generate a depth buffer
  73933. * @param generateStencilBuffer True to generate a stencil buffer
  73934. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73935. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73936. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73937. */
  73938. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73939. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73940. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73941. if (isCube === void 0) { isCube = false; }
  73942. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73943. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73944. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73945. if (isMulti === void 0) { isMulti = false; }
  73946. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73947. if (delayAllocation === void 0) { delayAllocation = false; }
  73948. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73949. _this.isCube = isCube;
  73950. /**
  73951. * Define if particles should be rendered in your texture.
  73952. */
  73953. _this.renderParticles = true;
  73954. /**
  73955. * Define if sprites should be rendered in your texture.
  73956. */
  73957. _this.renderSprites = false;
  73958. /**
  73959. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73960. */
  73961. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73962. /**
  73963. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73964. */
  73965. _this.ignoreCameraViewport = false;
  73966. /**
  73967. * An event triggered when the texture is unbind.
  73968. */
  73969. _this.onBeforeBindObservable = new BABYLON.Observable();
  73970. /**
  73971. * An event triggered when the texture is unbind.
  73972. */
  73973. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73974. /**
  73975. * An event triggered before rendering the texture
  73976. */
  73977. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73978. /**
  73979. * An event triggered after rendering the texture
  73980. */
  73981. _this.onAfterRenderObservable = new BABYLON.Observable();
  73982. /**
  73983. * An event triggered after the texture clear
  73984. */
  73985. _this.onClearObservable = new BABYLON.Observable();
  73986. _this._currentRefreshId = -1;
  73987. _this._refreshRate = 1;
  73988. _this._samples = 1;
  73989. /**
  73990. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73991. * It must define where the camera used to render the texture is set
  73992. */
  73993. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73994. scene = _this.getScene();
  73995. if (!scene) {
  73996. return _this;
  73997. }
  73998. _this.renderList = new Array();
  73999. _this._engine = scene.getEngine();
  74000. _this.name = name;
  74001. _this.isRenderTarget = true;
  74002. _this._initialSizeParameter = size;
  74003. _this._processSizeParameter(size);
  74004. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  74005. });
  74006. _this._generateMipMaps = generateMipMaps ? true : false;
  74007. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  74008. // Rendering groups
  74009. _this._renderingManager = new BABYLON.RenderingManager(scene);
  74010. _this._renderingManager._useSceneAutoClearSetup = true;
  74011. if (isMulti) {
  74012. return _this;
  74013. }
  74014. _this._renderTargetOptions = {
  74015. generateMipMaps: generateMipMaps,
  74016. type: type,
  74017. format: format,
  74018. samplingMode: samplingMode,
  74019. generateDepthBuffer: generateDepthBuffer,
  74020. generateStencilBuffer: generateStencilBuffer
  74021. };
  74022. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  74023. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74024. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74025. }
  74026. if (!delayAllocation) {
  74027. if (isCube) {
  74028. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  74029. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  74030. _this._textureMatrix = BABYLON.Matrix.Identity();
  74031. }
  74032. else {
  74033. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  74034. }
  74035. }
  74036. return _this;
  74037. }
  74038. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  74039. /**
  74040. * Use this list to define the list of mesh you want to render.
  74041. */
  74042. get: function () {
  74043. return this._renderList;
  74044. },
  74045. set: function (value) {
  74046. this._renderList = value;
  74047. if (this._renderList) {
  74048. this._hookArray(this._renderList);
  74049. }
  74050. },
  74051. enumerable: true,
  74052. configurable: true
  74053. });
  74054. RenderTargetTexture.prototype._hookArray = function (array) {
  74055. var _this = this;
  74056. var oldPush = array.push;
  74057. array.push = function () {
  74058. var items = [];
  74059. for (var _i = 0; _i < arguments.length; _i++) {
  74060. items[_i] = arguments[_i];
  74061. }
  74062. var wasEmpty = array.length === 0;
  74063. var result = oldPush.apply(array, items);
  74064. if (wasEmpty) {
  74065. _this.getScene().meshes.forEach(function (mesh) {
  74066. mesh._markSubMeshesAsLightDirty();
  74067. });
  74068. }
  74069. return result;
  74070. };
  74071. var oldSplice = array.splice;
  74072. array.splice = function (index, deleteCount) {
  74073. var deleted = oldSplice.apply(array, [index, deleteCount]);
  74074. if (array.length === 0) {
  74075. _this.getScene().meshes.forEach(function (mesh) {
  74076. mesh._markSubMeshesAsLightDirty();
  74077. });
  74078. }
  74079. return deleted;
  74080. };
  74081. };
  74082. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  74083. /**
  74084. * Set a after unbind callback in the texture.
  74085. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  74086. */
  74087. set: function (callback) {
  74088. if (this._onAfterUnbindObserver) {
  74089. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  74090. }
  74091. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  74092. },
  74093. enumerable: true,
  74094. configurable: true
  74095. });
  74096. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  74097. /**
  74098. * Set a before render callback in the texture.
  74099. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  74100. */
  74101. set: function (callback) {
  74102. if (this._onBeforeRenderObserver) {
  74103. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  74104. }
  74105. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  74106. },
  74107. enumerable: true,
  74108. configurable: true
  74109. });
  74110. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  74111. /**
  74112. * Set a after render callback in the texture.
  74113. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  74114. */
  74115. set: function (callback) {
  74116. if (this._onAfterRenderObserver) {
  74117. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  74118. }
  74119. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  74120. },
  74121. enumerable: true,
  74122. configurable: true
  74123. });
  74124. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  74125. /**
  74126. * Set a clear callback in the texture.
  74127. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  74128. */
  74129. set: function (callback) {
  74130. if (this._onClearObserver) {
  74131. this.onClearObservable.remove(this._onClearObserver);
  74132. }
  74133. this._onClearObserver = this.onClearObservable.add(callback);
  74134. },
  74135. enumerable: true,
  74136. configurable: true
  74137. });
  74138. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  74139. /**
  74140. * Gets render target creation options that were used.
  74141. */
  74142. get: function () {
  74143. return this._renderTargetOptions;
  74144. },
  74145. enumerable: true,
  74146. configurable: true
  74147. });
  74148. RenderTargetTexture.prototype._onRatioRescale = function () {
  74149. if (this._sizeRatio) {
  74150. this.resize(this._initialSizeParameter);
  74151. }
  74152. };
  74153. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  74154. get: function () {
  74155. return this._boundingBoxSize;
  74156. },
  74157. /**
  74158. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  74159. * When defined, the cubemap will switch to local mode
  74160. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  74161. * @example https://www.babylonjs-playground.com/#RNASML
  74162. */
  74163. set: function (value) {
  74164. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  74165. return;
  74166. }
  74167. this._boundingBoxSize = value;
  74168. var scene = this.getScene();
  74169. if (scene) {
  74170. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  74171. }
  74172. },
  74173. enumerable: true,
  74174. configurable: true
  74175. });
  74176. /**
  74177. * Creates a depth stencil texture.
  74178. * This is only available in WebGL 2 or with the depth texture extension available.
  74179. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  74180. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  74181. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  74182. */
  74183. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  74184. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  74185. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  74186. if (generateStencil === void 0) { generateStencil = false; }
  74187. if (!this.getScene()) {
  74188. return;
  74189. }
  74190. var engine = this.getScene().getEngine();
  74191. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  74192. bilinearFiltering: bilinearFiltering,
  74193. comparisonFunction: comparisonFunction,
  74194. generateStencil: generateStencil,
  74195. isCube: this.isCube
  74196. });
  74197. engine.setFrameBufferDepthStencilTexture(this);
  74198. };
  74199. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  74200. if (size.ratio) {
  74201. this._sizeRatio = size.ratio;
  74202. this._size = {
  74203. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  74204. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  74205. };
  74206. }
  74207. else {
  74208. this._size = size;
  74209. }
  74210. };
  74211. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  74212. /**
  74213. * Define the number of samples to use in case of MSAA.
  74214. * It defaults to one meaning no MSAA has been enabled.
  74215. */
  74216. get: function () {
  74217. return this._samples;
  74218. },
  74219. set: function (value) {
  74220. if (this._samples === value) {
  74221. return;
  74222. }
  74223. var scene = this.getScene();
  74224. if (!scene) {
  74225. return;
  74226. }
  74227. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  74228. },
  74229. enumerable: true,
  74230. configurable: true
  74231. });
  74232. /**
  74233. * Resets the refresh counter of the texture and start bak from scratch.
  74234. * Could be useful to regenerate the texture if it is setup to render only once.
  74235. */
  74236. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  74237. this._currentRefreshId = -1;
  74238. };
  74239. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  74240. /**
  74241. * Define the refresh rate of the texture or the rendering frequency.
  74242. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  74243. */
  74244. get: function () {
  74245. return this._refreshRate;
  74246. },
  74247. set: function (value) {
  74248. this._refreshRate = value;
  74249. this.resetRefreshCounter();
  74250. },
  74251. enumerable: true,
  74252. configurable: true
  74253. });
  74254. /**
  74255. * Adds a post process to the render target rendering passes.
  74256. * @param postProcess define the post process to add
  74257. */
  74258. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  74259. if (!this._postProcessManager) {
  74260. var scene = this.getScene();
  74261. if (!scene) {
  74262. return;
  74263. }
  74264. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  74265. this._postProcesses = new Array();
  74266. }
  74267. this._postProcesses.push(postProcess);
  74268. this._postProcesses[0].autoClear = false;
  74269. };
  74270. /**
  74271. * Clear all the post processes attached to the render target
  74272. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  74273. */
  74274. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  74275. if (dispose === void 0) { dispose = false; }
  74276. if (!this._postProcesses) {
  74277. return;
  74278. }
  74279. if (dispose) {
  74280. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  74281. var postProcess = _a[_i];
  74282. postProcess.dispose();
  74283. }
  74284. }
  74285. this._postProcesses = [];
  74286. };
  74287. /**
  74288. * Remove one of the post process from the list of attached post processes to the texture
  74289. * @param postProcess define the post process to remove from the list
  74290. */
  74291. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  74292. if (!this._postProcesses) {
  74293. return;
  74294. }
  74295. var index = this._postProcesses.indexOf(postProcess);
  74296. if (index === -1) {
  74297. return;
  74298. }
  74299. this._postProcesses.splice(index, 1);
  74300. if (this._postProcesses.length > 0) {
  74301. this._postProcesses[0].autoClear = false;
  74302. }
  74303. };
  74304. /** @hidden */
  74305. RenderTargetTexture.prototype._shouldRender = function () {
  74306. if (this._currentRefreshId === -1) { // At least render once
  74307. this._currentRefreshId = 1;
  74308. return true;
  74309. }
  74310. if (this.refreshRate === this._currentRefreshId) {
  74311. this._currentRefreshId = 1;
  74312. return true;
  74313. }
  74314. this._currentRefreshId++;
  74315. return false;
  74316. };
  74317. /**
  74318. * Gets the actual render size of the texture.
  74319. * @returns the width of the render size
  74320. */
  74321. RenderTargetTexture.prototype.getRenderSize = function () {
  74322. return this.getRenderWidth();
  74323. };
  74324. /**
  74325. * Gets the actual render width of the texture.
  74326. * @returns the width of the render size
  74327. */
  74328. RenderTargetTexture.prototype.getRenderWidth = function () {
  74329. if (this._size.width) {
  74330. return this._size.width;
  74331. }
  74332. return this._size;
  74333. };
  74334. /**
  74335. * Gets the actual render height of the texture.
  74336. * @returns the height of the render size
  74337. */
  74338. RenderTargetTexture.prototype.getRenderHeight = function () {
  74339. if (this._size.width) {
  74340. return this._size.height;
  74341. }
  74342. return this._size;
  74343. };
  74344. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  74345. /**
  74346. * Get if the texture can be rescaled or not.
  74347. */
  74348. get: function () {
  74349. return true;
  74350. },
  74351. enumerable: true,
  74352. configurable: true
  74353. });
  74354. /**
  74355. * Resize the texture using a ratio.
  74356. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  74357. */
  74358. RenderTargetTexture.prototype.scale = function (ratio) {
  74359. var newSize = this.getRenderSize() * ratio;
  74360. this.resize(newSize);
  74361. };
  74362. /**
  74363. * Get the texture reflection matrix used to rotate/transform the reflection.
  74364. * @returns the reflection matrix
  74365. */
  74366. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  74367. if (this.isCube) {
  74368. return this._textureMatrix;
  74369. }
  74370. return _super.prototype.getReflectionTextureMatrix.call(this);
  74371. };
  74372. /**
  74373. * Resize the texture to a new desired size.
  74374. * Be carrefull as it will recreate all the data in the new texture.
  74375. * @param size Define the new size. It can be:
  74376. * - a number for squared texture,
  74377. * - an object containing { width: number, height: number }
  74378. * - or an object containing a ratio { ratio: number }
  74379. */
  74380. RenderTargetTexture.prototype.resize = function (size) {
  74381. this.releaseInternalTexture();
  74382. var scene = this.getScene();
  74383. if (!scene) {
  74384. return;
  74385. }
  74386. this._processSizeParameter(size);
  74387. if (this.isCube) {
  74388. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  74389. }
  74390. else {
  74391. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  74392. }
  74393. };
  74394. /**
  74395. * Renders all the objects from the render list into the texture.
  74396. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  74397. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  74398. */
  74399. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  74400. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  74401. if (dumpForDebug === void 0) { dumpForDebug = false; }
  74402. var scene = this.getScene();
  74403. if (!scene) {
  74404. return;
  74405. }
  74406. var engine = scene.getEngine();
  74407. if (this.useCameraPostProcesses !== undefined) {
  74408. useCameraPostProcess = this.useCameraPostProcesses;
  74409. }
  74410. if (this._waitingRenderList) {
  74411. this.renderList = [];
  74412. for (var index = 0; index < this._waitingRenderList.length; index++) {
  74413. var id = this._waitingRenderList[index];
  74414. var mesh_1 = scene.getMeshByID(id);
  74415. if (mesh_1) {
  74416. this.renderList.push(mesh_1);
  74417. }
  74418. }
  74419. delete this._waitingRenderList;
  74420. }
  74421. // Is predicate defined?
  74422. if (this.renderListPredicate) {
  74423. if (this.renderList) {
  74424. this.renderList.length = 0; // Clear previous renderList
  74425. }
  74426. else {
  74427. this.renderList = [];
  74428. }
  74429. var scene = this.getScene();
  74430. if (!scene) {
  74431. return;
  74432. }
  74433. var sceneMeshes = scene.meshes;
  74434. for (var index = 0; index < sceneMeshes.length; index++) {
  74435. var mesh = sceneMeshes[index];
  74436. if (this.renderListPredicate(mesh)) {
  74437. this.renderList.push(mesh);
  74438. }
  74439. }
  74440. }
  74441. this.onBeforeBindObservable.notifyObservers(this);
  74442. // Set custom projection.
  74443. // Needs to be before binding to prevent changing the aspect ratio.
  74444. var camera;
  74445. if (this.activeCamera) {
  74446. camera = this.activeCamera;
  74447. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74448. if (this.activeCamera !== scene.activeCamera) {
  74449. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  74450. }
  74451. }
  74452. else {
  74453. camera = scene.activeCamera;
  74454. if (camera) {
  74455. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74456. }
  74457. }
  74458. // Prepare renderingManager
  74459. this._renderingManager.reset();
  74460. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  74461. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  74462. var sceneRenderId = scene.getRenderId();
  74463. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  74464. var mesh = currentRenderList[meshIndex];
  74465. if (mesh) {
  74466. if (!mesh.isReady(this.refreshRate === 0)) {
  74467. this.resetRefreshCounter();
  74468. continue;
  74469. }
  74470. mesh._preActivateForIntermediateRendering(sceneRenderId);
  74471. var isMasked = void 0;
  74472. if (!this.renderList && camera) {
  74473. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  74474. }
  74475. else {
  74476. isMasked = false;
  74477. }
  74478. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  74479. mesh._activate(sceneRenderId);
  74480. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  74481. var subMesh = mesh.subMeshes[subIndex];
  74482. scene._activeIndices.addCount(subMesh.indexCount, false);
  74483. this._renderingManager.dispatch(subMesh, mesh);
  74484. }
  74485. }
  74486. }
  74487. }
  74488. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  74489. var particleSystem = scene.particleSystems[particleIndex];
  74490. var emitter = particleSystem.emitter;
  74491. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  74492. continue;
  74493. }
  74494. if (currentRenderList.indexOf(emitter) >= 0) {
  74495. this._renderingManager.dispatchParticles(particleSystem);
  74496. }
  74497. }
  74498. if (this.isCube) {
  74499. for (var face = 0; face < 6; face++) {
  74500. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74501. scene.incrementRenderId();
  74502. scene.resetCachedMaterial();
  74503. }
  74504. }
  74505. else {
  74506. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74507. }
  74508. this.onAfterUnbindObservable.notifyObservers(this);
  74509. if (scene.activeCamera) {
  74510. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  74511. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  74512. }
  74513. engine.setViewport(scene.activeCamera.viewport);
  74514. }
  74515. scene.resetCachedMaterial();
  74516. };
  74517. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  74518. var minimum = 128;
  74519. var x = renderDimension * scale;
  74520. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  74521. // Ensure we don't exceed the render dimension (while staying POT)
  74522. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  74523. };
  74524. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74525. var _this = this;
  74526. if (!this._texture) {
  74527. return;
  74528. }
  74529. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  74530. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74531. });
  74532. };
  74533. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  74534. var scene = this.getScene();
  74535. if (!scene) {
  74536. return;
  74537. }
  74538. var engine = scene.getEngine();
  74539. if (!this._texture) {
  74540. return;
  74541. }
  74542. // Bind
  74543. if (this._postProcessManager) {
  74544. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  74545. }
  74546. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  74547. if (this._texture) {
  74548. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  74549. }
  74550. }
  74551. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  74552. // Clear
  74553. if (this.onClearObservable.hasObservers()) {
  74554. this.onClearObservable.notifyObservers(engine);
  74555. }
  74556. else {
  74557. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  74558. }
  74559. if (!this._doNotChangeAspectRatio) {
  74560. scene.updateTransformMatrix(true);
  74561. }
  74562. // Before Camera Draw
  74563. for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {
  74564. var step = _a[_i];
  74565. step.action(this);
  74566. }
  74567. // Render
  74568. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  74569. // After Camera Draw
  74570. for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {
  74571. var step = _c[_b];
  74572. step.action(this);
  74573. }
  74574. if (this._postProcessManager) {
  74575. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  74576. }
  74577. else if (useCameraPostProcess) {
  74578. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  74579. }
  74580. if (!this._doNotChangeAspectRatio) {
  74581. scene.updateTransformMatrix(true);
  74582. }
  74583. // Dump ?
  74584. if (dumpForDebug) {
  74585. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  74586. }
  74587. // Unbind
  74588. if (!this.isCube || faceIndex === 5) {
  74589. if (this.isCube) {
  74590. if (faceIndex === 5) {
  74591. engine.generateMipMapsForCubemap(this._texture);
  74592. }
  74593. }
  74594. this.unbindFrameBuffer(engine, faceIndex);
  74595. }
  74596. else {
  74597. this.onAfterRenderObservable.notifyObservers(faceIndex);
  74598. }
  74599. };
  74600. /**
  74601. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  74602. * This allowed control for front to back rendering or reversly depending of the special needs.
  74603. *
  74604. * @param renderingGroupId The rendering group id corresponding to its index
  74605. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  74606. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  74607. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  74608. */
  74609. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  74610. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  74611. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  74612. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  74613. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  74614. };
  74615. /**
  74616. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  74617. *
  74618. * @param renderingGroupId The rendering group id corresponding to its index
  74619. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  74620. */
  74621. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  74622. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  74623. this._renderingManager._useSceneAutoClearSetup = false;
  74624. };
  74625. /**
  74626. * Clones the texture.
  74627. * @returns the cloned texture
  74628. */
  74629. RenderTargetTexture.prototype.clone = function () {
  74630. var textureSize = this.getSize();
  74631. 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);
  74632. // Base texture
  74633. newTexture.hasAlpha = this.hasAlpha;
  74634. newTexture.level = this.level;
  74635. // RenderTarget Texture
  74636. newTexture.coordinatesMode = this.coordinatesMode;
  74637. if (this.renderList) {
  74638. newTexture.renderList = this.renderList.slice(0);
  74639. }
  74640. return newTexture;
  74641. };
  74642. /**
  74643. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  74644. * @returns The JSON representation of the texture
  74645. */
  74646. RenderTargetTexture.prototype.serialize = function () {
  74647. if (!this.name) {
  74648. return null;
  74649. }
  74650. var serializationObject = _super.prototype.serialize.call(this);
  74651. serializationObject.renderTargetSize = this.getRenderSize();
  74652. serializationObject.renderList = [];
  74653. if (this.renderList) {
  74654. for (var index = 0; index < this.renderList.length; index++) {
  74655. serializationObject.renderList.push(this.renderList[index].id);
  74656. }
  74657. }
  74658. return serializationObject;
  74659. };
  74660. /**
  74661. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  74662. */
  74663. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  74664. var objBuffer = this.getInternalTexture();
  74665. var scene = this.getScene();
  74666. if (objBuffer && scene) {
  74667. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  74668. }
  74669. };
  74670. /**
  74671. * Dispose the texture and release its associated resources.
  74672. */
  74673. RenderTargetTexture.prototype.dispose = function () {
  74674. if (this._postProcessManager) {
  74675. this._postProcessManager.dispose();
  74676. this._postProcessManager = null;
  74677. }
  74678. this.clearPostProcesses(true);
  74679. if (this._resizeObserver) {
  74680. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  74681. this._resizeObserver = null;
  74682. }
  74683. this.renderList = null;
  74684. // Remove from custom render targets
  74685. var scene = this.getScene();
  74686. if (!scene) {
  74687. return;
  74688. }
  74689. var index = scene.customRenderTargets.indexOf(this);
  74690. if (index >= 0) {
  74691. scene.customRenderTargets.splice(index, 1);
  74692. }
  74693. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  74694. var camera = _a[_i];
  74695. index = camera.customRenderTargets.indexOf(this);
  74696. if (index >= 0) {
  74697. camera.customRenderTargets.splice(index, 1);
  74698. }
  74699. }
  74700. _super.prototype.dispose.call(this);
  74701. };
  74702. /** @hidden */
  74703. RenderTargetTexture.prototype._rebuild = function () {
  74704. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  74705. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  74706. }
  74707. if (this._postProcessManager) {
  74708. this._postProcessManager._rebuild();
  74709. }
  74710. };
  74711. /**
  74712. * Clear the info related to rendering groups preventing retention point in material dispose.
  74713. */
  74714. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  74715. if (this._renderingManager) {
  74716. this._renderingManager.freeRenderingGroups();
  74717. }
  74718. };
  74719. /**
  74720. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  74721. */
  74722. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  74723. /**
  74724. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  74725. */
  74726. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74727. /**
  74728. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74729. * the central point of your effect and can save a lot of performances.
  74730. */
  74731. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74732. return RenderTargetTexture;
  74733. }(BABYLON.Texture));
  74734. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74735. })(BABYLON || (BABYLON = {}));
  74736. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74737. var BABYLON;
  74738. (function (BABYLON) {
  74739. /**
  74740. * A multi render target, like a render target provides the ability to render to a texture.
  74741. * Unlike the render target, it can render to several draw buffers in one draw.
  74742. * This is specially interesting in deferred rendering or for any effects requiring more than
  74743. * just one color from a single pass.
  74744. */
  74745. var MultiRenderTarget = /** @class */ (function (_super) {
  74746. __extends(MultiRenderTarget, _super);
  74747. /**
  74748. * Instantiate a new multi render target texture.
  74749. * A multi render target, like a render target provides the ability to render to a texture.
  74750. * Unlike the render target, it can render to several draw buffers in one draw.
  74751. * This is specially interesting in deferred rendering or for any effects requiring more than
  74752. * just one color from a single pass.
  74753. * @param name Define the name of the texture
  74754. * @param size Define the size of the buffers to render to
  74755. * @param count Define the number of target we are rendering into
  74756. * @param scene Define the scene the texture belongs to
  74757. * @param options Define the options used to create the multi render target
  74758. */
  74759. function MultiRenderTarget(name, size, count, scene, options) {
  74760. var _this = this;
  74761. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74762. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74763. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74764. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74765. _this._engine = scene.getEngine();
  74766. if (!_this.isSupported) {
  74767. _this.dispose();
  74768. return;
  74769. }
  74770. var types = [];
  74771. var samplingModes = [];
  74772. for (var i = 0; i < count; i++) {
  74773. if (options && options.types && options.types[i] !== undefined) {
  74774. types.push(options.types[i]);
  74775. }
  74776. else {
  74777. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74778. }
  74779. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74780. samplingModes.push(options.samplingModes[i]);
  74781. }
  74782. else {
  74783. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74784. }
  74785. }
  74786. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74787. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74788. _this._size = size;
  74789. _this._multiRenderTargetOptions = {
  74790. samplingModes: samplingModes,
  74791. generateMipMaps: generateMipMaps,
  74792. generateDepthBuffer: generateDepthBuffer,
  74793. generateStencilBuffer: generateStencilBuffer,
  74794. generateDepthTexture: generateDepthTexture,
  74795. types: types,
  74796. textureCount: count
  74797. };
  74798. _this._createInternalTextures();
  74799. _this._createTextures();
  74800. return _this;
  74801. }
  74802. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74803. /**
  74804. * Get if draw buffers are currently supported by the used hardware and browser.
  74805. */
  74806. get: function () {
  74807. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74808. },
  74809. enumerable: true,
  74810. configurable: true
  74811. });
  74812. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74813. /**
  74814. * Get the list of textures generated by the multi render target.
  74815. */
  74816. get: function () {
  74817. return this._textures;
  74818. },
  74819. enumerable: true,
  74820. configurable: true
  74821. });
  74822. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74823. /**
  74824. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74825. */
  74826. get: function () {
  74827. return this._textures[this._textures.length - 1];
  74828. },
  74829. enumerable: true,
  74830. configurable: true
  74831. });
  74832. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74833. /**
  74834. * Set the wrapping mode on U of all the textures we are rendering to.
  74835. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74836. */
  74837. set: function (wrap) {
  74838. if (this._textures) {
  74839. for (var i = 0; i < this._textures.length; i++) {
  74840. this._textures[i].wrapU = wrap;
  74841. }
  74842. }
  74843. },
  74844. enumerable: true,
  74845. configurable: true
  74846. });
  74847. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74848. /**
  74849. * Set the wrapping mode on V of all the textures we are rendering to.
  74850. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74851. */
  74852. set: function (wrap) {
  74853. if (this._textures) {
  74854. for (var i = 0; i < this._textures.length; i++) {
  74855. this._textures[i].wrapV = wrap;
  74856. }
  74857. }
  74858. },
  74859. enumerable: true,
  74860. configurable: true
  74861. });
  74862. /** @hidden */
  74863. MultiRenderTarget.prototype._rebuild = function () {
  74864. this.releaseInternalTextures();
  74865. this._createInternalTextures();
  74866. for (var i = 0; i < this._internalTextures.length; i++) {
  74867. var texture = this._textures[i];
  74868. texture._texture = this._internalTextures[i];
  74869. }
  74870. // Keeps references to frame buffer and stencil/depth buffer
  74871. this._texture = this._internalTextures[0];
  74872. };
  74873. MultiRenderTarget.prototype._createInternalTextures = function () {
  74874. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74875. };
  74876. MultiRenderTarget.prototype._createTextures = function () {
  74877. this._textures = [];
  74878. for (var i = 0; i < this._internalTextures.length; i++) {
  74879. var texture = new BABYLON.Texture(null, this.getScene());
  74880. texture._texture = this._internalTextures[i];
  74881. this._textures.push(texture);
  74882. }
  74883. // Keeps references to frame buffer and stencil/depth buffer
  74884. this._texture = this._internalTextures[0];
  74885. };
  74886. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74887. /**
  74888. * Define the number of samples used if MSAA is enabled.
  74889. */
  74890. get: function () {
  74891. return this._samples;
  74892. },
  74893. set: function (value) {
  74894. if (this._samples === value) {
  74895. return;
  74896. }
  74897. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74898. },
  74899. enumerable: true,
  74900. configurable: true
  74901. });
  74902. /**
  74903. * Resize all the textures in the multi render target.
  74904. * Be carrefull as it will recreate all the data in the new texture.
  74905. * @param size Define the new size
  74906. */
  74907. MultiRenderTarget.prototype.resize = function (size) {
  74908. this.releaseInternalTextures();
  74909. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74910. this._createInternalTextures();
  74911. };
  74912. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74913. var _this = this;
  74914. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74915. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74916. });
  74917. };
  74918. /**
  74919. * Dispose the render targets and their associated resources
  74920. */
  74921. MultiRenderTarget.prototype.dispose = function () {
  74922. this.releaseInternalTextures();
  74923. _super.prototype.dispose.call(this);
  74924. };
  74925. /**
  74926. * Release all the underlying texture used as draw buffers.
  74927. */
  74928. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74929. if (!this._internalTextures) {
  74930. return;
  74931. }
  74932. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74933. if (this._internalTextures[i] !== undefined) {
  74934. this._internalTextures[i].dispose();
  74935. this._internalTextures.splice(i, 1);
  74936. }
  74937. }
  74938. };
  74939. return MultiRenderTarget;
  74940. }(BABYLON.RenderTargetTexture));
  74941. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74942. })(BABYLON || (BABYLON = {}));
  74943. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74944. var BABYLON;
  74945. (function (BABYLON) {
  74946. /**
  74947. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74948. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74949. * You can then easily use it as a reflectionTexture on a flat surface.
  74950. * In case the surface is not a plane, please consider relying on reflection probes.
  74951. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74952. */
  74953. var MirrorTexture = /** @class */ (function (_super) {
  74954. __extends(MirrorTexture, _super);
  74955. /**
  74956. * Instantiates a Mirror Texture.
  74957. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74958. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74959. * You can then easily use it as a reflectionTexture on a flat surface.
  74960. * In case the surface is not a plane, please consider relying on reflection probes.
  74961. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74962. * @param name
  74963. * @param size
  74964. * @param scene
  74965. * @param generateMipMaps
  74966. * @param type
  74967. * @param samplingMode
  74968. * @param generateDepthBuffer
  74969. */
  74970. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74971. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74972. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74973. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74974. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74975. _this.scene = scene;
  74976. /**
  74977. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74978. * 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.
  74979. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74980. */
  74981. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74982. _this._transformMatrix = BABYLON.Matrix.Zero();
  74983. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74984. _this._adaptiveBlurKernel = 0;
  74985. _this._blurKernelX = 0;
  74986. _this._blurKernelY = 0;
  74987. _this._blurRatio = 1.0;
  74988. _this.ignoreCameraViewport = true;
  74989. _this._updateGammaSpace();
  74990. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74991. _this._updateGammaSpace;
  74992. });
  74993. _this.onBeforeRenderObservable.add(function () {
  74994. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74995. _this._savedViewMatrix = scene.getViewMatrix();
  74996. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74997. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74998. scene.clipPlane = _this.mirrorPlane;
  74999. scene.getEngine().cullBackFaces = false;
  75000. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  75001. });
  75002. _this.onAfterRenderObservable.add(function () {
  75003. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  75004. scene.getEngine().cullBackFaces = true;
  75005. scene._mirroredCameraPosition = null;
  75006. delete scene.clipPlane;
  75007. });
  75008. return _this;
  75009. }
  75010. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  75011. get: function () {
  75012. return this._blurRatio;
  75013. },
  75014. /**
  75015. * Define the blur ratio used to blur the reflection if needed.
  75016. */
  75017. set: function (value) {
  75018. if (this._blurRatio === value) {
  75019. return;
  75020. }
  75021. this._blurRatio = value;
  75022. this._preparePostProcesses();
  75023. },
  75024. enumerable: true,
  75025. configurable: true
  75026. });
  75027. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  75028. /**
  75029. * Define the adaptive blur kernel used to blur the reflection if needed.
  75030. * This will autocompute the closest best match for the `blurKernel`
  75031. */
  75032. set: function (value) {
  75033. this._adaptiveBlurKernel = value;
  75034. this._autoComputeBlurKernel();
  75035. },
  75036. enumerable: true,
  75037. configurable: true
  75038. });
  75039. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  75040. /**
  75041. * Define the blur kernel used to blur the reflection if needed.
  75042. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  75043. */
  75044. set: function (value) {
  75045. this.blurKernelX = value;
  75046. this.blurKernelY = value;
  75047. },
  75048. enumerable: true,
  75049. configurable: true
  75050. });
  75051. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  75052. get: function () {
  75053. return this._blurKernelX;
  75054. },
  75055. /**
  75056. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  75057. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  75058. */
  75059. set: function (value) {
  75060. if (this._blurKernelX === value) {
  75061. return;
  75062. }
  75063. this._blurKernelX = value;
  75064. this._preparePostProcesses();
  75065. },
  75066. enumerable: true,
  75067. configurable: true
  75068. });
  75069. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  75070. get: function () {
  75071. return this._blurKernelY;
  75072. },
  75073. /**
  75074. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  75075. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  75076. */
  75077. set: function (value) {
  75078. if (this._blurKernelY === value) {
  75079. return;
  75080. }
  75081. this._blurKernelY = value;
  75082. this._preparePostProcesses();
  75083. },
  75084. enumerable: true,
  75085. configurable: true
  75086. });
  75087. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  75088. var engine = this.getScene().getEngine();
  75089. var dw = this.getRenderWidth() / engine.getRenderWidth();
  75090. var dh = this.getRenderHeight() / engine.getRenderHeight();
  75091. this.blurKernelX = this._adaptiveBlurKernel * dw;
  75092. this.blurKernelY = this._adaptiveBlurKernel * dh;
  75093. };
  75094. MirrorTexture.prototype._onRatioRescale = function () {
  75095. if (this._sizeRatio) {
  75096. this.resize(this._initialSizeParameter);
  75097. if (!this._adaptiveBlurKernel) {
  75098. this._preparePostProcesses();
  75099. }
  75100. }
  75101. if (this._adaptiveBlurKernel) {
  75102. this._autoComputeBlurKernel();
  75103. }
  75104. };
  75105. MirrorTexture.prototype._updateGammaSpace = function () {
  75106. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  75107. };
  75108. MirrorTexture.prototype._preparePostProcesses = function () {
  75109. this.clearPostProcesses(true);
  75110. if (this._blurKernelX && this._blurKernelY) {
  75111. var engine = this.getScene().getEngine();
  75112. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  75113. 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);
  75114. this._blurX.autoClear = false;
  75115. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  75116. this._blurX.inputTexture = this._texture;
  75117. }
  75118. else {
  75119. this._blurX.alwaysForcePOT = true;
  75120. }
  75121. 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);
  75122. this._blurY.autoClear = false;
  75123. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  75124. this.addPostProcess(this._blurX);
  75125. this.addPostProcess(this._blurY);
  75126. }
  75127. else {
  75128. if (this._blurY) {
  75129. this.removePostProcess(this._blurY);
  75130. this._blurY.dispose();
  75131. this._blurY = null;
  75132. }
  75133. if (this._blurX) {
  75134. this.removePostProcess(this._blurX);
  75135. this._blurX.dispose();
  75136. this._blurX = null;
  75137. }
  75138. }
  75139. };
  75140. /**
  75141. * Clone the mirror texture.
  75142. * @returns the cloned texture
  75143. */
  75144. MirrorTexture.prototype.clone = function () {
  75145. var scene = this.getScene();
  75146. if (!scene) {
  75147. return this;
  75148. }
  75149. var textureSize = this.getSize();
  75150. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  75151. // Base texture
  75152. newTexture.hasAlpha = this.hasAlpha;
  75153. newTexture.level = this.level;
  75154. // Mirror Texture
  75155. newTexture.mirrorPlane = this.mirrorPlane.clone();
  75156. if (this.renderList) {
  75157. newTexture.renderList = this.renderList.slice(0);
  75158. }
  75159. return newTexture;
  75160. };
  75161. /**
  75162. * Serialize the texture to a JSON representation you could use in Parse later on
  75163. * @returns the serialized JSON representation
  75164. */
  75165. MirrorTexture.prototype.serialize = function () {
  75166. if (!this.name) {
  75167. return null;
  75168. }
  75169. var serializationObject = _super.prototype.serialize.call(this);
  75170. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  75171. return serializationObject;
  75172. };
  75173. /**
  75174. * Dispose the texture and release its associated resources.
  75175. */
  75176. MirrorTexture.prototype.dispose = function () {
  75177. _super.prototype.dispose.call(this);
  75178. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  75179. };
  75180. return MirrorTexture;
  75181. }(BABYLON.RenderTargetTexture));
  75182. BABYLON.MirrorTexture = MirrorTexture;
  75183. })(BABYLON || (BABYLON = {}));
  75184. //# sourceMappingURL=babylon.mirrorTexture.js.map
  75185. var BABYLON;
  75186. (function (BABYLON) {
  75187. /**
  75188. * Creates a refraction texture used by refraction channel of the standard material.
  75189. * It is like a mirror but to see through a material.
  75190. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75191. */
  75192. var RefractionTexture = /** @class */ (function (_super) {
  75193. __extends(RefractionTexture, _super);
  75194. /**
  75195. * Creates a refraction texture used by refraction channel of the standard material.
  75196. * It is like a mirror but to see through a material.
  75197. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75198. * @param name Define the texture name
  75199. * @param size Define the size of the underlying texture
  75200. * @param scene Define the scene the refraction belongs to
  75201. * @param generateMipMaps Define if we need to generate mips level for the refraction
  75202. */
  75203. function RefractionTexture(name, size, scene, generateMipMaps) {
  75204. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  75205. /**
  75206. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  75207. * 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.
  75208. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75209. */
  75210. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  75211. /**
  75212. * Define how deep under the surface we should see.
  75213. */
  75214. _this.depth = 2.0;
  75215. _this.onBeforeRenderObservable.add(function () {
  75216. scene.clipPlane = _this.refractionPlane;
  75217. });
  75218. _this.onAfterRenderObservable.add(function () {
  75219. delete scene.clipPlane;
  75220. });
  75221. return _this;
  75222. }
  75223. /**
  75224. * Clone the refraction texture.
  75225. * @returns the cloned texture
  75226. */
  75227. RefractionTexture.prototype.clone = function () {
  75228. var scene = this.getScene();
  75229. if (!scene) {
  75230. return this;
  75231. }
  75232. var textureSize = this.getSize();
  75233. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  75234. // Base texture
  75235. newTexture.hasAlpha = this.hasAlpha;
  75236. newTexture.level = this.level;
  75237. // Refraction Texture
  75238. newTexture.refractionPlane = this.refractionPlane.clone();
  75239. if (this.renderList) {
  75240. newTexture.renderList = this.renderList.slice(0);
  75241. }
  75242. newTexture.depth = this.depth;
  75243. return newTexture;
  75244. };
  75245. /**
  75246. * Serialize the texture to a JSON representation you could use in Parse later on
  75247. * @returns the serialized JSON representation
  75248. */
  75249. RefractionTexture.prototype.serialize = function () {
  75250. if (!this.name) {
  75251. return null;
  75252. }
  75253. var serializationObject = _super.prototype.serialize.call(this);
  75254. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  75255. serializationObject.depth = this.depth;
  75256. return serializationObject;
  75257. };
  75258. return RefractionTexture;
  75259. }(BABYLON.RenderTargetTexture));
  75260. BABYLON.RefractionTexture = RefractionTexture;
  75261. })(BABYLON || (BABYLON = {}));
  75262. //# sourceMappingURL=babylon.refractionTexture.js.map
  75263. var BABYLON;
  75264. (function (BABYLON) {
  75265. /**
  75266. * A class extending Texture allowing drawing on a texture
  75267. * @see http://doc.babylonjs.com/how_to/dynamictexture
  75268. */
  75269. var DynamicTexture = /** @class */ (function (_super) {
  75270. __extends(DynamicTexture, _super);
  75271. /**
  75272. * Creates a DynamicTexture
  75273. * @param name defines the name of the texture
  75274. * @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
  75275. * @param scene defines the scene where you want the texture
  75276. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  75277. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  75278. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  75279. */
  75280. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  75281. if (scene === void 0) { scene = null; }
  75282. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75283. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  75284. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  75285. _this.name = name;
  75286. _this._engine = _this.getScene().getEngine();
  75287. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75288. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75289. _this._generateMipMaps = generateMipMaps;
  75290. if (options.getContext) {
  75291. _this._canvas = options;
  75292. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75293. }
  75294. else {
  75295. _this._canvas = document.createElement("canvas");
  75296. if (options.width || options.width === 0) {
  75297. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75298. }
  75299. else {
  75300. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  75301. }
  75302. }
  75303. var textureSize = _this.getSize();
  75304. _this._canvas.width = textureSize.width;
  75305. _this._canvas.height = textureSize.height;
  75306. _this._context = _this._canvas.getContext("2d");
  75307. return _this;
  75308. }
  75309. /**
  75310. * Get the current class name of the texture useful for serialization or dynamic coding.
  75311. * @returns "DynamicTexture"
  75312. */
  75313. DynamicTexture.prototype.getClassName = function () {
  75314. return "DynamicTexture";
  75315. };
  75316. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  75317. /**
  75318. * Gets the current state of canRescale
  75319. */
  75320. get: function () {
  75321. return true;
  75322. },
  75323. enumerable: true,
  75324. configurable: true
  75325. });
  75326. DynamicTexture.prototype._recreate = function (textureSize) {
  75327. this._canvas.width = textureSize.width;
  75328. this._canvas.height = textureSize.height;
  75329. this.releaseInternalTexture();
  75330. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this.samplingMode);
  75331. };
  75332. /**
  75333. * Scales the texture
  75334. * @param ratio the scale factor to apply to both width and height
  75335. */
  75336. DynamicTexture.prototype.scale = function (ratio) {
  75337. var textureSize = this.getSize();
  75338. textureSize.width *= ratio;
  75339. textureSize.height *= ratio;
  75340. this._recreate(textureSize);
  75341. };
  75342. /**
  75343. * Resizes the texture
  75344. * @param width the new width
  75345. * @param height the new height
  75346. */
  75347. DynamicTexture.prototype.scaleTo = function (width, height) {
  75348. var textureSize = this.getSize();
  75349. textureSize.width = width;
  75350. textureSize.height = height;
  75351. this._recreate(textureSize);
  75352. };
  75353. /**
  75354. * Gets the context of the canvas used by the texture
  75355. * @returns the canvas context of the dynamic texture
  75356. */
  75357. DynamicTexture.prototype.getContext = function () {
  75358. return this._context;
  75359. };
  75360. /**
  75361. * Clears the texture
  75362. */
  75363. DynamicTexture.prototype.clear = function () {
  75364. var size = this.getSize();
  75365. this._context.fillRect(0, 0, size.width, size.height);
  75366. };
  75367. /**
  75368. * Updates the texture
  75369. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75370. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  75371. */
  75372. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  75373. if (premulAlpha === void 0) { premulAlpha = false; }
  75374. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  75375. };
  75376. /**
  75377. * Draws text onto the texture
  75378. * @param text defines the text to be drawn
  75379. * @param x defines the placement of the text from the left
  75380. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  75381. * @param font defines the font to be used with font-style, font-size, font-name
  75382. * @param color defines the color used for the text
  75383. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  75384. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75385. * @param update defines whether texture is immediately update (default is true)
  75386. */
  75387. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  75388. if (update === void 0) { update = true; }
  75389. var size = this.getSize();
  75390. if (clearColor) {
  75391. this._context.fillStyle = clearColor;
  75392. this._context.fillRect(0, 0, size.width, size.height);
  75393. }
  75394. this._context.font = font;
  75395. if (x === null || x === undefined) {
  75396. var textSize = this._context.measureText(text);
  75397. x = (size.width - textSize.width) / 2;
  75398. }
  75399. if (y === null || y === undefined) {
  75400. var fontSize = parseInt((font.replace(/\D/g, '')));
  75401. y = (size.height / 2) + (fontSize / 3.65);
  75402. }
  75403. this._context.fillStyle = color;
  75404. this._context.fillText(text, x, y);
  75405. if (update) {
  75406. this.update(invertY);
  75407. }
  75408. };
  75409. /**
  75410. * Clones the texture
  75411. * @returns the clone of the texture.
  75412. */
  75413. DynamicTexture.prototype.clone = function () {
  75414. var scene = this.getScene();
  75415. if (!scene) {
  75416. return this;
  75417. }
  75418. var textureSize = this.getSize();
  75419. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  75420. // Base texture
  75421. newTexture.hasAlpha = this.hasAlpha;
  75422. newTexture.level = this.level;
  75423. // Dynamic Texture
  75424. newTexture.wrapU = this.wrapU;
  75425. newTexture.wrapV = this.wrapV;
  75426. return newTexture;
  75427. };
  75428. /**
  75429. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  75430. * @returns a serialized dynamic texture object
  75431. */
  75432. DynamicTexture.prototype.serialize = function () {
  75433. var scene = this.getScene();
  75434. if (scene && !scene.isReady()) {
  75435. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  75436. }
  75437. var serializationObject = _super.prototype.serialize.call(this);
  75438. serializationObject.base64String = this._canvas.toDataURL();
  75439. serializationObject.invertY = this._invertY;
  75440. serializationObject.samplingMode = this.samplingMode;
  75441. return serializationObject;
  75442. };
  75443. /** @hidden */
  75444. DynamicTexture.prototype._rebuild = function () {
  75445. this.update();
  75446. };
  75447. return DynamicTexture;
  75448. }(BABYLON.Texture));
  75449. BABYLON.DynamicTexture = DynamicTexture;
  75450. })(BABYLON || (BABYLON = {}));
  75451. //# sourceMappingURL=babylon.dynamicTexture.js.map
  75452. var BABYLON;
  75453. (function (BABYLON) {
  75454. /**
  75455. * If you want to display a video in your scene, this is the special texture for that.
  75456. * This special texture works similar to other textures, with the exception of a few parameters.
  75457. * @see https://doc.babylonjs.com/how_to/video_texture
  75458. */
  75459. var VideoTexture = /** @class */ (function (_super) {
  75460. __extends(VideoTexture, _super);
  75461. /**
  75462. * Creates a video texture.
  75463. * If you want to display a video in your scene, this is the special texture for that.
  75464. * This special texture works similar to other textures, with the exception of a few parameters.
  75465. * @see https://doc.babylonjs.com/how_to/video_texture
  75466. * @param name optional name, will detect from video source, if not defined
  75467. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  75468. * @param scene is obviously the current scene.
  75469. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  75470. * @param invertY is false by default but can be used to invert video on Y axis
  75471. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  75472. * @param settings allows finer control over video usage
  75473. */
  75474. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  75475. if (generateMipMaps === void 0) { generateMipMaps = false; }
  75476. if (invertY === void 0) { invertY = false; }
  75477. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75478. if (settings === void 0) { settings = {
  75479. autoPlay: true,
  75480. loop: true,
  75481. autoUpdateTexture: true,
  75482. }; }
  75483. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75484. _this._onUserActionRequestedObservable = null;
  75485. _this._stillImageCaptured = false;
  75486. _this._displayingPosterTexture = false;
  75487. _this._createInternalTexture = function () {
  75488. if (_this._texture != null) {
  75489. if (_this._displayingPosterTexture) {
  75490. _this._texture.dispose();
  75491. _this._displayingPosterTexture = false;
  75492. }
  75493. else {
  75494. return;
  75495. }
  75496. }
  75497. if (!_this._engine.needPOTTextures ||
  75498. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  75499. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  75500. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  75501. }
  75502. else {
  75503. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75504. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75505. _this._generateMipMaps = false;
  75506. }
  75507. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this.samplingMode);
  75508. if (!_this.video.autoplay && !_this._settings.poster) {
  75509. var oldHandler_1 = _this.video.onplaying;
  75510. var error_1 = false;
  75511. _this.video.onplaying = function () {
  75512. _this.video.onplaying = oldHandler_1;
  75513. _this._texture.isReady = true;
  75514. _this._updateInternalTexture();
  75515. if (!error_1) {
  75516. _this.video.pause();
  75517. }
  75518. if (_this.onLoadObservable.hasObservers()) {
  75519. _this.onLoadObservable.notifyObservers(_this);
  75520. }
  75521. };
  75522. var playing = _this.video.play();
  75523. if (playing) {
  75524. playing.then(function () {
  75525. // Everything is good.
  75526. })
  75527. .catch(function () {
  75528. error_1 = true;
  75529. // On Chrome for instance, new policies might prevent playing without user interaction.
  75530. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  75531. _this._onUserActionRequestedObservable.notifyObservers(_this);
  75532. }
  75533. });
  75534. }
  75535. else {
  75536. _this.video.onplaying = oldHandler_1;
  75537. _this._texture.isReady = true;
  75538. _this._updateInternalTexture();
  75539. if (_this.onLoadObservable.hasObservers()) {
  75540. _this.onLoadObservable.notifyObservers(_this);
  75541. }
  75542. }
  75543. }
  75544. else {
  75545. _this._texture.isReady = true;
  75546. _this._updateInternalTexture();
  75547. if (_this.onLoadObservable.hasObservers()) {
  75548. _this.onLoadObservable.notifyObservers(_this);
  75549. }
  75550. }
  75551. };
  75552. _this.reset = function () {
  75553. if (_this._texture == null) {
  75554. return;
  75555. }
  75556. if (!_this._displayingPosterTexture) {
  75557. _this._texture.dispose();
  75558. _this._texture = null;
  75559. }
  75560. };
  75561. _this._updateInternalTexture = function (e) {
  75562. if (_this._texture == null || !_this._texture.isReady) {
  75563. return;
  75564. }
  75565. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  75566. return;
  75567. }
  75568. if (_this._displayingPosterTexture) {
  75569. return;
  75570. }
  75571. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  75572. };
  75573. _this._engine = _this.getScene().getEngine();
  75574. _this._generateMipMaps = generateMipMaps;
  75575. _this._initialSamplingMode = samplingMode;
  75576. _this.autoUpdateTexture = settings.autoUpdateTexture;
  75577. _this.name = name || _this._getName(src);
  75578. _this.video = _this._getVideo(src);
  75579. _this._settings = settings;
  75580. if (settings.poster) {
  75581. _this.video.poster = settings.poster;
  75582. }
  75583. if (settings.autoPlay !== undefined) {
  75584. _this.video.autoplay = settings.autoPlay;
  75585. }
  75586. if (settings.loop !== undefined) {
  75587. _this.video.loop = settings.loop;
  75588. }
  75589. _this.video.setAttribute("playsinline", "");
  75590. _this.video.addEventListener("paused", _this._updateInternalTexture);
  75591. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  75592. _this.video.addEventListener("emptied", _this.reset);
  75593. _this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? "play" : "canplay";
  75594. _this.video.addEventListener(_this._createInternalTextureOnEvent, _this._createInternalTexture);
  75595. var videoHasEnoughData = (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA);
  75596. if (settings.poster &&
  75597. (!settings.autoPlay || !videoHasEnoughData)) {
  75598. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  75599. _this._displayingPosterTexture = true;
  75600. }
  75601. else if (videoHasEnoughData) {
  75602. _this._createInternalTexture();
  75603. }
  75604. return _this;
  75605. }
  75606. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  75607. /**
  75608. * Event triggerd when a dom action is required by the user to play the video.
  75609. * This happens due to recent changes in browser policies preventing video to auto start.
  75610. */
  75611. get: function () {
  75612. if (!this._onUserActionRequestedObservable) {
  75613. this._onUserActionRequestedObservable = new BABYLON.Observable();
  75614. }
  75615. return this._onUserActionRequestedObservable;
  75616. },
  75617. enumerable: true,
  75618. configurable: true
  75619. });
  75620. VideoTexture.prototype._getName = function (src) {
  75621. if (src instanceof HTMLVideoElement) {
  75622. return src.currentSrc;
  75623. }
  75624. if (typeof src === "object") {
  75625. return src.toString();
  75626. }
  75627. return src;
  75628. };
  75629. VideoTexture.prototype._getVideo = function (src) {
  75630. if (src instanceof HTMLVideoElement) {
  75631. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  75632. return src;
  75633. }
  75634. var video = document.createElement("video");
  75635. if (typeof src === "string") {
  75636. BABYLON.Tools.SetCorsBehavior(src, video);
  75637. video.src = src;
  75638. }
  75639. else {
  75640. BABYLON.Tools.SetCorsBehavior(src[0], video);
  75641. src.forEach(function (url) {
  75642. var source = document.createElement("source");
  75643. source.src = url;
  75644. video.appendChild(source);
  75645. });
  75646. }
  75647. return video;
  75648. };
  75649. /**
  75650. * @hidden Internal method to initiate `update`.
  75651. */
  75652. VideoTexture.prototype._rebuild = function () {
  75653. this.update();
  75654. };
  75655. /**
  75656. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  75657. */
  75658. VideoTexture.prototype.update = function () {
  75659. if (!this.autoUpdateTexture) {
  75660. // Expecting user to call `updateTexture` manually
  75661. return;
  75662. }
  75663. this.updateTexture(true);
  75664. };
  75665. /**
  75666. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  75667. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  75668. */
  75669. VideoTexture.prototype.updateTexture = function (isVisible) {
  75670. if (!isVisible) {
  75671. return;
  75672. }
  75673. if (this.video.paused && this._stillImageCaptured) {
  75674. return;
  75675. }
  75676. this._stillImageCaptured = true;
  75677. this._updateInternalTexture();
  75678. };
  75679. /**
  75680. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  75681. * @param url New url.
  75682. */
  75683. VideoTexture.prototype.updateURL = function (url) {
  75684. this.video.src = url;
  75685. };
  75686. /**
  75687. * Dispose the texture and release its associated resources.
  75688. */
  75689. VideoTexture.prototype.dispose = function () {
  75690. _super.prototype.dispose.call(this);
  75691. if (this._onUserActionRequestedObservable) {
  75692. this._onUserActionRequestedObservable.clear();
  75693. this._onUserActionRequestedObservable = null;
  75694. }
  75695. this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);
  75696. this.video.removeEventListener("paused", this._updateInternalTexture);
  75697. this.video.removeEventListener("seeked", this._updateInternalTexture);
  75698. this.video.removeEventListener("emptied", this.reset);
  75699. this.video.pause();
  75700. };
  75701. /**
  75702. * Creates a video texture straight from your WebCam video feed.
  75703. * @param scene Define the scene the texture should be created in
  75704. * @param onReady Define a callback to triggered once the texture will be ready
  75705. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  75706. */
  75707. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  75708. var video = document.createElement("video");
  75709. video.setAttribute('autoplay', '');
  75710. video.setAttribute('muted', '');
  75711. video.setAttribute('playsinline', '');
  75712. var constraintsDeviceId;
  75713. if (constraints && constraints.deviceId) {
  75714. constraintsDeviceId = {
  75715. exact: constraints.deviceId,
  75716. };
  75717. }
  75718. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  75719. if (navigator.mediaDevices) {
  75720. navigator.mediaDevices.getUserMedia({ video: constraints })
  75721. .then(function (stream) {
  75722. if (video.mozSrcObject !== undefined) {
  75723. // hack for Firefox < 19
  75724. video.mozSrcObject = stream;
  75725. }
  75726. else {
  75727. video.srcObject = stream;
  75728. }
  75729. var onPlaying = function () {
  75730. if (onReady) {
  75731. onReady(new VideoTexture("video", video, scene, true, true));
  75732. }
  75733. video.removeEventListener("playing", onPlaying);
  75734. };
  75735. video.addEventListener("playing", onPlaying);
  75736. video.play();
  75737. })
  75738. .catch(function (err) {
  75739. BABYLON.Tools.Error(err.name);
  75740. });
  75741. }
  75742. else {
  75743. navigator.getUserMedia =
  75744. navigator.getUserMedia ||
  75745. navigator.webkitGetUserMedia ||
  75746. navigator.mozGetUserMedia ||
  75747. navigator.msGetUserMedia;
  75748. if (navigator.getUserMedia) {
  75749. navigator.getUserMedia({
  75750. video: {
  75751. deviceId: constraintsDeviceId,
  75752. width: {
  75753. min: (constraints && constraints.minWidth) || 256,
  75754. max: (constraints && constraints.maxWidth) || 640,
  75755. },
  75756. height: {
  75757. min: (constraints && constraints.minHeight) || 256,
  75758. max: (constraints && constraints.maxHeight) || 480,
  75759. },
  75760. },
  75761. }, function (stream) {
  75762. if (video.mozSrcObject !== undefined) {
  75763. // hack for Firefox < 19
  75764. video.mozSrcObject = stream;
  75765. }
  75766. else {
  75767. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75768. }
  75769. video.play();
  75770. if (onReady) {
  75771. onReady(new VideoTexture("video", video, scene, true, true));
  75772. }
  75773. }, function (e) {
  75774. BABYLON.Tools.Error(e.name);
  75775. });
  75776. }
  75777. }
  75778. };
  75779. return VideoTexture;
  75780. }(BABYLON.Texture));
  75781. BABYLON.VideoTexture = VideoTexture;
  75782. })(BABYLON || (BABYLON = {}));
  75783. //# sourceMappingURL=babylon.videoTexture.js.map
  75784. var BABYLON;
  75785. (function (BABYLON) {
  75786. /**
  75787. * Raw texture can help creating a texture directly from an array of data.
  75788. * This can be super useful if you either get the data from an uncompressed source or
  75789. * if you wish to create your texture pixel by pixel.
  75790. */
  75791. var RawTexture = /** @class */ (function (_super) {
  75792. __extends(RawTexture, _super);
  75793. /**
  75794. * Instantiates a new RawTexture.
  75795. * Raw texture can help creating a texture directly from an array of data.
  75796. * This can be super useful if you either get the data from an uncompressed source or
  75797. * if you wish to create your texture pixel by pixel.
  75798. * @param data define the array of data to use to create the texture
  75799. * @param width define the width of the texture
  75800. * @param height define the height of the texture
  75801. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75802. * @param scene define the scene the texture belongs to
  75803. * @param generateMipMaps define whether mip maps should be generated or not
  75804. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75805. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75806. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75807. */
  75808. function RawTexture(data, width, height,
  75809. /**
  75810. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75811. */
  75812. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75813. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75814. if (invertY === void 0) { invertY = false; }
  75815. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75816. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75817. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75818. _this.format = format;
  75819. _this._engine = scene.getEngine();
  75820. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75821. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75822. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75823. return _this;
  75824. }
  75825. /**
  75826. * Updates the texture underlying data.
  75827. * @param data Define the new data of the texture
  75828. */
  75829. RawTexture.prototype.update = function (data) {
  75830. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75831. };
  75832. /**
  75833. * Creates a luminance texture from some data.
  75834. * @param data Define the texture data
  75835. * @param width Define the width of the texture
  75836. * @param height Define the height of the texture
  75837. * @param scene Define the scene the texture belongs to
  75838. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75839. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75840. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75841. * @returns the luminance texture
  75842. */
  75843. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75844. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75845. if (invertY === void 0) { invertY = false; }
  75846. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75847. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75848. };
  75849. /**
  75850. * Creates a luminance alpha texture from some data.
  75851. * @param data Define the texture data
  75852. * @param width Define the width of the texture
  75853. * @param height Define the height of the texture
  75854. * @param scene Define the scene the texture belongs to
  75855. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75856. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75857. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75858. * @returns the luminance alpha texture
  75859. */
  75860. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75861. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75862. if (invertY === void 0) { invertY = false; }
  75863. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75864. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75865. };
  75866. /**
  75867. * Creates an alpha texture from some data.
  75868. * @param data Define the texture data
  75869. * @param width Define the width of the texture
  75870. * @param height Define the height of the texture
  75871. * @param scene Define the scene the texture belongs to
  75872. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75873. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75874. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75875. * @returns the alpha texture
  75876. */
  75877. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75878. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75879. if (invertY === void 0) { invertY = false; }
  75880. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75881. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75882. };
  75883. /**
  75884. * Creates a RGB texture from some data.
  75885. * @param data Define the texture data
  75886. * @param width Define the width of the texture
  75887. * @param height Define the height of the texture
  75888. * @param scene Define the scene the texture belongs to
  75889. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75890. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75891. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75892. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75893. * @returns the RGB alpha texture
  75894. */
  75895. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75896. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75897. if (invertY === void 0) { invertY = false; }
  75898. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75899. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75900. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75901. };
  75902. /**
  75903. * Creates a RGBA texture from some data.
  75904. * @param data Define the texture data
  75905. * @param width Define the width of the texture
  75906. * @param height Define the height of the texture
  75907. * @param scene Define the scene the texture belongs to
  75908. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75909. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75910. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75911. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75912. * @returns the RGBA texture
  75913. */
  75914. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75915. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75916. if (invertY === void 0) { invertY = false; }
  75917. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75918. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75919. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75920. };
  75921. /**
  75922. * Creates a R texture from some data.
  75923. * @param data Define the texture data
  75924. * @param width Define the width of the texture
  75925. * @param height Define the height of the texture
  75926. * @param scene Define the scene the texture belongs to
  75927. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75928. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75929. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75930. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75931. * @returns the R texture
  75932. */
  75933. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75934. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75935. if (invertY === void 0) { invertY = false; }
  75936. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75937. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75938. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75939. };
  75940. return RawTexture;
  75941. }(BABYLON.Texture));
  75942. BABYLON.RawTexture = RawTexture;
  75943. })(BABYLON || (BABYLON = {}));
  75944. //# sourceMappingURL=babylon.rawTexture.js.map
  75945. var BABYLON;
  75946. (function (BABYLON) {
  75947. /**
  75948. * Class used to store 3D textures containing user data
  75949. */
  75950. var RawTexture3D = /** @class */ (function (_super) {
  75951. __extends(RawTexture3D, _super);
  75952. /**
  75953. * Create a new RawTexture3D
  75954. * @param data defines the data of the texture
  75955. * @param width defines the width of the texture
  75956. * @param height defines the height of the texture
  75957. * @param depth defines the depth of the texture
  75958. * @param format defines the texture format to use
  75959. * @param scene defines the hosting scene
  75960. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75961. * @param invertY defines if texture must be stored with Y axis inverted
  75962. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75963. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75964. */
  75965. function RawTexture3D(data, width, height, depth,
  75966. /** Gets or sets the texture format to use */
  75967. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75968. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75969. if (invertY === void 0) { invertY = false; }
  75970. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75971. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75972. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75973. _this.format = format;
  75974. _this._engine = scene.getEngine();
  75975. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75976. _this.is3D = true;
  75977. return _this;
  75978. }
  75979. /**
  75980. * Update the texture with new data
  75981. * @param data defines the data to store in the texture
  75982. */
  75983. RawTexture3D.prototype.update = function (data) {
  75984. if (!this._texture) {
  75985. return;
  75986. }
  75987. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75988. };
  75989. return RawTexture3D;
  75990. }(BABYLON.Texture));
  75991. BABYLON.RawTexture3D = RawTexture3D;
  75992. })(BABYLON || (BABYLON = {}));
  75993. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75994. var BABYLON;
  75995. (function (BABYLON) {
  75996. /**
  75997. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75998. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75999. */
  76000. var PostProcessManager = /** @class */ (function () {
  76001. /**
  76002. * Creates a new instance PostProcess
  76003. * @param scene The scene that the post process is associated with.
  76004. */
  76005. function PostProcessManager(scene) {
  76006. this._vertexBuffers = {};
  76007. this._scene = scene;
  76008. }
  76009. PostProcessManager.prototype._prepareBuffers = function () {
  76010. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  76011. return;
  76012. }
  76013. // VBO
  76014. var vertices = [];
  76015. vertices.push(1, 1);
  76016. vertices.push(-1, 1);
  76017. vertices.push(-1, -1);
  76018. vertices.push(1, -1);
  76019. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  76020. this._buildIndexBuffer();
  76021. };
  76022. PostProcessManager.prototype._buildIndexBuffer = function () {
  76023. // Indices
  76024. var indices = [];
  76025. indices.push(0);
  76026. indices.push(1);
  76027. indices.push(2);
  76028. indices.push(0);
  76029. indices.push(2);
  76030. indices.push(3);
  76031. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  76032. };
  76033. /**
  76034. * Rebuilds the vertex buffers of the manager.
  76035. * @hidden
  76036. */
  76037. PostProcessManager.prototype._rebuild = function () {
  76038. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  76039. if (!vb) {
  76040. return;
  76041. }
  76042. vb._rebuild();
  76043. this._buildIndexBuffer();
  76044. };
  76045. // Methods
  76046. /**
  76047. * Prepares a frame to be run through a post process.
  76048. * @param sourceTexture The input texture to the post procesess. (default: null)
  76049. * @param postProcesses An array of post processes to be run. (default: null)
  76050. * @returns True if the post processes were able to be run.
  76051. * @hidden
  76052. */
  76053. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  76054. if (sourceTexture === void 0) { sourceTexture = null; }
  76055. if (postProcesses === void 0) { postProcesses = null; }
  76056. var camera = this._scene.activeCamera;
  76057. if (!camera) {
  76058. return false;
  76059. }
  76060. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  76061. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  76062. return false;
  76063. }
  76064. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  76065. return true;
  76066. };
  76067. /**
  76068. * Manually render a set of post processes to a texture.
  76069. * @param postProcesses An array of post processes to be run.
  76070. * @param targetTexture The target texture to render to.
  76071. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  76072. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  76073. * @param lodLevel defines which lod of the texture to render to
  76074. */
  76075. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  76076. if (targetTexture === void 0) { targetTexture = null; }
  76077. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  76078. if (faceIndex === void 0) { faceIndex = 0; }
  76079. if (lodLevel === void 0) { lodLevel = 0; }
  76080. var engine = this._scene.getEngine();
  76081. for (var index = 0; index < postProcesses.length; index++) {
  76082. if (index < postProcesses.length - 1) {
  76083. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  76084. }
  76085. else {
  76086. if (targetTexture) {
  76087. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  76088. }
  76089. else {
  76090. engine.restoreDefaultFramebuffer();
  76091. }
  76092. }
  76093. var pp = postProcesses[index];
  76094. var effect = pp.apply();
  76095. if (effect) {
  76096. pp.onBeforeRenderObservable.notifyObservers(effect);
  76097. // VBOs
  76098. this._prepareBuffers();
  76099. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  76100. // Draw order
  76101. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  76102. pp.onAfterRenderObservable.notifyObservers(effect);
  76103. }
  76104. }
  76105. // Restore depth buffer
  76106. engine.setDepthBuffer(true);
  76107. engine.setDepthWrite(true);
  76108. };
  76109. /**
  76110. * Finalize the result of the output of the postprocesses.
  76111. * @param doNotPresent If true the result will not be displayed to the screen.
  76112. * @param targetTexture The target texture to render to.
  76113. * @param faceIndex The index of the face to bind the target texture to.
  76114. * @param postProcesses The array of post processes to render.
  76115. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  76116. * @hidden
  76117. */
  76118. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  76119. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  76120. var camera = this._scene.activeCamera;
  76121. if (!camera) {
  76122. return;
  76123. }
  76124. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  76125. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  76126. return;
  76127. }
  76128. var engine = this._scene.getEngine();
  76129. for (var index = 0, len = postProcesses.length; index < len; index++) {
  76130. var pp = postProcesses[index];
  76131. if (index < len - 1) {
  76132. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  76133. }
  76134. else {
  76135. if (targetTexture) {
  76136. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  76137. pp._outputTexture = targetTexture;
  76138. }
  76139. else {
  76140. engine.restoreDefaultFramebuffer();
  76141. pp._outputTexture = null;
  76142. }
  76143. }
  76144. if (doNotPresent) {
  76145. break;
  76146. }
  76147. var effect = pp.apply();
  76148. if (effect) {
  76149. pp.onBeforeRenderObservable.notifyObservers(effect);
  76150. // VBOs
  76151. this._prepareBuffers();
  76152. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  76153. // Draw order
  76154. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  76155. pp.onAfterRenderObservable.notifyObservers(effect);
  76156. }
  76157. }
  76158. // Restore states
  76159. engine.setDepthBuffer(true);
  76160. engine.setDepthWrite(true);
  76161. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  76162. };
  76163. /**
  76164. * Disposes of the post process manager.
  76165. */
  76166. PostProcessManager.prototype.dispose = function () {
  76167. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  76168. if (buffer) {
  76169. buffer.dispose();
  76170. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  76171. }
  76172. if (this._indexBuffer) {
  76173. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  76174. this._indexBuffer = null;
  76175. }
  76176. };
  76177. return PostProcessManager;
  76178. }());
  76179. BABYLON.PostProcessManager = PostProcessManager;
  76180. })(BABYLON || (BABYLON = {}));
  76181. //# sourceMappingURL=babylon.postProcessManager.js.map
  76182. var BABYLON;
  76183. (function (BABYLON) {
  76184. /**
  76185. * PostProcess can be used to apply a shader to a texture after it has been rendered
  76186. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  76187. */
  76188. var PostProcess = /** @class */ (function () {
  76189. /**
  76190. * Creates a new instance PostProcess
  76191. * @param name The name of the PostProcess.
  76192. * @param fragmentUrl The url of the fragment shader to be used.
  76193. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  76194. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  76195. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  76196. * @param camera The camera to apply the render pass to.
  76197. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76198. * @param engine The engine which the post process will be applied. (default: current engine)
  76199. * @param reusable If the post process can be reused on the same frame. (default: false)
  76200. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  76201. * @param textureType Type of textures used when performing the post process. (default: 0)
  76202. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  76203. * @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
  76204. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  76205. */
  76206. function PostProcess(
  76207. /** Name of the PostProcess. */
  76208. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  76209. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  76210. if (defines === void 0) { defines = null; }
  76211. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76212. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  76213. if (blockCompilation === void 0) { blockCompilation = false; }
  76214. this.name = name;
  76215. /**
  76216. * Width of the texture to apply the post process on
  76217. */
  76218. this.width = -1;
  76219. /**
  76220. * Height of the texture to apply the post process on
  76221. */
  76222. this.height = -1;
  76223. /**
  76224. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  76225. * @hidden
  76226. */
  76227. this._outputTexture = null;
  76228. /**
  76229. * If the buffer needs to be cleared before applying the post process. (default: true)
  76230. * Should be set to false if shader will overwrite all previous pixels.
  76231. */
  76232. this.autoClear = true;
  76233. /**
  76234. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  76235. */
  76236. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  76237. /**
  76238. * Animations to be used for the post processing
  76239. */
  76240. this.animations = new Array();
  76241. /**
  76242. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  76243. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  76244. */
  76245. this.enablePixelPerfectMode = false;
  76246. /**
  76247. * Force the postprocess to be applied without taking in account viewport
  76248. */
  76249. this.forceFullscreenViewport = true;
  76250. /**
  76251. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  76252. *
  76253. * | Value | Type | Description |
  76254. * | ----- | ----------------------------------- | ----------- |
  76255. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  76256. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  76257. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  76258. *
  76259. */
  76260. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  76261. /**
  76262. * Force textures to be a power of two (default: false)
  76263. */
  76264. this.alwaysForcePOT = false;
  76265. this._samples = 1;
  76266. /**
  76267. * Modify the scale of the post process to be the same as the viewport (default: false)
  76268. */
  76269. this.adaptScaleToCurrentViewport = false;
  76270. this._reusable = false;
  76271. /**
  76272. * Smart array of input and output textures for the post process.
  76273. * @hidden
  76274. */
  76275. this._textures = new BABYLON.SmartArray(2);
  76276. /**
  76277. * The index in _textures that corresponds to the output texture.
  76278. * @hidden
  76279. */
  76280. this._currentRenderTextureInd = 0;
  76281. this._scaleRatio = new BABYLON.Vector2(1, 1);
  76282. this._texelSize = BABYLON.Vector2.Zero();
  76283. // Events
  76284. /**
  76285. * An event triggered when the postprocess is activated.
  76286. */
  76287. this.onActivateObservable = new BABYLON.Observable();
  76288. /**
  76289. * An event triggered when the postprocess changes its size.
  76290. */
  76291. this.onSizeChangedObservable = new BABYLON.Observable();
  76292. /**
  76293. * An event triggered when the postprocess applies its effect.
  76294. */
  76295. this.onApplyObservable = new BABYLON.Observable();
  76296. /**
  76297. * An event triggered before rendering the postprocess
  76298. */
  76299. this.onBeforeRenderObservable = new BABYLON.Observable();
  76300. /**
  76301. * An event triggered after rendering the postprocess
  76302. */
  76303. this.onAfterRenderObservable = new BABYLON.Observable();
  76304. if (camera != null) {
  76305. this._camera = camera;
  76306. this._scene = camera.getScene();
  76307. camera.attachPostProcess(this);
  76308. this._engine = this._scene.getEngine();
  76309. this._scene.postProcesses.push(this);
  76310. }
  76311. else if (engine) {
  76312. this._engine = engine;
  76313. this._engine.postProcesses.push(this);
  76314. }
  76315. this._options = options;
  76316. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  76317. this._reusable = reusable || false;
  76318. this._textureType = textureType;
  76319. this._samplers = samplers || [];
  76320. this._samplers.push("textureSampler");
  76321. this._fragmentUrl = fragmentUrl;
  76322. this._vertexUrl = vertexUrl;
  76323. this._parameters = parameters || [];
  76324. this._parameters.push("scale");
  76325. this._indexParameters = indexParameters;
  76326. if (!blockCompilation) {
  76327. this.updateEffect(defines);
  76328. }
  76329. }
  76330. Object.defineProperty(PostProcess.prototype, "samples", {
  76331. /**
  76332. * Number of sample textures (default: 1)
  76333. */
  76334. get: function () {
  76335. return this._samples;
  76336. },
  76337. set: function (n) {
  76338. var _this = this;
  76339. this._samples = n;
  76340. this._textures.forEach(function (texture) {
  76341. if (texture.samples !== _this._samples) {
  76342. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  76343. }
  76344. });
  76345. },
  76346. enumerable: true,
  76347. configurable: true
  76348. });
  76349. Object.defineProperty(PostProcess.prototype, "onActivate", {
  76350. /**
  76351. * A function that is added to the onActivateObservable
  76352. */
  76353. set: function (callback) {
  76354. if (this._onActivateObserver) {
  76355. this.onActivateObservable.remove(this._onActivateObserver);
  76356. }
  76357. if (callback) {
  76358. this._onActivateObserver = this.onActivateObservable.add(callback);
  76359. }
  76360. },
  76361. enumerable: true,
  76362. configurable: true
  76363. });
  76364. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  76365. /**
  76366. * A function that is added to the onSizeChangedObservable
  76367. */
  76368. set: function (callback) {
  76369. if (this._onSizeChangedObserver) {
  76370. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  76371. }
  76372. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  76373. },
  76374. enumerable: true,
  76375. configurable: true
  76376. });
  76377. Object.defineProperty(PostProcess.prototype, "onApply", {
  76378. /**
  76379. * A function that is added to the onApplyObservable
  76380. */
  76381. set: function (callback) {
  76382. if (this._onApplyObserver) {
  76383. this.onApplyObservable.remove(this._onApplyObserver);
  76384. }
  76385. this._onApplyObserver = this.onApplyObservable.add(callback);
  76386. },
  76387. enumerable: true,
  76388. configurable: true
  76389. });
  76390. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  76391. /**
  76392. * A function that is added to the onBeforeRenderObservable
  76393. */
  76394. set: function (callback) {
  76395. if (this._onBeforeRenderObserver) {
  76396. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  76397. }
  76398. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  76399. },
  76400. enumerable: true,
  76401. configurable: true
  76402. });
  76403. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  76404. /**
  76405. * A function that is added to the onAfterRenderObservable
  76406. */
  76407. set: function (callback) {
  76408. if (this._onAfterRenderObserver) {
  76409. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  76410. }
  76411. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  76412. },
  76413. enumerable: true,
  76414. configurable: true
  76415. });
  76416. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  76417. /**
  76418. * 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
  76419. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  76420. */
  76421. get: function () {
  76422. return this._textures.data[this._currentRenderTextureInd];
  76423. },
  76424. set: function (value) {
  76425. this._forcedOutputTexture = value;
  76426. },
  76427. enumerable: true,
  76428. configurable: true
  76429. });
  76430. /**
  76431. * Gets the camera which post process is applied to.
  76432. * @returns The camera the post process is applied to.
  76433. */
  76434. PostProcess.prototype.getCamera = function () {
  76435. return this._camera;
  76436. };
  76437. Object.defineProperty(PostProcess.prototype, "texelSize", {
  76438. /**
  76439. * Gets the texel size of the postprocess.
  76440. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  76441. */
  76442. get: function () {
  76443. if (this._shareOutputWithPostProcess) {
  76444. return this._shareOutputWithPostProcess.texelSize;
  76445. }
  76446. if (this._forcedOutputTexture) {
  76447. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  76448. }
  76449. return this._texelSize;
  76450. },
  76451. enumerable: true,
  76452. configurable: true
  76453. });
  76454. /**
  76455. * Gets the engine which this post process belongs to.
  76456. * @returns The engine the post process was enabled with.
  76457. */
  76458. PostProcess.prototype.getEngine = function () {
  76459. return this._engine;
  76460. };
  76461. /**
  76462. * The effect that is created when initializing the post process.
  76463. * @returns The created effect corrisponding the the postprocess.
  76464. */
  76465. PostProcess.prototype.getEffect = function () {
  76466. return this._effect;
  76467. };
  76468. /**
  76469. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  76470. * @param postProcess The post process to share the output with.
  76471. * @returns This post process.
  76472. */
  76473. PostProcess.prototype.shareOutputWith = function (postProcess) {
  76474. this._disposeTextures();
  76475. this._shareOutputWithPostProcess = postProcess;
  76476. return this;
  76477. };
  76478. /**
  76479. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  76480. * This should be called if the post process that shares output with this post process is disabled/disposed.
  76481. */
  76482. PostProcess.prototype.useOwnOutput = function () {
  76483. if (this._textures.length == 0) {
  76484. this._textures = new BABYLON.SmartArray(2);
  76485. }
  76486. this._shareOutputWithPostProcess = null;
  76487. };
  76488. /**
  76489. * Updates the effect with the current post process compile time values and recompiles the shader.
  76490. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  76491. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  76492. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  76493. * @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
  76494. * @param onCompiled Called when the shader has been compiled.
  76495. * @param onError Called if there is an error when compiling a shader.
  76496. */
  76497. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  76498. if (defines === void 0) { defines = null; }
  76499. if (uniforms === void 0) { uniforms = null; }
  76500. if (samplers === void 0) { samplers = null; }
  76501. 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);
  76502. };
  76503. /**
  76504. * The post process is reusable if it can be used multiple times within one frame.
  76505. * @returns If the post process is reusable
  76506. */
  76507. PostProcess.prototype.isReusable = function () {
  76508. return this._reusable;
  76509. };
  76510. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  76511. PostProcess.prototype.markTextureDirty = function () {
  76512. this.width = -1;
  76513. };
  76514. /**
  76515. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  76516. * 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.
  76517. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  76518. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  76519. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  76520. * @returns The target texture that was bound to be written to.
  76521. */
  76522. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  76523. var _this = this;
  76524. if (sourceTexture === void 0) { sourceTexture = null; }
  76525. camera = camera || this._camera;
  76526. var scene = camera.getScene();
  76527. var engine = scene.getEngine();
  76528. var maxSize = engine.getCaps().maxTextureSize;
  76529. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  76530. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  76531. // 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
  76532. var webVRCamera = camera.parent;
  76533. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  76534. requiredWidth /= 2;
  76535. }
  76536. var desiredWidth = (this._options.width || requiredWidth);
  76537. var desiredHeight = this._options.height || requiredHeight;
  76538. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  76539. if (this.adaptScaleToCurrentViewport) {
  76540. var currentViewport = engine.currentViewport;
  76541. if (currentViewport) {
  76542. desiredWidth *= currentViewport.width;
  76543. desiredHeight *= currentViewport.height;
  76544. }
  76545. }
  76546. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  76547. if (!this._options.width) {
  76548. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  76549. }
  76550. if (!this._options.height) {
  76551. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  76552. }
  76553. }
  76554. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  76555. if (this._textures.length > 0) {
  76556. for (var i = 0; i < this._textures.length; i++) {
  76557. this._engine._releaseTexture(this._textures.data[i]);
  76558. }
  76559. this._textures.reset();
  76560. }
  76561. this.width = desiredWidth;
  76562. this.height = desiredHeight;
  76563. var textureSize = { width: this.width, height: this.height };
  76564. var textureOptions = {
  76565. generateMipMaps: false,
  76566. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  76567. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  76568. samplingMode: this.renderTargetSamplingMode,
  76569. type: this._textureType
  76570. };
  76571. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76572. if (this._reusable) {
  76573. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76574. }
  76575. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  76576. this.onSizeChangedObservable.notifyObservers(this);
  76577. }
  76578. this._textures.forEach(function (texture) {
  76579. if (texture.samples !== _this.samples) {
  76580. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  76581. }
  76582. });
  76583. }
  76584. var target;
  76585. if (this._shareOutputWithPostProcess) {
  76586. target = this._shareOutputWithPostProcess.inputTexture;
  76587. }
  76588. else if (this._forcedOutputTexture) {
  76589. target = this._forcedOutputTexture;
  76590. this.width = this._forcedOutputTexture.width;
  76591. this.height = this._forcedOutputTexture.height;
  76592. }
  76593. else {
  76594. target = this.inputTexture;
  76595. }
  76596. // Bind the input of this post process to be used as the output of the previous post process.
  76597. if (this.enablePixelPerfectMode) {
  76598. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  76599. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  76600. }
  76601. else {
  76602. this._scaleRatio.copyFromFloats(1, 1);
  76603. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  76604. }
  76605. this.onActivateObservable.notifyObservers(camera);
  76606. // Clear
  76607. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  76608. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  76609. }
  76610. if (this._reusable) {
  76611. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  76612. }
  76613. return target;
  76614. };
  76615. Object.defineProperty(PostProcess.prototype, "isSupported", {
  76616. /**
  76617. * If the post process is supported.
  76618. */
  76619. get: function () {
  76620. return this._effect.isSupported;
  76621. },
  76622. enumerable: true,
  76623. configurable: true
  76624. });
  76625. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  76626. /**
  76627. * The aspect ratio of the output texture.
  76628. */
  76629. get: function () {
  76630. if (this._shareOutputWithPostProcess) {
  76631. return this._shareOutputWithPostProcess.aspectRatio;
  76632. }
  76633. if (this._forcedOutputTexture) {
  76634. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  76635. }
  76636. return this.width / this.height;
  76637. },
  76638. enumerable: true,
  76639. configurable: true
  76640. });
  76641. /**
  76642. * Get a value indicating if the post-process is ready to be used
  76643. * @returns true if the post-process is ready (shader is compiled)
  76644. */
  76645. PostProcess.prototype.isReady = function () {
  76646. return this._effect && this._effect.isReady();
  76647. };
  76648. /**
  76649. * Binds all textures and uniforms to the shader, this will be run on every pass.
  76650. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  76651. */
  76652. PostProcess.prototype.apply = function () {
  76653. // Check
  76654. if (!this._effect || !this._effect.isReady()) {
  76655. return null;
  76656. }
  76657. // States
  76658. this._engine.enableEffect(this._effect);
  76659. this._engine.setState(false);
  76660. this._engine.setDepthBuffer(false);
  76661. this._engine.setDepthWrite(false);
  76662. // Alpha
  76663. this._engine.setAlphaMode(this.alphaMode);
  76664. if (this.alphaConstants) {
  76665. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  76666. }
  76667. // Bind the output texture of the preivous post process as the input to this post process.
  76668. var source;
  76669. if (this._shareOutputWithPostProcess) {
  76670. source = this._shareOutputWithPostProcess.inputTexture;
  76671. }
  76672. else if (this._forcedOutputTexture) {
  76673. source = this._forcedOutputTexture;
  76674. }
  76675. else {
  76676. source = this.inputTexture;
  76677. }
  76678. this._effect._bindTexture("textureSampler", source);
  76679. // Parameters
  76680. this._effect.setVector2("scale", this._scaleRatio);
  76681. this.onApplyObservable.notifyObservers(this._effect);
  76682. return this._effect;
  76683. };
  76684. PostProcess.prototype._disposeTextures = function () {
  76685. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  76686. return;
  76687. }
  76688. if (this._textures.length > 0) {
  76689. for (var i = 0; i < this._textures.length; i++) {
  76690. this._engine._releaseTexture(this._textures.data[i]);
  76691. }
  76692. }
  76693. this._textures.dispose();
  76694. };
  76695. /**
  76696. * Disposes the post process.
  76697. * @param camera The camera to dispose the post process on.
  76698. */
  76699. PostProcess.prototype.dispose = function (camera) {
  76700. camera = camera || this._camera;
  76701. this._disposeTextures();
  76702. if (this._scene) {
  76703. var index_1 = this._scene.postProcesses.indexOf(this);
  76704. if (index_1 !== -1) {
  76705. this._scene.postProcesses.splice(index_1, 1);
  76706. }
  76707. }
  76708. else {
  76709. var index_2 = this._engine.postProcesses.indexOf(this);
  76710. if (index_2 !== -1) {
  76711. this._engine.postProcesses.splice(index_2, 1);
  76712. }
  76713. }
  76714. if (!camera) {
  76715. return;
  76716. }
  76717. camera.detachPostProcess(this);
  76718. var index = camera._postProcesses.indexOf(this);
  76719. if (index === 0 && camera._postProcesses.length > 0) {
  76720. var firstPostProcess = this._camera._getFirstPostProcess();
  76721. if (firstPostProcess) {
  76722. firstPostProcess.markTextureDirty();
  76723. }
  76724. }
  76725. this.onActivateObservable.clear();
  76726. this.onAfterRenderObservable.clear();
  76727. this.onApplyObservable.clear();
  76728. this.onBeforeRenderObservable.clear();
  76729. this.onSizeChangedObservable.clear();
  76730. };
  76731. return PostProcess;
  76732. }());
  76733. BABYLON.PostProcess = PostProcess;
  76734. })(BABYLON || (BABYLON = {}));
  76735. //# sourceMappingURL=babylon.postProcess.js.map
  76736. var BABYLON;
  76737. (function (BABYLON) {
  76738. /**
  76739. * PassPostProcess which produces an output the same as it's input
  76740. */
  76741. var PassPostProcess = /** @class */ (function (_super) {
  76742. __extends(PassPostProcess, _super);
  76743. /**
  76744. * Creates the PassPostProcess
  76745. * @param name The name of the effect.
  76746. * @param options The required width/height ratio to downsize to before computing the render pass.
  76747. * @param camera The camera to apply the render pass to.
  76748. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76749. * @param engine The engine which the post process will be applied. (default: current engine)
  76750. * @param reusable If the post process can be reused on the same frame. (default: false)
  76751. * @param textureType The type of texture to be used when performing the post processing.
  76752. * @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)
  76753. */
  76754. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76755. if (camera === void 0) { camera = null; }
  76756. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76757. if (blockCompilation === void 0) { blockCompilation = false; }
  76758. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76759. }
  76760. return PassPostProcess;
  76761. }(BABYLON.PostProcess));
  76762. BABYLON.PassPostProcess = PassPostProcess;
  76763. /**
  76764. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  76765. */
  76766. var PassCubePostProcess = /** @class */ (function (_super) {
  76767. __extends(PassCubePostProcess, _super);
  76768. /**
  76769. * Creates the PassCubePostProcess
  76770. * @param name The name of the effect.
  76771. * @param options The required width/height ratio to downsize to before computing the render pass.
  76772. * @param camera The camera to apply the render pass to.
  76773. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76774. * @param engine The engine which the post process will be applied. (default: current engine)
  76775. * @param reusable If the post process can be reused on the same frame. (default: false)
  76776. * @param textureType The type of texture to be used when performing the post processing.
  76777. * @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)
  76778. */
  76779. function PassCubePostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76780. if (camera === void 0) { camera = null; }
  76781. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76782. if (blockCompilation === void 0) { blockCompilation = false; }
  76783. var _this = _super.call(this, name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation) || this;
  76784. _this._face = 0;
  76785. return _this;
  76786. }
  76787. Object.defineProperty(PassCubePostProcess.prototype, "face", {
  76788. /**
  76789. * Gets or sets the cube face to display.
  76790. * * 0 is +X
  76791. * * 1 is -X
  76792. * * 2 is +Y
  76793. * * 3 is -Y
  76794. * * 4 is +Z
  76795. * * 5 is -Z
  76796. */
  76797. get: function () {
  76798. return this._face;
  76799. },
  76800. set: function (value) {
  76801. if (value < 0 || value > 5) {
  76802. return;
  76803. }
  76804. this._face = value;
  76805. switch (this._face) {
  76806. case 0:
  76807. this.updateEffect("#define POSITIVEX");
  76808. break;
  76809. case 1:
  76810. this.updateEffect("#define NEGATIVEX");
  76811. break;
  76812. case 2:
  76813. this.updateEffect("#define POSITIVEY");
  76814. break;
  76815. case 3:
  76816. this.updateEffect("#define NEGATIVEY");
  76817. break;
  76818. case 4:
  76819. this.updateEffect("#define POSITIVEZ");
  76820. break;
  76821. case 5:
  76822. this.updateEffect("#define NEGATIVEZ");
  76823. break;
  76824. }
  76825. },
  76826. enumerable: true,
  76827. configurable: true
  76828. });
  76829. return PassCubePostProcess;
  76830. }(BABYLON.PostProcess));
  76831. BABYLON.PassCubePostProcess = PassCubePostProcess;
  76832. })(BABYLON || (BABYLON = {}));
  76833. //# sourceMappingURL=babylon.passPostProcess.js.map
  76834. var __assign = (this && this.__assign) || function () {
  76835. __assign = Object.assign || function(t) {
  76836. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76837. s = arguments[i];
  76838. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76839. t[p] = s[p];
  76840. }
  76841. return t;
  76842. };
  76843. return __assign.apply(this, arguments);
  76844. };
  76845. var BABYLON;
  76846. (function (BABYLON) {
  76847. /**
  76848. * Default implementation IShadowGenerator.
  76849. * This is the main object responsible of generating shadows in the framework.
  76850. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76851. */
  76852. var ShadowGenerator = /** @class */ (function () {
  76853. /**
  76854. * Creates a ShadowGenerator object.
  76855. * A ShadowGenerator is the required tool to use the shadows.
  76856. * Each light casting shadows needs to use its own ShadowGenerator.
  76857. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  76858. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76859. * @param light The light object generating the shadows.
  76860. * @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.
  76861. */
  76862. function ShadowGenerator(mapSize, light, usefulFloatFirst) {
  76863. this._bias = 0.00005;
  76864. this._normalBias = 0;
  76865. this._blurBoxOffset = 1;
  76866. this._blurScale = 2;
  76867. this._blurKernel = 1;
  76868. this._useKernelBlur = false;
  76869. this._filter = ShadowGenerator.FILTER_NONE;
  76870. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76871. this._contactHardeningLightSizeUVRatio = 0.1;
  76872. this._darkness = 0;
  76873. this._transparencyShadow = false;
  76874. /**
  76875. * Controls the extent to which the shadows fade out at the edge of the frustum
  76876. * Used only by directionals and spots
  76877. */
  76878. this.frustumEdgeFalloff = 0;
  76879. /**
  76880. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76881. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76882. * It might on the other hand introduce peter panning.
  76883. */
  76884. this.forceBackFacesOnly = false;
  76885. this._lightDirection = BABYLON.Vector3.Zero();
  76886. this._viewMatrix = BABYLON.Matrix.Zero();
  76887. this._projectionMatrix = BABYLON.Matrix.Zero();
  76888. this._transformMatrix = BABYLON.Matrix.Zero();
  76889. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76890. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76891. this._currentFaceIndex = 0;
  76892. this._currentFaceIndexCache = 0;
  76893. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76894. this._mapSize = mapSize;
  76895. this._light = light;
  76896. this._scene = light.getScene();
  76897. light._shadowGenerator = this;
  76898. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76899. if (!component) {
  76900. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76901. this._scene._addComponent(component);
  76902. }
  76903. // Texture type fallback from float to int if not supported.
  76904. var caps = this._scene.getEngine().getCaps();
  76905. if (!usefulFloatFirst) {
  76906. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76907. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76908. }
  76909. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76910. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76911. }
  76912. else {
  76913. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76914. }
  76915. }
  76916. else {
  76917. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76918. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76919. }
  76920. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76921. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76922. }
  76923. else {
  76924. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76925. }
  76926. }
  76927. this._initializeGenerator();
  76928. this._applyFilterValues();
  76929. }
  76930. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76931. /**
  76932. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76933. */
  76934. get: function () {
  76935. return this._bias;
  76936. },
  76937. /**
  76938. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76939. */
  76940. set: function (bias) {
  76941. this._bias = bias;
  76942. },
  76943. enumerable: true,
  76944. configurable: true
  76945. });
  76946. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76947. /**
  76948. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76949. */
  76950. get: function () {
  76951. return this._normalBias;
  76952. },
  76953. /**
  76954. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76955. */
  76956. set: function (normalBias) {
  76957. this._normalBias = normalBias;
  76958. },
  76959. enumerable: true,
  76960. configurable: true
  76961. });
  76962. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76963. /**
  76964. * Gets the blur box offset: offset applied during the blur pass.
  76965. * Only useful if useKernelBlur = false
  76966. */
  76967. get: function () {
  76968. return this._blurBoxOffset;
  76969. },
  76970. /**
  76971. * Sets the blur box offset: offset applied during the blur pass.
  76972. * Only useful if useKernelBlur = false
  76973. */
  76974. set: function (value) {
  76975. if (this._blurBoxOffset === value) {
  76976. return;
  76977. }
  76978. this._blurBoxOffset = value;
  76979. this._disposeBlurPostProcesses();
  76980. },
  76981. enumerable: true,
  76982. configurable: true
  76983. });
  76984. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76985. /**
  76986. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76987. * 2 means half of the size.
  76988. */
  76989. get: function () {
  76990. return this._blurScale;
  76991. },
  76992. /**
  76993. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76994. * 2 means half of the size.
  76995. */
  76996. set: function (value) {
  76997. if (this._blurScale === value) {
  76998. return;
  76999. }
  77000. this._blurScale = value;
  77001. this._disposeBlurPostProcesses();
  77002. },
  77003. enumerable: true,
  77004. configurable: true
  77005. });
  77006. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  77007. /**
  77008. * Gets the blur kernel: kernel size of the blur pass.
  77009. * Only useful if useKernelBlur = true
  77010. */
  77011. get: function () {
  77012. return this._blurKernel;
  77013. },
  77014. /**
  77015. * Sets the blur kernel: kernel size of the blur pass.
  77016. * Only useful if useKernelBlur = true
  77017. */
  77018. set: function (value) {
  77019. if (this._blurKernel === value) {
  77020. return;
  77021. }
  77022. this._blurKernel = value;
  77023. this._disposeBlurPostProcesses();
  77024. },
  77025. enumerable: true,
  77026. configurable: true
  77027. });
  77028. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  77029. /**
  77030. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  77031. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77032. */
  77033. get: function () {
  77034. return this._useKernelBlur;
  77035. },
  77036. /**
  77037. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  77038. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77039. */
  77040. set: function (value) {
  77041. if (this._useKernelBlur === value) {
  77042. return;
  77043. }
  77044. this._useKernelBlur = value;
  77045. this._disposeBlurPostProcesses();
  77046. },
  77047. enumerable: true,
  77048. configurable: true
  77049. });
  77050. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  77051. /**
  77052. * Gets the depth scale used in ESM mode.
  77053. */
  77054. get: function () {
  77055. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  77056. },
  77057. /**
  77058. * Sets the depth scale used in ESM mode.
  77059. * This can override the scale stored on the light.
  77060. */
  77061. set: function (value) {
  77062. this._depthScale = value;
  77063. },
  77064. enumerable: true,
  77065. configurable: true
  77066. });
  77067. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  77068. /**
  77069. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  77070. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77071. */
  77072. get: function () {
  77073. return this._filter;
  77074. },
  77075. /**
  77076. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  77077. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77078. */
  77079. set: function (value) {
  77080. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  77081. if (this._light.needCube()) {
  77082. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  77083. this.useExponentialShadowMap = true;
  77084. return;
  77085. }
  77086. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  77087. this.useCloseExponentialShadowMap = true;
  77088. return;
  77089. }
  77090. // PCF on cubemap would also be expensive
  77091. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  77092. this.usePoissonSampling = true;
  77093. return;
  77094. }
  77095. }
  77096. // Weblg1 fallback for PCF.
  77097. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  77098. if (this._scene.getEngine().webGLVersion === 1) {
  77099. this.usePoissonSampling = true;
  77100. return;
  77101. }
  77102. }
  77103. if (this._filter === value) {
  77104. return;
  77105. }
  77106. this._filter = value;
  77107. this._disposeBlurPostProcesses();
  77108. this._applyFilterValues();
  77109. this._light._markMeshesAsLightDirty();
  77110. },
  77111. enumerable: true,
  77112. configurable: true
  77113. });
  77114. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  77115. /**
  77116. * Gets if the current filter is set to Poisson Sampling.
  77117. */
  77118. get: function () {
  77119. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  77120. },
  77121. /**
  77122. * Sets the current filter to Poisson Sampling.
  77123. */
  77124. set: function (value) {
  77125. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  77126. return;
  77127. }
  77128. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  77129. },
  77130. enumerable: true,
  77131. configurable: true
  77132. });
  77133. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  77134. /**
  77135. * Gets if the current filter is set to ESM.
  77136. */
  77137. get: function () {
  77138. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  77139. },
  77140. /**
  77141. * Sets the current filter is to ESM.
  77142. */
  77143. set: function (value) {
  77144. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  77145. return;
  77146. }
  77147. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  77148. },
  77149. enumerable: true,
  77150. configurable: true
  77151. });
  77152. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  77153. /**
  77154. * Gets if the current filter is set to filtered ESM.
  77155. */
  77156. get: function () {
  77157. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  77158. },
  77159. /**
  77160. * Gets if the current filter is set to filtered ESM.
  77161. */
  77162. set: function (value) {
  77163. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  77164. return;
  77165. }
  77166. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  77167. },
  77168. enumerable: true,
  77169. configurable: true
  77170. });
  77171. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  77172. /**
  77173. * Gets if the current filter is set to "close ESM" (using the inverse of the
  77174. * exponential to prevent steep falloff artifacts).
  77175. */
  77176. get: function () {
  77177. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  77178. },
  77179. /**
  77180. * Sets the current filter to "close ESM" (using the inverse of the
  77181. * exponential to prevent steep falloff artifacts).
  77182. */
  77183. set: function (value) {
  77184. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  77185. return;
  77186. }
  77187. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  77188. },
  77189. enumerable: true,
  77190. configurable: true
  77191. });
  77192. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  77193. /**
  77194. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  77195. * exponential to prevent steep falloff artifacts).
  77196. */
  77197. get: function () {
  77198. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  77199. },
  77200. /**
  77201. * Sets the current filter to filtered "close ESM" (using the inverse of the
  77202. * exponential to prevent steep falloff artifacts).
  77203. */
  77204. set: function (value) {
  77205. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  77206. return;
  77207. }
  77208. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  77209. },
  77210. enumerable: true,
  77211. configurable: true
  77212. });
  77213. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  77214. /**
  77215. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77216. */
  77217. get: function () {
  77218. return this.filter === ShadowGenerator.FILTER_PCF;
  77219. },
  77220. /**
  77221. * Sets the current filter to "PCF" (percentage closer filtering).
  77222. */
  77223. set: function (value) {
  77224. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  77225. return;
  77226. }
  77227. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  77228. },
  77229. enumerable: true,
  77230. configurable: true
  77231. });
  77232. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  77233. /**
  77234. * Gets the PCF or PCSS Quality.
  77235. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77236. */
  77237. get: function () {
  77238. return this._filteringQuality;
  77239. },
  77240. /**
  77241. * Sets the PCF or PCSS Quality.
  77242. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77243. */
  77244. set: function (filteringQuality) {
  77245. this._filteringQuality = filteringQuality;
  77246. },
  77247. enumerable: true,
  77248. configurable: true
  77249. });
  77250. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  77251. /**
  77252. * Gets if the current filter is set to "PCSS" (contact hardening).
  77253. */
  77254. get: function () {
  77255. return this.filter === ShadowGenerator.FILTER_PCSS;
  77256. },
  77257. /**
  77258. * Sets the current filter to "PCSS" (contact hardening).
  77259. */
  77260. set: function (value) {
  77261. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  77262. return;
  77263. }
  77264. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  77265. },
  77266. enumerable: true,
  77267. configurable: true
  77268. });
  77269. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  77270. /**
  77271. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77272. * Using a ratio helps keeping shape stability independently of the map size.
  77273. *
  77274. * It does not account for the light projection as it was having too much
  77275. * instability during the light setup or during light position changes.
  77276. *
  77277. * Only valid if useContactHardeningShadow is true.
  77278. */
  77279. get: function () {
  77280. return this._contactHardeningLightSizeUVRatio;
  77281. },
  77282. /**
  77283. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77284. * Using a ratio helps keeping shape stability independently of the map size.
  77285. *
  77286. * It does not account for the light projection as it was having too much
  77287. * instability during the light setup or during light position changes.
  77288. *
  77289. * Only valid if useContactHardeningShadow is true.
  77290. */
  77291. set: function (contactHardeningLightSizeUVRatio) {
  77292. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  77293. },
  77294. enumerable: true,
  77295. configurable: true
  77296. });
  77297. /**
  77298. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77299. * 0 means strongest and 1 would means no shadow.
  77300. * @returns the darkness.
  77301. */
  77302. ShadowGenerator.prototype.getDarkness = function () {
  77303. return this._darkness;
  77304. };
  77305. /**
  77306. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77307. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77308. * @returns the shadow generator allowing fluent coding.
  77309. */
  77310. ShadowGenerator.prototype.setDarkness = function (darkness) {
  77311. if (darkness >= 1.0) {
  77312. this._darkness = 1.0;
  77313. }
  77314. else if (darkness <= 0.0) {
  77315. this._darkness = 0.0;
  77316. }
  77317. else {
  77318. this._darkness = darkness;
  77319. }
  77320. return this;
  77321. };
  77322. /**
  77323. * Sets the ability to have transparent shadow (boolean).
  77324. * @param transparent True if transparent else False
  77325. * @returns the shadow generator allowing fluent coding
  77326. */
  77327. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  77328. this._transparencyShadow = transparent;
  77329. return this;
  77330. };
  77331. /**
  77332. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77333. * @returns The render target texture if present otherwise, null
  77334. */
  77335. ShadowGenerator.prototype.getShadowMap = function () {
  77336. return this._shadowMap;
  77337. };
  77338. /**
  77339. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77340. * @returns The render target texture if the shadow map is present otherwise, null
  77341. */
  77342. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  77343. if (this._shadowMap2) {
  77344. return this._shadowMap2;
  77345. }
  77346. return this._shadowMap;
  77347. };
  77348. /**
  77349. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77350. * @param mesh Mesh to add
  77351. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77352. * @returns the Shadow Generator itself
  77353. */
  77354. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  77355. if (includeDescendants === void 0) { includeDescendants = true; }
  77356. var _a;
  77357. if (!this._shadowMap) {
  77358. return this;
  77359. }
  77360. if (!this._shadowMap.renderList) {
  77361. this._shadowMap.renderList = [];
  77362. }
  77363. this._shadowMap.renderList.push(mesh);
  77364. if (includeDescendants) {
  77365. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  77366. }
  77367. return this;
  77368. };
  77369. /**
  77370. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77371. * @param mesh Mesh to remove
  77372. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77373. * @returns the Shadow Generator itself
  77374. */
  77375. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  77376. if (includeDescendants === void 0) { includeDescendants = true; }
  77377. if (!this._shadowMap || !this._shadowMap.renderList) {
  77378. return this;
  77379. }
  77380. var index = this._shadowMap.renderList.indexOf(mesh);
  77381. if (index !== -1) {
  77382. this._shadowMap.renderList.splice(index, 1);
  77383. }
  77384. if (includeDescendants) {
  77385. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  77386. var child = _a[_i];
  77387. this.removeShadowCaster(child);
  77388. }
  77389. }
  77390. return this;
  77391. };
  77392. /**
  77393. * Returns the associated light object.
  77394. * @returns the light generating the shadow
  77395. */
  77396. ShadowGenerator.prototype.getLight = function () {
  77397. return this._light;
  77398. };
  77399. ShadowGenerator.prototype._initializeGenerator = function () {
  77400. this._light._markMeshesAsLightDirty();
  77401. this._initializeShadowMap();
  77402. };
  77403. ShadowGenerator.prototype._initializeShadowMap = function () {
  77404. var _this = this;
  77405. // Render target
  77406. var engine = this._scene.getEngine();
  77407. if (engine.webGLVersion > 1) {
  77408. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  77409. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  77410. }
  77411. else {
  77412. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  77413. }
  77414. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77415. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77416. this._shadowMap.anisotropicFilteringLevel = 1;
  77417. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77418. this._shadowMap.renderParticles = false;
  77419. this._shadowMap.ignoreCameraViewport = true;
  77420. // Record Face Index before render.
  77421. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  77422. _this._currentFaceIndex = faceIndex;
  77423. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77424. engine.setColorWrite(false);
  77425. }
  77426. });
  77427. // Custom render function.
  77428. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  77429. // Blur if required afer render.
  77430. this._shadowMap.onAfterUnbindObservable.add(function () {
  77431. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77432. engine.setColorWrite(true);
  77433. }
  77434. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  77435. return;
  77436. }
  77437. var shadowMap = _this.getShadowMapForRendering();
  77438. if (shadowMap) {
  77439. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  77440. }
  77441. });
  77442. // Clear according to the chosen filter.
  77443. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  77444. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  77445. this._shadowMap.onClearObservable.add(function (engine) {
  77446. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77447. engine.clear(clearOne, false, true, false);
  77448. }
  77449. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  77450. engine.clear(clearZero, true, true, false);
  77451. }
  77452. else {
  77453. engine.clear(clearOne, true, true, false);
  77454. }
  77455. });
  77456. };
  77457. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  77458. var _this = this;
  77459. var engine = this._scene.getEngine();
  77460. var targetSize = this._mapSize / this.blurScale;
  77461. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  77462. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  77463. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77464. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77465. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77466. }
  77467. if (this.useKernelBlur) {
  77468. 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);
  77469. this._kernelBlurXPostprocess.width = targetSize;
  77470. this._kernelBlurXPostprocess.height = targetSize;
  77471. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  77472. effect.setTexture("textureSampler", _this._shadowMap);
  77473. });
  77474. 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);
  77475. this._kernelBlurXPostprocess.autoClear = false;
  77476. this._kernelBlurYPostprocess.autoClear = false;
  77477. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77478. this._kernelBlurXPostprocess.packedFloat = true;
  77479. this._kernelBlurYPostprocess.packedFloat = true;
  77480. }
  77481. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  77482. }
  77483. else {
  77484. 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);
  77485. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  77486. effect.setFloat2("screenSize", targetSize, targetSize);
  77487. effect.setTexture("textureSampler", _this._shadowMap);
  77488. });
  77489. this._boxBlurPostprocess.autoClear = false;
  77490. this._blurPostProcesses = [this._boxBlurPostprocess];
  77491. }
  77492. };
  77493. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  77494. var index;
  77495. var engine = this._scene.getEngine();
  77496. if (depthOnlySubMeshes.length) {
  77497. engine.setColorWrite(false);
  77498. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  77499. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  77500. }
  77501. engine.setColorWrite(true);
  77502. }
  77503. for (index = 0; index < opaqueSubMeshes.length; index++) {
  77504. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  77505. }
  77506. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  77507. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  77508. }
  77509. if (this._transparencyShadow) {
  77510. for (index = 0; index < transparentSubMeshes.length; index++) {
  77511. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  77512. }
  77513. }
  77514. };
  77515. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  77516. var _this = this;
  77517. var mesh = subMesh.getRenderingMesh();
  77518. var scene = this._scene;
  77519. var engine = scene.getEngine();
  77520. var material = subMesh.getMaterial();
  77521. if (!material || subMesh.verticesCount === 0) {
  77522. return;
  77523. }
  77524. // Culling
  77525. engine.setState(material.backFaceCulling);
  77526. // Managing instances
  77527. var batch = mesh._getInstancesRenderList(subMesh._id);
  77528. if (batch.mustReturn) {
  77529. return;
  77530. }
  77531. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  77532. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  77533. engine.enableEffect(this._effect);
  77534. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  77535. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  77536. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  77537. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77538. this._effect.setVector3("lightData", this._cachedDirection);
  77539. }
  77540. else {
  77541. this._effect.setVector3("lightData", this._cachedPosition);
  77542. }
  77543. if (scene.activeCamera) {
  77544. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  77545. }
  77546. // Alpha test
  77547. if (material && material.needAlphaTesting()) {
  77548. var alphaTexture = material.getAlphaTestTexture();
  77549. if (alphaTexture) {
  77550. this._effect.setTexture("diffuseSampler", alphaTexture);
  77551. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  77552. }
  77553. }
  77554. // Bones
  77555. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77556. var skeleton = mesh.skeleton;
  77557. if (skeleton.isUsingTextureForMatrices) {
  77558. var boneTexture = skeleton.getTransformMatrixTexture();
  77559. if (!boneTexture) {
  77560. return;
  77561. }
  77562. this._effect.setTexture("boneSampler", boneTexture);
  77563. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  77564. }
  77565. else {
  77566. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  77567. }
  77568. }
  77569. // Morph targets
  77570. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  77571. if (this.forceBackFacesOnly) {
  77572. engine.setState(true, 0, false, true);
  77573. }
  77574. // Draw
  77575. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  77576. if (this.forceBackFacesOnly) {
  77577. engine.setState(true, 0, false, false);
  77578. }
  77579. }
  77580. else {
  77581. // Need to reset refresh rate of the shadowMap
  77582. if (this._shadowMap) {
  77583. this._shadowMap.resetRefreshCounter();
  77584. }
  77585. }
  77586. };
  77587. ShadowGenerator.prototype._applyFilterValues = function () {
  77588. if (!this._shadowMap) {
  77589. return;
  77590. }
  77591. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  77592. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  77593. }
  77594. else {
  77595. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77596. }
  77597. };
  77598. /**
  77599. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77600. * @param onCompiled Callback triggered at the and of the effects compilation
  77601. * @param options Sets of optional options forcing the compilation with different modes
  77602. */
  77603. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  77604. var _this = this;
  77605. var localOptions = __assign({ useInstances: false }, options);
  77606. var shadowMap = this.getShadowMap();
  77607. if (!shadowMap) {
  77608. if (onCompiled) {
  77609. onCompiled(this);
  77610. }
  77611. return;
  77612. }
  77613. var renderList = shadowMap.renderList;
  77614. if (!renderList) {
  77615. if (onCompiled) {
  77616. onCompiled(this);
  77617. }
  77618. return;
  77619. }
  77620. var subMeshes = new Array();
  77621. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  77622. var mesh = renderList_1[_i];
  77623. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  77624. }
  77625. if (subMeshes.length === 0) {
  77626. if (onCompiled) {
  77627. onCompiled(this);
  77628. }
  77629. return;
  77630. }
  77631. var currentIndex = 0;
  77632. var checkReady = function () {
  77633. if (!_this._scene || !_this._scene.getEngine()) {
  77634. return;
  77635. }
  77636. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  77637. currentIndex++;
  77638. if (currentIndex >= subMeshes.length) {
  77639. if (onCompiled) {
  77640. onCompiled(_this);
  77641. }
  77642. return;
  77643. }
  77644. }
  77645. setTimeout(checkReady, 16);
  77646. };
  77647. checkReady();
  77648. };
  77649. /**
  77650. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77651. * @param options Sets of optional options forcing the compilation with different modes
  77652. * @returns A promise that resolves when the compilation completes
  77653. */
  77654. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  77655. var _this = this;
  77656. return new Promise(function (resolve) {
  77657. _this.forceCompilation(function () {
  77658. resolve();
  77659. }, options);
  77660. });
  77661. };
  77662. /**
  77663. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77664. * @param subMesh The submesh we want to render in the shadow map
  77665. * @param useInstances Defines wether will draw in the map using instances
  77666. * @returns true if ready otherwise, false
  77667. */
  77668. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  77669. var defines = [];
  77670. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77671. defines.push("#define FLOAT");
  77672. }
  77673. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77674. defines.push("#define ESM");
  77675. }
  77676. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  77677. defines.push("#define DEPTHTEXTURE");
  77678. }
  77679. var attribs = [BABYLON.VertexBuffer.PositionKind];
  77680. var mesh = subMesh.getMesh();
  77681. var material = subMesh.getMaterial();
  77682. // Normal bias.
  77683. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  77684. attribs.push(BABYLON.VertexBuffer.NormalKind);
  77685. defines.push("#define NORMAL");
  77686. if (mesh.nonUniformScaling) {
  77687. defines.push("#define NONUNIFORMSCALING");
  77688. }
  77689. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77690. defines.push("#define DIRECTIONINLIGHTDATA");
  77691. }
  77692. }
  77693. // Alpha test
  77694. if (material && material.needAlphaTesting()) {
  77695. var alphaTexture = material.getAlphaTestTexture();
  77696. if (alphaTexture) {
  77697. defines.push("#define ALPHATEST");
  77698. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  77699. attribs.push(BABYLON.VertexBuffer.UVKind);
  77700. defines.push("#define UV1");
  77701. }
  77702. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  77703. if (alphaTexture.coordinatesIndex === 1) {
  77704. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  77705. defines.push("#define UV2");
  77706. }
  77707. }
  77708. }
  77709. }
  77710. // Bones
  77711. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77712. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  77713. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  77714. if (mesh.numBoneInfluencers > 4) {
  77715. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  77716. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  77717. }
  77718. var skeleton = mesh.skeleton;
  77719. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  77720. if (skeleton.isUsingTextureForMatrices) {
  77721. defines.push("#define BONETEXTURE");
  77722. }
  77723. else {
  77724. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  77725. }
  77726. }
  77727. else {
  77728. defines.push("#define NUM_BONE_INFLUENCERS 0");
  77729. }
  77730. // Morph targets
  77731. var manager = mesh.morphTargetManager;
  77732. var morphInfluencers = 0;
  77733. if (manager) {
  77734. if (manager.numInfluencers > 0) {
  77735. defines.push("#define MORPHTARGETS");
  77736. morphInfluencers = manager.numInfluencers;
  77737. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  77738. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  77739. }
  77740. }
  77741. // Instances
  77742. if (useInstances) {
  77743. defines.push("#define INSTANCES");
  77744. attribs.push("world0");
  77745. attribs.push("world1");
  77746. attribs.push("world2");
  77747. attribs.push("world3");
  77748. }
  77749. // Get correct effect
  77750. var join = defines.join("\n");
  77751. if (this._cachedDefines !== join) {
  77752. this._cachedDefines = join;
  77753. 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 });
  77754. }
  77755. if (!this._effect.isReady()) {
  77756. return false;
  77757. }
  77758. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77759. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  77760. this._initializeBlurRTTAndPostProcesses();
  77761. }
  77762. }
  77763. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  77764. return false;
  77765. }
  77766. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  77767. return false;
  77768. }
  77769. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  77770. return false;
  77771. }
  77772. return true;
  77773. };
  77774. /**
  77775. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77776. * @param defines Defines of the material we want to update
  77777. * @param lightIndex Index of the light in the enabled light list of the material
  77778. */
  77779. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  77780. var scene = this._scene;
  77781. var light = this._light;
  77782. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77783. return;
  77784. }
  77785. defines["SHADOW" + lightIndex] = true;
  77786. if (this.useContactHardeningShadow) {
  77787. defines["SHADOWPCSS" + lightIndex] = true;
  77788. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77789. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77790. }
  77791. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77792. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77793. }
  77794. // else default to high.
  77795. }
  77796. if (this.usePercentageCloserFiltering) {
  77797. defines["SHADOWPCF" + lightIndex] = true;
  77798. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77799. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77800. }
  77801. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77802. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77803. }
  77804. // else default to high.
  77805. }
  77806. else if (this.usePoissonSampling) {
  77807. defines["SHADOWPOISSON" + lightIndex] = true;
  77808. }
  77809. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77810. defines["SHADOWESM" + lightIndex] = true;
  77811. }
  77812. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77813. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77814. }
  77815. if (light.needCube()) {
  77816. defines["SHADOWCUBE" + lightIndex] = true;
  77817. }
  77818. };
  77819. /**
  77820. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77821. * defined in the generator but impacting the effect).
  77822. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77823. * @param effect The effect we are binfing the information for
  77824. */
  77825. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77826. var light = this._light;
  77827. var scene = this._scene;
  77828. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77829. return;
  77830. }
  77831. var camera = scene.activeCamera;
  77832. if (!camera) {
  77833. return;
  77834. }
  77835. var shadowMap = this.getShadowMap();
  77836. if (!shadowMap) {
  77837. return;
  77838. }
  77839. if (!light.needCube()) {
  77840. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77841. }
  77842. // Only PCF uses depth stencil texture.
  77843. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77844. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77845. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77846. }
  77847. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77848. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77849. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77850. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77851. }
  77852. else {
  77853. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77854. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77855. }
  77856. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77857. };
  77858. /**
  77859. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77860. * (eq to shadow prjection matrix * light transform matrix)
  77861. * @returns The transform matrix used to create the shadow map
  77862. */
  77863. ShadowGenerator.prototype.getTransformMatrix = function () {
  77864. var scene = this._scene;
  77865. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77866. return this._transformMatrix;
  77867. }
  77868. this._currentRenderID = scene.getRenderId();
  77869. this._currentFaceIndexCache = this._currentFaceIndex;
  77870. var lightPosition = this._light.position;
  77871. if (this._light.computeTransformedInformation()) {
  77872. lightPosition = this._light.transformedPosition;
  77873. }
  77874. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77875. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77876. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77877. }
  77878. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77879. this._cachedPosition.copyFrom(lightPosition);
  77880. this._cachedDirection.copyFrom(this._lightDirection);
  77881. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77882. var shadowMap = this.getShadowMap();
  77883. if (shadowMap) {
  77884. var renderList = shadowMap.renderList;
  77885. if (renderList) {
  77886. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77887. }
  77888. }
  77889. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77890. }
  77891. return this._transformMatrix;
  77892. };
  77893. /**
  77894. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77895. * Cube and 2D textures for instance.
  77896. */
  77897. ShadowGenerator.prototype.recreateShadowMap = function () {
  77898. var shadowMap = this._shadowMap;
  77899. if (!shadowMap) {
  77900. return;
  77901. }
  77902. // Track render list.
  77903. var renderList = shadowMap.renderList;
  77904. // Clean up existing data.
  77905. this._disposeRTTandPostProcesses();
  77906. // Reinitializes.
  77907. this._initializeGenerator();
  77908. // Reaffect the filter to ensure a correct fallback if necessary.
  77909. this.filter = this.filter;
  77910. // Reaffect the filter.
  77911. this._applyFilterValues();
  77912. // Reaffect Render List.
  77913. this._shadowMap.renderList = renderList;
  77914. };
  77915. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77916. if (this._shadowMap2) {
  77917. this._shadowMap2.dispose();
  77918. this._shadowMap2 = null;
  77919. }
  77920. if (this._boxBlurPostprocess) {
  77921. this._boxBlurPostprocess.dispose();
  77922. this._boxBlurPostprocess = null;
  77923. }
  77924. if (this._kernelBlurXPostprocess) {
  77925. this._kernelBlurXPostprocess.dispose();
  77926. this._kernelBlurXPostprocess = null;
  77927. }
  77928. if (this._kernelBlurYPostprocess) {
  77929. this._kernelBlurYPostprocess.dispose();
  77930. this._kernelBlurYPostprocess = null;
  77931. }
  77932. this._blurPostProcesses = [];
  77933. };
  77934. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77935. if (this._shadowMap) {
  77936. this._shadowMap.dispose();
  77937. this._shadowMap = null;
  77938. }
  77939. this._disposeBlurPostProcesses();
  77940. };
  77941. /**
  77942. * Disposes the ShadowGenerator.
  77943. * Returns nothing.
  77944. */
  77945. ShadowGenerator.prototype.dispose = function () {
  77946. this._disposeRTTandPostProcesses();
  77947. if (this._light) {
  77948. this._light._shadowGenerator = null;
  77949. this._light._markMeshesAsLightDirty();
  77950. }
  77951. };
  77952. /**
  77953. * Serializes the shadow generator setup to a json object.
  77954. * @returns The serialized JSON object
  77955. */
  77956. ShadowGenerator.prototype.serialize = function () {
  77957. var serializationObject = {};
  77958. var shadowMap = this.getShadowMap();
  77959. if (!shadowMap) {
  77960. return serializationObject;
  77961. }
  77962. serializationObject.lightId = this._light.id;
  77963. serializationObject.mapSize = shadowMap.getRenderSize();
  77964. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77965. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77966. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77967. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77968. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77969. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77970. serializationObject.depthScale = this.depthScale;
  77971. serializationObject.darkness = this.getDarkness();
  77972. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77973. serializationObject.blurKernel = this.blurKernel;
  77974. serializationObject.blurScale = this.blurScale;
  77975. serializationObject.useKernelBlur = this.useKernelBlur;
  77976. serializationObject.transparencyShadow = this._transparencyShadow;
  77977. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77978. serializationObject.bias = this.bias;
  77979. serializationObject.normalBias = this.normalBias;
  77980. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77981. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77982. serializationObject.filteringQuality = this.filteringQuality;
  77983. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77984. serializationObject.renderList = [];
  77985. if (shadowMap.renderList) {
  77986. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77987. var mesh = shadowMap.renderList[meshIndex];
  77988. serializationObject.renderList.push(mesh.id);
  77989. }
  77990. }
  77991. return serializationObject;
  77992. };
  77993. /**
  77994. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77995. * @param parsedShadowGenerator The JSON object to parse
  77996. * @param scene The scene to create the shadow map for
  77997. * @returns The parsed shadow generator
  77998. */
  77999. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  78000. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  78001. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  78002. var shadowMap = shadowGenerator.getShadowMap();
  78003. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  78004. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  78005. meshes.forEach(function (mesh) {
  78006. if (!shadowMap) {
  78007. return;
  78008. }
  78009. if (!shadowMap.renderList) {
  78010. shadowMap.renderList = [];
  78011. }
  78012. shadowMap.renderList.push(mesh);
  78013. });
  78014. }
  78015. if (parsedShadowGenerator.usePoissonSampling) {
  78016. shadowGenerator.usePoissonSampling = true;
  78017. }
  78018. else if (parsedShadowGenerator.useExponentialShadowMap) {
  78019. shadowGenerator.useExponentialShadowMap = true;
  78020. }
  78021. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  78022. shadowGenerator.useBlurExponentialShadowMap = true;
  78023. }
  78024. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  78025. shadowGenerator.useCloseExponentialShadowMap = true;
  78026. }
  78027. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  78028. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  78029. }
  78030. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  78031. shadowGenerator.usePercentageCloserFiltering = true;
  78032. }
  78033. else if (parsedShadowGenerator.useContactHardeningShadow) {
  78034. shadowGenerator.useContactHardeningShadow = true;
  78035. }
  78036. if (parsedShadowGenerator.filteringQuality) {
  78037. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  78038. }
  78039. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  78040. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  78041. }
  78042. // Backward compat
  78043. else if (parsedShadowGenerator.useVarianceShadowMap) {
  78044. shadowGenerator.useExponentialShadowMap = true;
  78045. }
  78046. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  78047. shadowGenerator.useBlurExponentialShadowMap = true;
  78048. }
  78049. if (parsedShadowGenerator.depthScale) {
  78050. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  78051. }
  78052. if (parsedShadowGenerator.blurScale) {
  78053. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  78054. }
  78055. if (parsedShadowGenerator.blurBoxOffset) {
  78056. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  78057. }
  78058. if (parsedShadowGenerator.useKernelBlur) {
  78059. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  78060. }
  78061. if (parsedShadowGenerator.blurKernel) {
  78062. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  78063. }
  78064. if (parsedShadowGenerator.bias !== undefined) {
  78065. shadowGenerator.bias = parsedShadowGenerator.bias;
  78066. }
  78067. if (parsedShadowGenerator.normalBias !== undefined) {
  78068. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  78069. }
  78070. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  78071. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  78072. }
  78073. if (parsedShadowGenerator.darkness) {
  78074. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  78075. }
  78076. if (parsedShadowGenerator.transparencyShadow) {
  78077. shadowGenerator.setTransparencyShadow(true);
  78078. }
  78079. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  78080. return shadowGenerator;
  78081. };
  78082. /**
  78083. * Shadow generator mode None: no filtering applied.
  78084. */
  78085. ShadowGenerator.FILTER_NONE = 0;
  78086. /**
  78087. * Shadow generator mode ESM: Exponential Shadow Mapping.
  78088. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  78089. */
  78090. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  78091. /**
  78092. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  78093. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  78094. */
  78095. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  78096. /**
  78097. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  78098. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  78099. */
  78100. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  78101. /**
  78102. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  78103. * edge artifacts on steep falloff.
  78104. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  78105. */
  78106. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  78107. /**
  78108. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  78109. * edge artifacts on steep falloff.
  78110. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  78111. */
  78112. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  78113. /**
  78114. * Shadow generator mode PCF: Percentage Closer Filtering
  78115. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  78116. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  78117. */
  78118. ShadowGenerator.FILTER_PCF = 6;
  78119. /**
  78120. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  78121. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  78122. * Contact Hardening
  78123. */
  78124. ShadowGenerator.FILTER_PCSS = 7;
  78125. /**
  78126. * Reserved for PCF and PCSS
  78127. * Highest Quality.
  78128. *
  78129. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  78130. *
  78131. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  78132. */
  78133. ShadowGenerator.QUALITY_HIGH = 0;
  78134. /**
  78135. * Reserved for PCF and PCSS
  78136. * Good tradeoff for quality/perf cross devices
  78137. *
  78138. * Execute PCF on a 3*3 kernel.
  78139. *
  78140. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  78141. */
  78142. ShadowGenerator.QUALITY_MEDIUM = 1;
  78143. /**
  78144. * Reserved for PCF and PCSS
  78145. * The lowest quality but the fastest.
  78146. *
  78147. * Execute PCF on a 1*1 kernel.
  78148. *
  78149. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  78150. */
  78151. ShadowGenerator.QUALITY_LOW = 2;
  78152. return ShadowGenerator;
  78153. }());
  78154. BABYLON.ShadowGenerator = ShadowGenerator;
  78155. })(BABYLON || (BABYLON = {}));
  78156. //# sourceMappingURL=babylon.shadowGenerator.js.map
  78157. var BABYLON;
  78158. (function (BABYLON) {
  78159. // Adds the parser to the scene parsers.
  78160. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  78161. // Shadows
  78162. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  78163. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  78164. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  78165. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  78166. // SG would be available on their associated lights
  78167. }
  78168. }
  78169. });
  78170. /**
  78171. * Defines the shadow generator component responsible to manage any shadow generators
  78172. * in a given scene.
  78173. */
  78174. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  78175. /**
  78176. * Creates a new instance of the component for the given scene
  78177. * @param scene Defines the scene to register the component in
  78178. */
  78179. function ShadowGeneratorSceneComponent(scene) {
  78180. /**
  78181. * The component name helpfull to identify the component in the list of scene components.
  78182. */
  78183. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  78184. this.scene = scene;
  78185. }
  78186. /**
  78187. * Registers the component in a given scene
  78188. */
  78189. ShadowGeneratorSceneComponent.prototype.register = function () {
  78190. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  78191. };
  78192. /**
  78193. * Rebuilds the elements related to this component in case of
  78194. * context lost for instance.
  78195. */
  78196. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  78197. // Nothing To Do Here.
  78198. };
  78199. /**
  78200. * Serializes the component data to the specified json object
  78201. * @param serializationObject The object to serialize to
  78202. */
  78203. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  78204. // Shadows
  78205. serializationObject.shadowGenerators = [];
  78206. var lights = this.scene.lights;
  78207. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  78208. var light = lights_1[_i];
  78209. var shadowGenerator = light.getShadowGenerator();
  78210. if (shadowGenerator) {
  78211. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  78212. }
  78213. }
  78214. };
  78215. /**
  78216. * Adds all the element from the container to the scene
  78217. * @param container the container holding the elements
  78218. */
  78219. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  78220. // Nothing To Do Here. (directly attached to a light)
  78221. };
  78222. /**
  78223. * Removes all the elements in the container from the scene
  78224. * @param container contains the elements to remove
  78225. */
  78226. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  78227. // Nothing To Do Here. (directly attached to a light)
  78228. };
  78229. /**
  78230. * Rebuilds the elements related to this component in case of
  78231. * context lost for instance.
  78232. */
  78233. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  78234. // Nothing To Do Here.
  78235. };
  78236. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  78237. // Shadows
  78238. var scene = this.scene;
  78239. if (this.scene.shadowsEnabled) {
  78240. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  78241. var light = scene.lights[lightIndex];
  78242. var shadowGenerator = light.getShadowGenerator();
  78243. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  78244. var shadowMap = (shadowGenerator.getShadowMap());
  78245. if (scene.textures.indexOf(shadowMap) !== -1) {
  78246. renderTargets.push(shadowMap);
  78247. }
  78248. }
  78249. }
  78250. }
  78251. };
  78252. return ShadowGeneratorSceneComponent;
  78253. }());
  78254. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  78255. })(BABYLON || (BABYLON = {}));
  78256. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  78257. var BABYLON;
  78258. (function (BABYLON) {
  78259. /**
  78260. * Class used for the default loading screen
  78261. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  78262. */
  78263. var DefaultLoadingScreen = /** @class */ (function () {
  78264. /**
  78265. * Creates a new default loading screen
  78266. * @param _renderingCanvas defines the canvas used to render the scene
  78267. * @param _loadingText defines the default text to display
  78268. * @param _loadingDivBackgroundColor defines the default background color
  78269. */
  78270. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  78271. if (_loadingText === void 0) { _loadingText = ""; }
  78272. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  78273. var _this = this;
  78274. this._renderingCanvas = _renderingCanvas;
  78275. this._loadingText = _loadingText;
  78276. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  78277. // Resize
  78278. this._resizeLoadingUI = function () {
  78279. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  78280. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  78281. if (!_this._loadingDiv) {
  78282. return;
  78283. }
  78284. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  78285. _this._loadingDiv.style.left = canvasRect.left + "px";
  78286. _this._loadingDiv.style.top = canvasRect.top + "px";
  78287. _this._loadingDiv.style.width = canvasRect.width + "px";
  78288. _this._loadingDiv.style.height = canvasRect.height + "px";
  78289. };
  78290. }
  78291. /**
  78292. * Function called to display the loading screen
  78293. */
  78294. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  78295. if (this._loadingDiv) {
  78296. // Do not add a loading screen if there is already one
  78297. return;
  78298. }
  78299. this._loadingDiv = document.createElement("div");
  78300. this._loadingDiv.id = "babylonjsLoadingDiv";
  78301. this._loadingDiv.style.opacity = "0";
  78302. this._loadingDiv.style.transition = "opacity 1.5s ease";
  78303. this._loadingDiv.style.pointerEvents = "none";
  78304. // Loading text
  78305. this._loadingTextDiv = document.createElement("div");
  78306. this._loadingTextDiv.style.position = "absolute";
  78307. this._loadingTextDiv.style.left = "0";
  78308. this._loadingTextDiv.style.top = "50%";
  78309. this._loadingTextDiv.style.marginTop = "80px";
  78310. this._loadingTextDiv.style.width = "100%";
  78311. this._loadingTextDiv.style.height = "20px";
  78312. this._loadingTextDiv.style.fontFamily = "Arial";
  78313. this._loadingTextDiv.style.fontSize = "14px";
  78314. this._loadingTextDiv.style.color = "white";
  78315. this._loadingTextDiv.style.textAlign = "center";
  78316. this._loadingTextDiv.innerHTML = "Loading";
  78317. this._loadingDiv.appendChild(this._loadingTextDiv);
  78318. //set the predefined text
  78319. this._loadingTextDiv.innerHTML = this._loadingText;
  78320. // Generating keyframes
  78321. var style = document.createElement('style');
  78322. style.type = 'text/css';
  78323. 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 }";
  78324. style.innerHTML = keyFrames;
  78325. document.getElementsByTagName('head')[0].appendChild(style);
  78326. // Loading img
  78327. var imgBack = new Image();
  78328. imgBack.src = "data:image/png;base64,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";
  78329. imgBack.style.position = "absolute";
  78330. imgBack.style.left = "50%";
  78331. imgBack.style.top = "50%";
  78332. imgBack.style.marginLeft = "-60px";
  78333. imgBack.style.marginTop = "-60px";
  78334. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  78335. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  78336. imgBack.style.transformOrigin = "50% 50%";
  78337. imgBack.style.webkitTransformOrigin = "50% 50%";
  78338. this._loadingDiv.appendChild(imgBack);
  78339. this._resizeLoadingUI();
  78340. window.addEventListener("resize", this._resizeLoadingUI);
  78341. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78342. document.body.appendChild(this._loadingDiv);
  78343. this._loadingDiv.style.opacity = "1";
  78344. };
  78345. /**
  78346. * Function called to hide the loading screen
  78347. */
  78348. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  78349. var _this = this;
  78350. if (!this._loadingDiv) {
  78351. return;
  78352. }
  78353. var onTransitionEnd = function () {
  78354. if (!_this._loadingDiv) {
  78355. return;
  78356. }
  78357. if (_this._loadingDiv.parentElement) {
  78358. _this._loadingDiv.parentElement.removeChild(_this._loadingDiv);
  78359. }
  78360. window.removeEventListener("resize", _this._resizeLoadingUI);
  78361. _this._loadingDiv = null;
  78362. };
  78363. this._loadingDiv.style.opacity = "0";
  78364. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  78365. };
  78366. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  78367. get: function () {
  78368. return this._loadingText;
  78369. },
  78370. /**
  78371. * Gets or sets the text to display while loading
  78372. */
  78373. set: function (text) {
  78374. this._loadingText = text;
  78375. if (this._loadingTextDiv) {
  78376. this._loadingTextDiv.innerHTML = this._loadingText;
  78377. }
  78378. },
  78379. enumerable: true,
  78380. configurable: true
  78381. });
  78382. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  78383. /**
  78384. * Gets or sets the color to use for the background
  78385. */
  78386. get: function () {
  78387. return this._loadingDivBackgroundColor;
  78388. },
  78389. set: function (color) {
  78390. this._loadingDivBackgroundColor = color;
  78391. if (!this._loadingDiv) {
  78392. return;
  78393. }
  78394. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78395. },
  78396. enumerable: true,
  78397. configurable: true
  78398. });
  78399. return DefaultLoadingScreen;
  78400. }());
  78401. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  78402. })(BABYLON || (BABYLON = {}));
  78403. //# sourceMappingURL=babylon.loadingScreen.js.map
  78404. var BABYLON;
  78405. (function (BABYLON) {
  78406. /**
  78407. * Class used to represent data loading progression
  78408. */
  78409. var SceneLoaderProgressEvent = /** @class */ (function () {
  78410. /**
  78411. * Create a new progress event
  78412. * @param lengthComputable defines if data length to load can be evaluated
  78413. * @param loaded defines the loaded data length
  78414. * @param total defines the data length to load
  78415. */
  78416. function SceneLoaderProgressEvent(
  78417. /** defines if data length to load can be evaluated */
  78418. lengthComputable,
  78419. /** defines the loaded data length */
  78420. loaded,
  78421. /** defines the data length to load */
  78422. total) {
  78423. this.lengthComputable = lengthComputable;
  78424. this.loaded = loaded;
  78425. this.total = total;
  78426. }
  78427. /**
  78428. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  78429. * @param event defines the source event
  78430. * @returns a new SceneLoaderProgressEvent
  78431. */
  78432. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  78433. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  78434. };
  78435. return SceneLoaderProgressEvent;
  78436. }());
  78437. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  78438. /**
  78439. * Class used to load scene from various file formats using registered plugins
  78440. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  78441. */
  78442. var SceneLoader = /** @class */ (function () {
  78443. function SceneLoader() {
  78444. }
  78445. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  78446. /**
  78447. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  78448. */
  78449. get: function () {
  78450. return SceneLoader._ForceFullSceneLoadingForIncremental;
  78451. },
  78452. set: function (value) {
  78453. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  78454. },
  78455. enumerable: true,
  78456. configurable: true
  78457. });
  78458. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  78459. /**
  78460. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  78461. */
  78462. get: function () {
  78463. return SceneLoader._ShowLoadingScreen;
  78464. },
  78465. set: function (value) {
  78466. SceneLoader._ShowLoadingScreen = value;
  78467. },
  78468. enumerable: true,
  78469. configurable: true
  78470. });
  78471. Object.defineProperty(SceneLoader, "loggingLevel", {
  78472. /**
  78473. * Defines the current logging level (while loading the scene)
  78474. * @ignorenaming
  78475. */
  78476. get: function () {
  78477. return SceneLoader._loggingLevel;
  78478. },
  78479. set: function (value) {
  78480. SceneLoader._loggingLevel = value;
  78481. },
  78482. enumerable: true,
  78483. configurable: true
  78484. });
  78485. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  78486. /**
  78487. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  78488. */
  78489. get: function () {
  78490. return SceneLoader._CleanBoneMatrixWeights;
  78491. },
  78492. set: function (value) {
  78493. SceneLoader._CleanBoneMatrixWeights = value;
  78494. },
  78495. enumerable: true,
  78496. configurable: true
  78497. });
  78498. SceneLoader._getDefaultPlugin = function () {
  78499. return SceneLoader._registeredPlugins[".babylon"];
  78500. };
  78501. SceneLoader._getPluginForExtension = function (extension) {
  78502. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  78503. if (registeredPlugin) {
  78504. return registeredPlugin;
  78505. }
  78506. 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");
  78507. return SceneLoader._getDefaultPlugin();
  78508. };
  78509. SceneLoader._getPluginForDirectLoad = function (data) {
  78510. for (var extension in SceneLoader._registeredPlugins) {
  78511. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  78512. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  78513. return SceneLoader._registeredPlugins[extension];
  78514. }
  78515. }
  78516. return SceneLoader._getDefaultPlugin();
  78517. };
  78518. SceneLoader._getPluginForFilename = function (sceneFilename) {
  78519. var queryStringPosition = sceneFilename.indexOf("?");
  78520. if (queryStringPosition !== -1) {
  78521. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  78522. }
  78523. var dotPosition = sceneFilename.lastIndexOf(".");
  78524. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  78525. return SceneLoader._getPluginForExtension(extension);
  78526. };
  78527. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  78528. SceneLoader._getDirectLoad = function (sceneFilename) {
  78529. if (sceneFilename.substr(0, 5) === "data:") {
  78530. return sceneFilename.substr(5);
  78531. }
  78532. return null;
  78533. };
  78534. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  78535. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  78536. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  78537. var plugin;
  78538. if (registeredPlugin.plugin.createPlugin) {
  78539. plugin = registeredPlugin.plugin.createPlugin();
  78540. }
  78541. else {
  78542. plugin = registeredPlugin.plugin;
  78543. }
  78544. var useArrayBuffer = registeredPlugin.isBinary;
  78545. var offlineProvider;
  78546. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  78547. var dataCallback = function (data, responseURL) {
  78548. if (scene.isDisposed) {
  78549. onError("Scene has been disposed");
  78550. return;
  78551. }
  78552. scene.offlineProvider = offlineProvider;
  78553. onSuccess(plugin, data, responseURL);
  78554. };
  78555. var request = null;
  78556. var pluginDisposed = false;
  78557. var onDisposeObservable = plugin.onDisposeObservable;
  78558. if (onDisposeObservable) {
  78559. onDisposeObservable.add(function () {
  78560. pluginDisposed = true;
  78561. if (request) {
  78562. request.abort();
  78563. request = null;
  78564. }
  78565. onDispose();
  78566. });
  78567. }
  78568. var manifestChecked = function () {
  78569. if (pluginDisposed) {
  78570. return;
  78571. }
  78572. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  78573. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  78574. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  78575. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  78576. });
  78577. };
  78578. if (directLoad) {
  78579. dataCallback(directLoad);
  78580. return plugin;
  78581. }
  78582. var file = fileInfo.file || BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  78583. if (fileInfo.rootUrl.indexOf("file:") === -1 || (fileInfo.rootUrl.indexOf("file:") !== -1 && !file)) {
  78584. var engine = scene.getEngine();
  78585. var canUseOfflineSupport = engine.enableOfflineSupport;
  78586. if (canUseOfflineSupport) {
  78587. // Also check for exceptions
  78588. var exceptionFound = false;
  78589. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  78590. var regex = _a[_i];
  78591. if (regex.test(fileInfo.url)) {
  78592. exceptionFound = true;
  78593. break;
  78594. }
  78595. }
  78596. canUseOfflineSupport = !exceptionFound;
  78597. }
  78598. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  78599. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  78600. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  78601. }
  78602. else {
  78603. manifestChecked();
  78604. }
  78605. }
  78606. // Loading file from disk via input file or drag'n'drop
  78607. else {
  78608. if (file) {
  78609. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  78610. }
  78611. else {
  78612. onError("Unable to find file named " + fileInfo.name);
  78613. }
  78614. }
  78615. return plugin;
  78616. };
  78617. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  78618. var url;
  78619. var name;
  78620. var file = null;
  78621. if (!sceneFilename) {
  78622. url = rootUrl;
  78623. name = BABYLON.Tools.GetFilename(rootUrl);
  78624. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  78625. }
  78626. else if (sceneFilename.lastModified) {
  78627. var sceneFile = sceneFilename;
  78628. url = rootUrl + sceneFile.name;
  78629. name = sceneFile.name;
  78630. file = sceneFile;
  78631. }
  78632. else {
  78633. var filename = sceneFilename;
  78634. if (filename.substr(0, 1) === "/") {
  78635. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  78636. return null;
  78637. }
  78638. url = rootUrl + filename;
  78639. name = filename;
  78640. }
  78641. return {
  78642. url: url,
  78643. rootUrl: rootUrl,
  78644. name: name,
  78645. file: file
  78646. };
  78647. };
  78648. // Public functions
  78649. /**
  78650. * Gets a plugin that can load the given extension
  78651. * @param extension defines the extension to load
  78652. * @returns a plugin or null if none works
  78653. */
  78654. SceneLoader.GetPluginForExtension = function (extension) {
  78655. return SceneLoader._getPluginForExtension(extension).plugin;
  78656. };
  78657. /**
  78658. * Gets a boolean indicating that the given extension can be loaded
  78659. * @param extension defines the extension to load
  78660. * @returns true if the extension is supported
  78661. */
  78662. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  78663. return !!SceneLoader._registeredPlugins[extension];
  78664. };
  78665. /**
  78666. * Adds a new plugin to the list of registered plugins
  78667. * @param plugin defines the plugin to add
  78668. */
  78669. SceneLoader.RegisterPlugin = function (plugin) {
  78670. if (typeof plugin.extensions === "string") {
  78671. var extension = plugin.extensions;
  78672. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78673. plugin: plugin,
  78674. isBinary: false
  78675. };
  78676. }
  78677. else {
  78678. var extensions = plugin.extensions;
  78679. Object.keys(extensions).forEach(function (extension) {
  78680. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78681. plugin: plugin,
  78682. isBinary: extensions[extension].isBinary
  78683. };
  78684. });
  78685. }
  78686. };
  78687. /**
  78688. * Import meshes into a scene
  78689. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78690. * @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)
  78691. * @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)
  78692. * @param scene the instance of BABYLON.Scene to append to
  78693. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  78694. * @param onProgress a callback with a progress event for each file being loaded
  78695. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78696. * @param pluginExtension the extension used to determine the plugin
  78697. * @returns The loaded plugin
  78698. */
  78699. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78700. if (sceneFilename === void 0) { sceneFilename = ""; }
  78701. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78702. if (onSuccess === void 0) { onSuccess = null; }
  78703. if (onProgress === void 0) { onProgress = null; }
  78704. if (onError === void 0) { onError = null; }
  78705. if (pluginExtension === void 0) { pluginExtension = null; }
  78706. if (!scene) {
  78707. BABYLON.Tools.Error("No scene available to import mesh to");
  78708. return null;
  78709. }
  78710. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78711. if (!fileInfo) {
  78712. return null;
  78713. }
  78714. var loadingToken = {};
  78715. scene._addPendingData(loadingToken);
  78716. var disposeHandler = function () {
  78717. scene._removePendingData(loadingToken);
  78718. };
  78719. var errorHandler = function (message, exception) {
  78720. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  78721. if (onError) {
  78722. onError(scene, errorMessage, exception);
  78723. }
  78724. else {
  78725. BABYLON.Tools.Error(errorMessage);
  78726. // should the exception be thrown?
  78727. }
  78728. disposeHandler();
  78729. };
  78730. var progressHandler = onProgress ? function (event) {
  78731. try {
  78732. onProgress(event);
  78733. }
  78734. catch (e) {
  78735. errorHandler("Error in onProgress callback", e);
  78736. }
  78737. } : undefined;
  78738. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  78739. scene.importedMeshesFiles.push(fileInfo.url);
  78740. if (onSuccess) {
  78741. try {
  78742. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  78743. }
  78744. catch (e) {
  78745. errorHandler("Error in onSuccess callback", e);
  78746. }
  78747. }
  78748. scene._removePendingData(loadingToken);
  78749. };
  78750. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78751. if (plugin.rewriteRootURL) {
  78752. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  78753. }
  78754. if (plugin.importMesh) {
  78755. var syncedPlugin = plugin;
  78756. var meshes = new Array();
  78757. var particleSystems = new Array();
  78758. var skeletons = new Array();
  78759. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  78760. return;
  78761. }
  78762. scene.loadingPluginName = plugin.name;
  78763. successHandler(meshes, particleSystems, skeletons, []);
  78764. }
  78765. else {
  78766. var asyncedPlugin = plugin;
  78767. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  78768. scene.loadingPluginName = plugin.name;
  78769. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  78770. }).catch(function (error) {
  78771. errorHandler(error.message, error);
  78772. });
  78773. }
  78774. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78775. };
  78776. /**
  78777. * Import meshes into a scene
  78778. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78779. * @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)
  78780. * @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)
  78781. * @param scene the instance of BABYLON.Scene to append to
  78782. * @param onProgress a callback with a progress event for each file being loaded
  78783. * @param pluginExtension the extension used to determine the plugin
  78784. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  78785. */
  78786. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78787. if (sceneFilename === void 0) { sceneFilename = ""; }
  78788. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78789. if (onProgress === void 0) { onProgress = null; }
  78790. if (pluginExtension === void 0) { pluginExtension = null; }
  78791. return new Promise(function (resolve, reject) {
  78792. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  78793. resolve({
  78794. meshes: meshes,
  78795. particleSystems: particleSystems,
  78796. skeletons: skeletons,
  78797. animationGroups: animationGroups
  78798. });
  78799. }, onProgress, function (scene, message, exception) {
  78800. reject(exception || new Error(message));
  78801. }, pluginExtension);
  78802. });
  78803. };
  78804. /**
  78805. * Load a scene
  78806. * @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)
  78807. * @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)
  78808. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78809. * @param onSuccess a callback with the scene when import succeeds
  78810. * @param onProgress a callback with a progress event for each file being loaded
  78811. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78812. * @param pluginExtension the extension used to determine the plugin
  78813. * @returns The loaded plugin
  78814. */
  78815. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78816. if (sceneFilename === void 0) { sceneFilename = ""; }
  78817. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78818. if (onSuccess === void 0) { onSuccess = null; }
  78819. if (onProgress === void 0) { onProgress = null; }
  78820. if (onError === void 0) { onError = null; }
  78821. if (pluginExtension === void 0) { pluginExtension = null; }
  78822. if (!engine) {
  78823. BABYLON.Tools.Error("No engine available");
  78824. return null;
  78825. }
  78826. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78827. };
  78828. /**
  78829. * Load a scene
  78830. * @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)
  78831. * @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)
  78832. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78833. * @param onProgress a callback with a progress event for each file being loaded
  78834. * @param pluginExtension the extension used to determine the plugin
  78835. * @returns The loaded scene
  78836. */
  78837. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78838. if (sceneFilename === void 0) { sceneFilename = ""; }
  78839. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78840. if (onProgress === void 0) { onProgress = null; }
  78841. if (pluginExtension === void 0) { pluginExtension = null; }
  78842. return new Promise(function (resolve, reject) {
  78843. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78844. resolve(scene);
  78845. }, onProgress, function (scene, message, exception) {
  78846. reject(exception || new Error(message));
  78847. }, pluginExtension);
  78848. });
  78849. };
  78850. /**
  78851. * Append a scene
  78852. * @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)
  78853. * @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)
  78854. * @param scene is the instance of BABYLON.Scene to append to
  78855. * @param onSuccess a callback with the scene when import succeeds
  78856. * @param onProgress a callback with a progress event for each file being loaded
  78857. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78858. * @param pluginExtension the extension used to determine the plugin
  78859. * @returns The loaded plugin
  78860. */
  78861. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78862. if (sceneFilename === void 0) { sceneFilename = ""; }
  78863. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78864. if (onSuccess === void 0) { onSuccess = null; }
  78865. if (onProgress === void 0) { onProgress = null; }
  78866. if (onError === void 0) { onError = null; }
  78867. if (pluginExtension === void 0) { pluginExtension = null; }
  78868. if (!scene) {
  78869. BABYLON.Tools.Error("No scene available to append to");
  78870. return null;
  78871. }
  78872. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78873. if (!fileInfo) {
  78874. return null;
  78875. }
  78876. if (SceneLoader.ShowLoadingScreen) {
  78877. scene.getEngine().displayLoadingUI();
  78878. }
  78879. var loadingToken = {};
  78880. scene._addPendingData(loadingToken);
  78881. var disposeHandler = function () {
  78882. scene._removePendingData(loadingToken);
  78883. scene.getEngine().hideLoadingUI();
  78884. };
  78885. var errorHandler = function (message, exception) {
  78886. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78887. if (onError) {
  78888. onError(scene, errorMessage, exception);
  78889. }
  78890. else {
  78891. BABYLON.Tools.Error(errorMessage);
  78892. // should the exception be thrown?
  78893. }
  78894. disposeHandler();
  78895. };
  78896. var progressHandler = onProgress ? function (event) {
  78897. try {
  78898. onProgress(event);
  78899. }
  78900. catch (e) {
  78901. errorHandler("Error in onProgress callback", e);
  78902. }
  78903. } : undefined;
  78904. var successHandler = function () {
  78905. if (onSuccess) {
  78906. try {
  78907. onSuccess(scene);
  78908. }
  78909. catch (e) {
  78910. errorHandler("Error in onSuccess callback", e);
  78911. }
  78912. }
  78913. scene._removePendingData(loadingToken);
  78914. };
  78915. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78916. if (plugin.load) {
  78917. var syncedPlugin = plugin;
  78918. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78919. return;
  78920. }
  78921. scene.loadingPluginName = plugin.name;
  78922. successHandler();
  78923. }
  78924. else {
  78925. var asyncedPlugin = plugin;
  78926. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78927. scene.loadingPluginName = plugin.name;
  78928. successHandler();
  78929. }).catch(function (error) {
  78930. errorHandler(error.message, error);
  78931. });
  78932. }
  78933. if (SceneLoader.ShowLoadingScreen) {
  78934. scene.executeWhenReady(function () {
  78935. scene.getEngine().hideLoadingUI();
  78936. });
  78937. }
  78938. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78939. };
  78940. /**
  78941. * Append a scene
  78942. * @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)
  78943. * @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)
  78944. * @param scene is the instance of BABYLON.Scene to append to
  78945. * @param onProgress a callback with a progress event for each file being loaded
  78946. * @param pluginExtension the extension used to determine the plugin
  78947. * @returns The given scene
  78948. */
  78949. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78950. if (sceneFilename === void 0) { sceneFilename = ""; }
  78951. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78952. if (onProgress === void 0) { onProgress = null; }
  78953. if (pluginExtension === void 0) { pluginExtension = null; }
  78954. return new Promise(function (resolve, reject) {
  78955. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78956. resolve(scene);
  78957. }, onProgress, function (scene, message, exception) {
  78958. reject(exception || new Error(message));
  78959. }, pluginExtension);
  78960. });
  78961. };
  78962. /**
  78963. * Load a scene into an asset container
  78964. * @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)
  78965. * @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)
  78966. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78967. * @param onSuccess a callback with the scene when import succeeds
  78968. * @param onProgress a callback with a progress event for each file being loaded
  78969. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78970. * @param pluginExtension the extension used to determine the plugin
  78971. * @returns The loaded plugin
  78972. */
  78973. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78974. if (sceneFilename === void 0) { sceneFilename = ""; }
  78975. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78976. if (onSuccess === void 0) { onSuccess = null; }
  78977. if (onProgress === void 0) { onProgress = null; }
  78978. if (onError === void 0) { onError = null; }
  78979. if (pluginExtension === void 0) { pluginExtension = null; }
  78980. if (!scene) {
  78981. BABYLON.Tools.Error("No scene available to load asset container to");
  78982. return null;
  78983. }
  78984. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78985. if (!fileInfo) {
  78986. return null;
  78987. }
  78988. var loadingToken = {};
  78989. scene._addPendingData(loadingToken);
  78990. var disposeHandler = function () {
  78991. scene._removePendingData(loadingToken);
  78992. };
  78993. var errorHandler = function (message, exception) {
  78994. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78995. if (onError) {
  78996. onError(scene, errorMessage, exception);
  78997. }
  78998. else {
  78999. BABYLON.Tools.Error(errorMessage);
  79000. // should the exception be thrown?
  79001. }
  79002. disposeHandler();
  79003. };
  79004. var progressHandler = onProgress ? function (event) {
  79005. try {
  79006. onProgress(event);
  79007. }
  79008. catch (e) {
  79009. errorHandler("Error in onProgress callback", e);
  79010. }
  79011. } : undefined;
  79012. var successHandler = function (assets) {
  79013. if (onSuccess) {
  79014. try {
  79015. onSuccess(assets);
  79016. }
  79017. catch (e) {
  79018. errorHandler("Error in onSuccess callback", e);
  79019. }
  79020. }
  79021. scene._removePendingData(loadingToken);
  79022. };
  79023. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  79024. if (plugin.loadAssetContainer) {
  79025. var syncedPlugin = plugin;
  79026. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  79027. if (!assetContainer) {
  79028. return;
  79029. }
  79030. scene.loadingPluginName = plugin.name;
  79031. successHandler(assetContainer);
  79032. }
  79033. else if (plugin.loadAssetContainerAsync) {
  79034. var asyncedPlugin = plugin;
  79035. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  79036. scene.loadingPluginName = plugin.name;
  79037. successHandler(assetContainer);
  79038. }).catch(function (error) {
  79039. errorHandler(error.message, error);
  79040. });
  79041. }
  79042. else {
  79043. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  79044. }
  79045. if (SceneLoader.ShowLoadingScreen) {
  79046. scene.executeWhenReady(function () {
  79047. scene.getEngine().hideLoadingUI();
  79048. });
  79049. }
  79050. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  79051. };
  79052. /**
  79053. * Load a scene into an asset container
  79054. * @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)
  79055. * @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)
  79056. * @param scene is the instance of BABYLON.Scene to append to
  79057. * @param onProgress a callback with a progress event for each file being loaded
  79058. * @param pluginExtension the extension used to determine the plugin
  79059. * @returns The loaded asset container
  79060. */
  79061. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  79062. if (sceneFilename === void 0) { sceneFilename = ""; }
  79063. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  79064. if (onProgress === void 0) { onProgress = null; }
  79065. if (pluginExtension === void 0) { pluginExtension = null; }
  79066. return new Promise(function (resolve, reject) {
  79067. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  79068. resolve(assetContainer);
  79069. }, onProgress, function (scene, message, exception) {
  79070. reject(exception || new Error(message));
  79071. }, pluginExtension);
  79072. });
  79073. };
  79074. // Flags
  79075. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  79076. SceneLoader._ShowLoadingScreen = true;
  79077. SceneLoader._CleanBoneMatrixWeights = false;
  79078. /**
  79079. * No logging while loading
  79080. */
  79081. SceneLoader.NO_LOGGING = 0;
  79082. /**
  79083. * Minimal logging while loading
  79084. */
  79085. SceneLoader.MINIMAL_LOGGING = 1;
  79086. /**
  79087. * Summary logging while loading
  79088. */
  79089. SceneLoader.SUMMARY_LOGGING = 2;
  79090. /**
  79091. * Detailled logging while loading
  79092. */
  79093. SceneLoader.DETAILED_LOGGING = 3;
  79094. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  79095. // Members
  79096. /**
  79097. * Event raised when a plugin is used to load a scene
  79098. */
  79099. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  79100. SceneLoader._registeredPlugins = {};
  79101. return SceneLoader;
  79102. }());
  79103. BABYLON.SceneLoader = SceneLoader;
  79104. })(BABYLON || (BABYLON = {}));
  79105. //# sourceMappingURL=babylon.sceneLoader.js.map
  79106. var BABYLON;
  79107. (function (BABYLON) {
  79108. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  79109. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  79110. var parsedMaterial = parsedData.materials[index];
  79111. if (parsedMaterial.id === id) {
  79112. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  79113. }
  79114. }
  79115. return null;
  79116. };
  79117. var isDescendantOf = function (mesh, names, hierarchyIds) {
  79118. for (var i in names) {
  79119. if (mesh.name === names[i]) {
  79120. hierarchyIds.push(mesh.id);
  79121. return true;
  79122. }
  79123. }
  79124. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  79125. hierarchyIds.push(mesh.id);
  79126. return true;
  79127. }
  79128. return false;
  79129. };
  79130. var logOperation = function (operation, producer) {
  79131. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  79132. };
  79133. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  79134. if (addToScene === void 0) { addToScene = false; }
  79135. var container = new BABYLON.AssetContainer(scene);
  79136. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79137. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79138. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79139. // and avoid problems with multiple concurrent .babylon loads.
  79140. var log = "importScene has failed JSON parse";
  79141. try {
  79142. var parsedData = JSON.parse(data);
  79143. log = "";
  79144. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  79145. var index;
  79146. var cache;
  79147. // Lights
  79148. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  79149. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  79150. var parsedLight = parsedData.lights[index];
  79151. var light = BABYLON.Light.Parse(parsedLight, scene);
  79152. if (light) {
  79153. container.lights.push(light);
  79154. log += (index === 0 ? "\n\tLights:" : "");
  79155. log += "\n\t\t" + light.toString(fullDetails);
  79156. }
  79157. }
  79158. }
  79159. // Reflection probes
  79160. if (parsedData.reflectionProbes !== undefined && parsedData.reflectionProbes !== null) {
  79161. for (index = 0, cache = parsedData.reflectionProbes.length; index < cache; index++) {
  79162. var parsedReflectionProbe = parsedData.reflectionProbes[index];
  79163. var reflectionProbe = BABYLON.ReflectionProbe.Parse(parsedReflectionProbe, scene, rootUrl);
  79164. if (reflectionProbe) {
  79165. container.reflectionProbes.push(reflectionProbe);
  79166. log += (index === 0 ? "\n\tReflection Probes:" : "");
  79167. log += "\n\t\t" + reflectionProbe.toString(fullDetails);
  79168. }
  79169. }
  79170. }
  79171. // Animations
  79172. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  79173. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  79174. var parsedAnimation = parsedData.animations[index];
  79175. var animation = BABYLON.Animation.Parse(parsedAnimation);
  79176. scene.animations.push(animation);
  79177. container.animations.push(animation);
  79178. log += (index === 0 ? "\n\tAnimations:" : "");
  79179. log += "\n\t\t" + animation.toString(fullDetails);
  79180. }
  79181. }
  79182. // Materials
  79183. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  79184. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  79185. var parsedMaterial = parsedData.materials[index];
  79186. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  79187. container.materials.push(mat);
  79188. log += (index === 0 ? "\n\tMaterials:" : "");
  79189. log += "\n\t\t" + mat.toString(fullDetails);
  79190. }
  79191. }
  79192. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79193. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  79194. var parsedMultiMaterial = parsedData.multiMaterials[index];
  79195. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79196. container.multiMaterials.push(mmat);
  79197. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  79198. log += "\n\t\t" + mmat.toString(fullDetails);
  79199. }
  79200. }
  79201. // Morph targets
  79202. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79203. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79204. var managerData = _a[_i];
  79205. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  79206. }
  79207. }
  79208. // Skeletons
  79209. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79210. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  79211. var parsedSkeleton = parsedData.skeletons[index];
  79212. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79213. container.skeletons.push(skeleton);
  79214. log += (index === 0 ? "\n\tSkeletons:" : "");
  79215. log += "\n\t\t" + skeleton.toString(fullDetails);
  79216. }
  79217. }
  79218. // Geometries
  79219. var geometries = parsedData.geometries;
  79220. if (geometries !== undefined && geometries !== null) {
  79221. var addedGeometry = new Array();
  79222. // Boxes
  79223. var boxes = geometries.boxes;
  79224. if (boxes !== undefined && boxes !== null) {
  79225. for (index = 0, cache = boxes.length; index < cache; index++) {
  79226. var parsedBox = boxes[index];
  79227. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  79228. }
  79229. }
  79230. // Spheres
  79231. var spheres = geometries.spheres;
  79232. if (spheres !== undefined && spheres !== null) {
  79233. for (index = 0, cache = spheres.length; index < cache; index++) {
  79234. var parsedSphere = spheres[index];
  79235. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  79236. }
  79237. }
  79238. // Cylinders
  79239. var cylinders = geometries.cylinders;
  79240. if (cylinders !== undefined && cylinders !== null) {
  79241. for (index = 0, cache = cylinders.length; index < cache; index++) {
  79242. var parsedCylinder = cylinders[index];
  79243. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  79244. }
  79245. }
  79246. // Toruses
  79247. var toruses = geometries.toruses;
  79248. if (toruses !== undefined && toruses !== null) {
  79249. for (index = 0, cache = toruses.length; index < cache; index++) {
  79250. var parsedTorus = toruses[index];
  79251. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  79252. }
  79253. }
  79254. // Grounds
  79255. var grounds = geometries.grounds;
  79256. if (grounds !== undefined && grounds !== null) {
  79257. for (index = 0, cache = grounds.length; index < cache; index++) {
  79258. var parsedGround = grounds[index];
  79259. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  79260. }
  79261. }
  79262. // Planes
  79263. var planes = geometries.planes;
  79264. if (planes !== undefined && planes !== null) {
  79265. for (index = 0, cache = planes.length; index < cache; index++) {
  79266. var parsedPlane = planes[index];
  79267. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  79268. }
  79269. }
  79270. // TorusKnots
  79271. var torusKnots = geometries.torusKnots;
  79272. if (torusKnots !== undefined && torusKnots !== null) {
  79273. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  79274. var parsedTorusKnot = torusKnots[index];
  79275. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  79276. }
  79277. }
  79278. // VertexData
  79279. var vertexData = geometries.vertexData;
  79280. if (vertexData !== undefined && vertexData !== null) {
  79281. for (index = 0, cache = vertexData.length; index < cache; index++) {
  79282. var parsedVertexData = vertexData[index];
  79283. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  79284. }
  79285. }
  79286. addedGeometry.forEach(function (g) {
  79287. if (g) {
  79288. container.geometries.push(g);
  79289. }
  79290. });
  79291. }
  79292. // Transform nodes
  79293. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  79294. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  79295. var parsedTransformNode = parsedData.transformNodes[index];
  79296. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  79297. container.transformNodes.push(node);
  79298. }
  79299. }
  79300. // Meshes
  79301. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79302. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79303. var parsedMesh = parsedData.meshes[index];
  79304. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79305. container.meshes.push(mesh);
  79306. log += (index === 0 ? "\n\tMeshes:" : "");
  79307. log += "\n\t\t" + mesh.toString(fullDetails);
  79308. }
  79309. }
  79310. // Cameras
  79311. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  79312. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  79313. var parsedCamera = parsedData.cameras[index];
  79314. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  79315. container.cameras.push(camera);
  79316. log += (index === 0 ? "\n\tCameras:" : "");
  79317. log += "\n\t\t" + camera.toString(fullDetails);
  79318. }
  79319. }
  79320. // Animation Groups
  79321. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  79322. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  79323. var parsedAnimationGroup = parsedData.animationGroups[index];
  79324. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  79325. container.animationGroups.push(animationGroup);
  79326. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  79327. log += "\n\t\t" + animationGroup.toString(fullDetails);
  79328. }
  79329. }
  79330. // Browsing all the graph to connect the dots
  79331. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  79332. var camera = scene.cameras[index];
  79333. if (camera._waitingParentId) {
  79334. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  79335. camera._waitingParentId = null;
  79336. }
  79337. }
  79338. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79339. var light_1 = scene.lights[index];
  79340. if (light_1 && light_1._waitingParentId) {
  79341. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  79342. light_1._waitingParentId = null;
  79343. }
  79344. }
  79345. // Connect parents & children and parse actions
  79346. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  79347. var transformNode = scene.transformNodes[index];
  79348. if (transformNode._waitingParentId) {
  79349. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  79350. transformNode._waitingParentId = null;
  79351. }
  79352. }
  79353. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79354. var mesh = scene.meshes[index];
  79355. if (mesh._waitingParentId) {
  79356. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  79357. mesh._waitingParentId = null;
  79358. }
  79359. }
  79360. // freeze world matrix application
  79361. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79362. var currentMesh = scene.meshes[index];
  79363. if (currentMesh._waitingFreezeWorldMatrix) {
  79364. currentMesh.freezeWorldMatrix();
  79365. currentMesh._waitingFreezeWorldMatrix = null;
  79366. }
  79367. else {
  79368. currentMesh.computeWorldMatrix(true);
  79369. }
  79370. }
  79371. // Lights exclusions / inclusions
  79372. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79373. var light_2 = scene.lights[index];
  79374. // Excluded check
  79375. if (light_2._excludedMeshesIds.length > 0) {
  79376. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  79377. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  79378. if (excludedMesh) {
  79379. light_2.excludedMeshes.push(excludedMesh);
  79380. }
  79381. }
  79382. light_2._excludedMeshesIds = [];
  79383. }
  79384. // Included check
  79385. if (light_2._includedOnlyMeshesIds.length > 0) {
  79386. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  79387. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  79388. if (includedOnlyMesh) {
  79389. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  79390. }
  79391. }
  79392. light_2._includedOnlyMeshesIds = [];
  79393. }
  79394. }
  79395. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  79396. // Actions (scene) Done last as it can access other objects.
  79397. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79398. var mesh = scene.meshes[index];
  79399. if (mesh._waitingActions) {
  79400. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  79401. mesh._waitingActions = null;
  79402. }
  79403. }
  79404. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  79405. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  79406. }
  79407. if (!addToScene) {
  79408. container.removeAllFromScene();
  79409. }
  79410. }
  79411. catch (err) {
  79412. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  79413. if (onError) {
  79414. onError(msg, err);
  79415. }
  79416. else {
  79417. BABYLON.Tools.Log(msg);
  79418. throw err;
  79419. }
  79420. }
  79421. finally {
  79422. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79423. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79424. }
  79425. }
  79426. return container;
  79427. };
  79428. BABYLON.SceneLoader.RegisterPlugin({
  79429. name: "babylon.js",
  79430. extensions: ".babylon",
  79431. canDirectLoad: function (data) {
  79432. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  79433. return true;
  79434. }
  79435. return false;
  79436. },
  79437. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  79438. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79439. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79440. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79441. // and avoid problems with multiple concurrent .babylon loads.
  79442. var log = "importMesh has failed JSON parse";
  79443. try {
  79444. var parsedData = JSON.parse(data);
  79445. log = "";
  79446. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  79447. if (!meshesNames) {
  79448. meshesNames = null;
  79449. }
  79450. else if (!Array.isArray(meshesNames)) {
  79451. meshesNames = [meshesNames];
  79452. }
  79453. var hierarchyIds = new Array();
  79454. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79455. var loadedSkeletonsIds = [];
  79456. var loadedMaterialsIds = [];
  79457. var index;
  79458. var cache;
  79459. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79460. var parsedMesh = parsedData.meshes[index];
  79461. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  79462. if (meshesNames !== null) {
  79463. // Remove found mesh name from list.
  79464. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  79465. }
  79466. //Geometry?
  79467. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  79468. //does the file contain geometries?
  79469. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  79470. //find the correct geometry and add it to the scene
  79471. var found = false;
  79472. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  79473. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  79474. return;
  79475. }
  79476. else {
  79477. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  79478. if (parsedGeometryData.id === parsedMesh.geometryId) {
  79479. switch (geometryType) {
  79480. case "boxes":
  79481. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  79482. break;
  79483. case "spheres":
  79484. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  79485. break;
  79486. case "cylinders":
  79487. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  79488. break;
  79489. case "toruses":
  79490. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  79491. break;
  79492. case "grounds":
  79493. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  79494. break;
  79495. case "planes":
  79496. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  79497. break;
  79498. case "torusKnots":
  79499. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  79500. break;
  79501. case "vertexData":
  79502. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  79503. break;
  79504. }
  79505. found = true;
  79506. }
  79507. });
  79508. }
  79509. });
  79510. if (found === false) {
  79511. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  79512. }
  79513. }
  79514. }
  79515. // Material ?
  79516. if (parsedMesh.materialId) {
  79517. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  79518. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79519. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  79520. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  79521. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  79522. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  79523. var subMatId = parsedMultiMaterial.materials[matIndex];
  79524. loadedMaterialsIds.push(subMatId);
  79525. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  79526. if (mat) {
  79527. log += "\n\tMaterial " + mat.toString(fullDetails);
  79528. }
  79529. }
  79530. loadedMaterialsIds.push(parsedMultiMaterial.id);
  79531. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79532. if (mmat) {
  79533. materialFound = true;
  79534. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  79535. }
  79536. break;
  79537. }
  79538. }
  79539. }
  79540. if (materialFound === false) {
  79541. loadedMaterialsIds.push(parsedMesh.materialId);
  79542. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  79543. if (!mat) {
  79544. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  79545. }
  79546. else {
  79547. log += "\n\tMaterial " + mat.toString(fullDetails);
  79548. }
  79549. }
  79550. }
  79551. // Skeleton ?
  79552. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79553. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  79554. if (skeletonAlreadyLoaded === false) {
  79555. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  79556. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  79557. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  79558. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79559. skeletons.push(skeleton);
  79560. loadedSkeletonsIds.push(parsedSkeleton.id);
  79561. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  79562. }
  79563. }
  79564. }
  79565. }
  79566. // Morph targets ?
  79567. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79568. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79569. var managerData = _a[_i];
  79570. BABYLON.MorphTargetManager.Parse(managerData, scene);
  79571. }
  79572. }
  79573. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79574. meshes.push(mesh);
  79575. log += "\n\tMesh " + mesh.toString(fullDetails);
  79576. }
  79577. }
  79578. // Connecting parents
  79579. var currentMesh;
  79580. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79581. currentMesh = scene.meshes[index];
  79582. if (currentMesh._waitingParentId) {
  79583. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  79584. currentMesh._waitingParentId = null;
  79585. }
  79586. }
  79587. // freeze and compute world matrix application
  79588. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79589. currentMesh = scene.meshes[index];
  79590. if (currentMesh._waitingFreezeWorldMatrix) {
  79591. currentMesh.freezeWorldMatrix();
  79592. currentMesh._waitingFreezeWorldMatrix = null;
  79593. }
  79594. else {
  79595. currentMesh.computeWorldMatrix(true);
  79596. }
  79597. }
  79598. }
  79599. // Particles
  79600. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  79601. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  79602. if (parser) {
  79603. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  79604. var parsedParticleSystem = parsedData.particleSystems[index];
  79605. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  79606. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  79607. }
  79608. }
  79609. }
  79610. }
  79611. return true;
  79612. }
  79613. catch (err) {
  79614. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  79615. if (onError) {
  79616. onError(msg, err);
  79617. }
  79618. else {
  79619. BABYLON.Tools.Log(msg);
  79620. throw err;
  79621. }
  79622. }
  79623. finally {
  79624. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79625. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79626. }
  79627. }
  79628. return false;
  79629. },
  79630. load: function (scene, data, rootUrl, onError) {
  79631. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79632. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79633. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79634. // and avoid problems with multiple concurrent .babylon loads.
  79635. var log = "importScene has failed JSON parse";
  79636. try {
  79637. var parsedData = JSON.parse(data);
  79638. log = "";
  79639. // Scene
  79640. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  79641. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  79642. }
  79643. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  79644. scene.autoClear = parsedData.autoClear;
  79645. }
  79646. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  79647. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  79648. }
  79649. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  79650. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  79651. }
  79652. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  79653. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  79654. }
  79655. // Fog
  79656. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  79657. scene.fogMode = parsedData.fogMode;
  79658. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  79659. scene.fogStart = parsedData.fogStart;
  79660. scene.fogEnd = parsedData.fogEnd;
  79661. scene.fogDensity = parsedData.fogDensity;
  79662. log += "\tFog mode for scene: ";
  79663. switch (scene.fogMode) {
  79664. // getters not compiling, so using hardcoded
  79665. case 1:
  79666. log += "exp\n";
  79667. break;
  79668. case 2:
  79669. log += "exp2\n";
  79670. break;
  79671. case 3:
  79672. log += "linear\n";
  79673. break;
  79674. }
  79675. }
  79676. //Physics
  79677. if (parsedData.physicsEnabled) {
  79678. var physicsPlugin;
  79679. if (parsedData.physicsEngine === "cannon") {
  79680. physicsPlugin = new BABYLON.CannonJSPlugin();
  79681. }
  79682. else if (parsedData.physicsEngine === "oimo") {
  79683. physicsPlugin = new BABYLON.OimoJSPlugin();
  79684. }
  79685. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  79686. //else - default engine, which is currently oimo
  79687. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  79688. scene.enablePhysics(physicsGravity, physicsPlugin);
  79689. }
  79690. // Metadata
  79691. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  79692. scene.metadata = parsedData.metadata;
  79693. }
  79694. //collisions, if defined. otherwise, default is true
  79695. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  79696. scene.collisionsEnabled = parsedData.collisionsEnabled;
  79697. }
  79698. scene.workerCollisions = !!parsedData.workerCollisions;
  79699. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  79700. if (!container) {
  79701. return false;
  79702. }
  79703. if (parsedData.autoAnimate) {
  79704. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  79705. }
  79706. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  79707. scene.setActiveCameraByID(parsedData.activeCameraID);
  79708. }
  79709. // Environment texture
  79710. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  79711. // PBR needed for both HDR texture (gamma space) & a sky box
  79712. var isPBR = parsedData.isPBR !== undefined ? parsedData.isPBR : true;
  79713. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  79714. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  79715. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize, true, !isPBR);
  79716. if (parsedData.environmentTextureRotationY) {
  79717. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  79718. }
  79719. scene.environmentTexture = hdrTexture;
  79720. }
  79721. else {
  79722. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  79723. if (parsedData.environmentTextureRotationY) {
  79724. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  79725. }
  79726. scene.environmentTexture = cubeTexture;
  79727. }
  79728. if (parsedData.createDefaultSkybox === true) {
  79729. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  79730. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  79731. scene.createDefaultSkybox(scene.environmentTexture, isPBR, skyboxScale, skyboxBlurLevel);
  79732. }
  79733. }
  79734. // Finish
  79735. return true;
  79736. }
  79737. catch (err) {
  79738. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  79739. if (onError) {
  79740. onError(msg, err);
  79741. }
  79742. else {
  79743. BABYLON.Tools.Log(msg);
  79744. throw err;
  79745. }
  79746. }
  79747. finally {
  79748. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79749. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79750. }
  79751. }
  79752. return false;
  79753. },
  79754. loadAssetContainer: function (scene, data, rootUrl, onError) {
  79755. var container = loadAssetContainer(scene, data, rootUrl, onError);
  79756. return container;
  79757. }
  79758. });
  79759. })(BABYLON || (BABYLON = {}));
  79760. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  79761. var BABYLON;
  79762. (function (BABYLON) {
  79763. /**
  79764. * Class used to help managing file picking and drag'n'drop
  79765. */
  79766. var FilesInput = /** @class */ (function () {
  79767. /**
  79768. * Creates a new FilesInput
  79769. * @param engine defines the rendering engine
  79770. * @param scene defines the hosting scene
  79771. * @param sceneLoadedCallback callback called when scene is loaded
  79772. * @param progressCallback callback called to track progress
  79773. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  79774. * @param textureLoadingCallback callback called when a texture is loading
  79775. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  79776. * @param onReloadCallback callback called when a reload is requested
  79777. * @param errorCallback callback call if an error occurs
  79778. */
  79779. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  79780. /**
  79781. * Callback called when a file is processed
  79782. */
  79783. this.onProcessFileCallback = function () { return true; };
  79784. this._engine = engine;
  79785. this._currentScene = scene;
  79786. this._sceneLoadedCallback = sceneLoadedCallback;
  79787. this._progressCallback = progressCallback;
  79788. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  79789. this._textureLoadingCallback = textureLoadingCallback;
  79790. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  79791. this._onReloadCallback = onReloadCallback;
  79792. this._errorCallback = errorCallback;
  79793. }
  79794. /**
  79795. * Calls this function to listen to drag'n'drop events on a specific DOM element
  79796. * @param elementToMonitor defines the DOM element to track
  79797. */
  79798. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  79799. var _this = this;
  79800. if (elementToMonitor) {
  79801. this._elementToMonitor = elementToMonitor;
  79802. this._dragEnterHandler = function (e) { _this.drag(e); };
  79803. this._dragOverHandler = function (e) { _this.drag(e); };
  79804. this._dropHandler = function (e) { _this.drop(e); };
  79805. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  79806. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  79807. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  79808. }
  79809. };
  79810. /**
  79811. * Release all associated resources
  79812. */
  79813. FilesInput.prototype.dispose = function () {
  79814. if (!this._elementToMonitor) {
  79815. return;
  79816. }
  79817. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  79818. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79819. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79820. };
  79821. FilesInput.prototype.renderFunction = function () {
  79822. if (this._additionalRenderLoopLogicCallback) {
  79823. this._additionalRenderLoopLogicCallback();
  79824. }
  79825. if (this._currentScene) {
  79826. if (this._textureLoadingCallback) {
  79827. var remaining = this._currentScene.getWaitingItemsCount();
  79828. if (remaining > 0) {
  79829. this._textureLoadingCallback(remaining);
  79830. }
  79831. }
  79832. this._currentScene.render();
  79833. }
  79834. };
  79835. FilesInput.prototype.drag = function (e) {
  79836. e.stopPropagation();
  79837. e.preventDefault();
  79838. };
  79839. FilesInput.prototype.drop = function (eventDrop) {
  79840. eventDrop.stopPropagation();
  79841. eventDrop.preventDefault();
  79842. this.loadFiles(eventDrop);
  79843. };
  79844. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79845. var _this = this;
  79846. var reader = folder.createReader();
  79847. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79848. reader.readEntries(function (entries) {
  79849. remaining.count += entries.length;
  79850. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79851. var entry = entries_1[_i];
  79852. if (entry.isFile) {
  79853. entry.file(function (file) {
  79854. file.correctName = relativePath + file.name;
  79855. files.push(file);
  79856. if (--remaining.count === 0) {
  79857. callback();
  79858. }
  79859. });
  79860. }
  79861. else if (entry.isDirectory) {
  79862. _this._traverseFolder(entry, files, remaining, callback);
  79863. }
  79864. }
  79865. if (--remaining.count) {
  79866. callback();
  79867. }
  79868. });
  79869. };
  79870. FilesInput.prototype._processFiles = function (files) {
  79871. for (var i = 0; i < files.length; i++) {
  79872. var name = files[i].correctName.toLowerCase();
  79873. var extension = name.split('.').pop();
  79874. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79875. continue;
  79876. }
  79877. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79878. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79879. this._sceneFileToLoad = files[i];
  79880. }
  79881. FilesInput.FilesToLoad[name] = files[i];
  79882. }
  79883. };
  79884. /**
  79885. * Load files from a drop event
  79886. * @param event defines the drop event to use as source
  79887. */
  79888. FilesInput.prototype.loadFiles = function (event) {
  79889. var _this = this;
  79890. // Handling data transfer via drag'n'drop
  79891. if (event && event.dataTransfer && event.dataTransfer.files) {
  79892. this._filesToLoad = event.dataTransfer.files;
  79893. }
  79894. // Handling files from input files
  79895. if (event && event.target && event.target.files) {
  79896. this._filesToLoad = event.target.files;
  79897. }
  79898. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79899. return;
  79900. }
  79901. if (this._startingProcessingFilesCallback) {
  79902. this._startingProcessingFilesCallback(this._filesToLoad);
  79903. }
  79904. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79905. var files_1 = new Array();
  79906. var folders = [];
  79907. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79908. for (var i = 0; i < this._filesToLoad.length; i++) {
  79909. var fileToLoad = this._filesToLoad[i];
  79910. var name_1 = fileToLoad.name.toLowerCase();
  79911. var entry = void 0;
  79912. fileToLoad.correctName = name_1;
  79913. if (items) {
  79914. var item = items[i];
  79915. if (item.getAsEntry) {
  79916. entry = item.getAsEntry();
  79917. }
  79918. else if (item.webkitGetAsEntry) {
  79919. entry = item.webkitGetAsEntry();
  79920. }
  79921. }
  79922. if (!entry) {
  79923. files_1.push(fileToLoad);
  79924. }
  79925. else {
  79926. if (entry.isDirectory) {
  79927. folders.push(entry);
  79928. }
  79929. else {
  79930. files_1.push(fileToLoad);
  79931. }
  79932. }
  79933. }
  79934. if (folders.length === 0) {
  79935. this._processFiles(files_1);
  79936. this._processReload();
  79937. }
  79938. else {
  79939. var remaining = { count: folders.length };
  79940. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79941. var folder = folders_1[_i];
  79942. this._traverseFolder(folder, files_1, remaining, function () {
  79943. _this._processFiles(files_1);
  79944. if (remaining.count === 0) {
  79945. _this._processReload();
  79946. }
  79947. });
  79948. }
  79949. }
  79950. }
  79951. };
  79952. FilesInput.prototype._processReload = function () {
  79953. if (this._onReloadCallback) {
  79954. this._onReloadCallback(this._sceneFileToLoad);
  79955. }
  79956. else {
  79957. this.reload();
  79958. }
  79959. };
  79960. /**
  79961. * Reload the current scene from the loaded files
  79962. */
  79963. FilesInput.prototype.reload = function () {
  79964. var _this = this;
  79965. // If a scene file has been provided
  79966. if (this._sceneFileToLoad) {
  79967. if (this._currentScene) {
  79968. if (BABYLON.Tools.errorsCount > 0) {
  79969. BABYLON.Tools.ClearLogCache();
  79970. }
  79971. this._engine.stopRenderLoop();
  79972. }
  79973. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad, this._engine, function (progress) {
  79974. if (_this._progressCallback) {
  79975. _this._progressCallback(progress);
  79976. }
  79977. }).then(function (scene) {
  79978. if (_this._currentScene) {
  79979. _this._currentScene.dispose();
  79980. }
  79981. _this._currentScene = scene;
  79982. if (_this._sceneLoadedCallback) {
  79983. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79984. }
  79985. // Wait for textures and shaders to be ready
  79986. _this._currentScene.executeWhenReady(function () {
  79987. _this._engine.runRenderLoop(function () {
  79988. _this.renderFunction();
  79989. });
  79990. });
  79991. }).catch(function (error) {
  79992. if (_this._errorCallback) {
  79993. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79994. }
  79995. });
  79996. }
  79997. else {
  79998. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79999. }
  80000. };
  80001. /**
  80002. * List of files ready to be loaded
  80003. */
  80004. FilesInput.FilesToLoad = {};
  80005. return FilesInput;
  80006. }());
  80007. BABYLON.FilesInput = FilesInput;
  80008. })(BABYLON || (BABYLON = {}));
  80009. //# sourceMappingURL=babylon.filesInput.js.map
  80010. var BABYLON;
  80011. (function (BABYLON) {
  80012. /**
  80013. * Class used to store custom tags
  80014. */
  80015. var Tags = /** @class */ (function () {
  80016. function Tags() {
  80017. }
  80018. /**
  80019. * Adds support for tags on the given object
  80020. * @param obj defines the object to use
  80021. */
  80022. Tags.EnableFor = function (obj) {
  80023. obj._tags = obj._tags || {};
  80024. obj.hasTags = function () {
  80025. return Tags.HasTags(obj);
  80026. };
  80027. obj.addTags = function (tagsString) {
  80028. return Tags.AddTagsTo(obj, tagsString);
  80029. };
  80030. obj.removeTags = function (tagsString) {
  80031. return Tags.RemoveTagsFrom(obj, tagsString);
  80032. };
  80033. obj.matchesTagsQuery = function (tagsQuery) {
  80034. return Tags.MatchesQuery(obj, tagsQuery);
  80035. };
  80036. };
  80037. /**
  80038. * Removes tags support
  80039. * @param obj defines the object to use
  80040. */
  80041. Tags.DisableFor = function (obj) {
  80042. delete obj._tags;
  80043. delete obj.hasTags;
  80044. delete obj.addTags;
  80045. delete obj.removeTags;
  80046. delete obj.matchesTagsQuery;
  80047. };
  80048. /**
  80049. * Gets a boolean indicating if the given object has tags
  80050. * @param obj defines the object to use
  80051. * @returns a boolean
  80052. */
  80053. Tags.HasTags = function (obj) {
  80054. if (!obj._tags) {
  80055. return false;
  80056. }
  80057. return !BABYLON.Tools.IsEmpty(obj._tags);
  80058. };
  80059. /**
  80060. * Gets the tags available on a given object
  80061. * @param obj defines the object to use
  80062. * @param asString defines if the tags must be returned as a string instead of an array of strings
  80063. * @returns the tags
  80064. */
  80065. Tags.GetTags = function (obj, asString) {
  80066. if (asString === void 0) { asString = true; }
  80067. if (!obj._tags) {
  80068. return null;
  80069. }
  80070. if (asString) {
  80071. var tagsArray = [];
  80072. for (var tag in obj._tags) {
  80073. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  80074. tagsArray.push(tag);
  80075. }
  80076. }
  80077. return tagsArray.join(" ");
  80078. }
  80079. else {
  80080. return obj._tags;
  80081. }
  80082. };
  80083. /**
  80084. * Adds tags to an object
  80085. * @param obj defines the object to use
  80086. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  80087. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  80088. */
  80089. Tags.AddTagsTo = function (obj, tagsString) {
  80090. if (!tagsString) {
  80091. return;
  80092. }
  80093. if (typeof tagsString !== "string") {
  80094. return;
  80095. }
  80096. var tags = tagsString.split(" ");
  80097. tags.forEach(function (tag, index, array) {
  80098. Tags._AddTagTo(obj, tag);
  80099. });
  80100. };
  80101. /**
  80102. * @hidden
  80103. */
  80104. Tags._AddTagTo = function (obj, tag) {
  80105. tag = tag.trim();
  80106. if (tag === "" || tag === "true" || tag === "false") {
  80107. return;
  80108. }
  80109. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  80110. return;
  80111. }
  80112. Tags.EnableFor(obj);
  80113. obj._tags[tag] = true;
  80114. };
  80115. /**
  80116. * Removes specific tags from a specific object
  80117. * @param obj defines the object to use
  80118. * @param tagsString defines the tags to remove
  80119. */
  80120. Tags.RemoveTagsFrom = function (obj, tagsString) {
  80121. if (!Tags.HasTags(obj)) {
  80122. return;
  80123. }
  80124. var tags = tagsString.split(" ");
  80125. for (var t in tags) {
  80126. Tags._RemoveTagFrom(obj, tags[t]);
  80127. }
  80128. };
  80129. /**
  80130. * @hidden
  80131. */
  80132. Tags._RemoveTagFrom = function (obj, tag) {
  80133. delete obj._tags[tag];
  80134. };
  80135. /**
  80136. * Defines if tags hosted on an object match a given query
  80137. * @param obj defines the object to use
  80138. * @param tagsQuery defines the tag query
  80139. * @returns a boolean
  80140. */
  80141. Tags.MatchesQuery = function (obj, tagsQuery) {
  80142. if (tagsQuery === undefined) {
  80143. return true;
  80144. }
  80145. if (tagsQuery === "") {
  80146. return Tags.HasTags(obj);
  80147. }
  80148. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  80149. };
  80150. return Tags;
  80151. }());
  80152. BABYLON.Tags = Tags;
  80153. })(BABYLON || (BABYLON = {}));
  80154. //# sourceMappingURL=babylon.tags.js.map
  80155. var BABYLON;
  80156. (function (BABYLON) {
  80157. /**
  80158. * Class used to evalaute queries containing `and` and `or` operators
  80159. */
  80160. var AndOrNotEvaluator = /** @class */ (function () {
  80161. function AndOrNotEvaluator() {
  80162. }
  80163. /**
  80164. * Evaluate a query
  80165. * @param query defines the query to evaluate
  80166. * @param evaluateCallback defines the callback used to filter result
  80167. * @returns true if the query matches
  80168. */
  80169. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  80170. if (!query.match(/\([^\(\)]*\)/g)) {
  80171. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  80172. }
  80173. else {
  80174. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  80175. // remove parenthesis
  80176. r = r.slice(1, r.length - 1);
  80177. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  80178. });
  80179. }
  80180. if (query === "true") {
  80181. return true;
  80182. }
  80183. if (query === "false") {
  80184. return false;
  80185. }
  80186. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  80187. };
  80188. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  80189. evaluateCallback = evaluateCallback || (function (r) {
  80190. return r === "true" ? true : false;
  80191. });
  80192. var result;
  80193. var or = parenthesisContent.split("||");
  80194. for (var i in or) {
  80195. if (or.hasOwnProperty(i)) {
  80196. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  80197. var and = ori.split("&&");
  80198. if (and.length > 1) {
  80199. for (var j = 0; j < and.length; ++j) {
  80200. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  80201. if (andj !== "true" && andj !== "false") {
  80202. if (andj[0] === "!") {
  80203. result = !evaluateCallback(andj.substring(1));
  80204. }
  80205. else {
  80206. result = evaluateCallback(andj);
  80207. }
  80208. }
  80209. else {
  80210. result = andj === "true" ? true : false;
  80211. }
  80212. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  80213. ori = "false";
  80214. break;
  80215. }
  80216. }
  80217. }
  80218. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  80219. result = true;
  80220. break;
  80221. }
  80222. // result equals false (or undefined)
  80223. if (ori !== "true" && ori !== "false") {
  80224. if (ori[0] === "!") {
  80225. result = !evaluateCallback(ori.substring(1));
  80226. }
  80227. else {
  80228. result = evaluateCallback(ori);
  80229. }
  80230. }
  80231. else {
  80232. result = ori === "true" ? true : false;
  80233. }
  80234. }
  80235. }
  80236. // the whole parenthesis scope is replaced by 'true' or 'false'
  80237. return result ? "true" : "false";
  80238. };
  80239. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  80240. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  80241. // remove whitespaces
  80242. r = r.replace(/[\s]/g, function () { return ""; });
  80243. return r.length % 2 ? "!" : "";
  80244. });
  80245. booleanString = booleanString.trim();
  80246. if (booleanString === "!true") {
  80247. booleanString = "false";
  80248. }
  80249. else if (booleanString === "!false") {
  80250. booleanString = "true";
  80251. }
  80252. return booleanString;
  80253. };
  80254. return AndOrNotEvaluator;
  80255. }());
  80256. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  80257. })(BABYLON || (BABYLON = {}));
  80258. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  80259. var BABYLON;
  80260. (function (BABYLON) {
  80261. // Sets the default offline provider to Babylon.js
  80262. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  80263. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  80264. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  80265. };
  80266. /**
  80267. * Class used to enable access to IndexedDB
  80268. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  80269. */
  80270. var Database = /** @class */ (function () {
  80271. /**
  80272. * Creates a new Database
  80273. * @param urlToScene defines the url to load the scene
  80274. * @param callbackManifestChecked defines the callback to use when manifest is checked
  80275. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  80276. */
  80277. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  80278. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  80279. var _this = this;
  80280. // Handling various flavors of prefixed version of IndexedDB
  80281. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  80282. this._callbackManifestChecked = callbackManifestChecked;
  80283. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  80284. this._db = null;
  80285. this._enableSceneOffline = false;
  80286. this._enableTexturesOffline = false;
  80287. this._manifestVersionFound = 0;
  80288. this._mustUpdateRessources = false;
  80289. this._hasReachedQuota = false;
  80290. if (!Database.IDBStorageEnabled) {
  80291. this._callbackManifestChecked(true);
  80292. }
  80293. else {
  80294. if (disableManifestCheck) {
  80295. this._enableSceneOffline = true;
  80296. this._enableTexturesOffline = true;
  80297. this._manifestVersionFound = 1;
  80298. BABYLON.Tools.SetImmediate(function () {
  80299. _this._callbackManifestChecked(true);
  80300. });
  80301. }
  80302. else {
  80303. this._checkManifestFile();
  80304. }
  80305. }
  80306. }
  80307. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  80308. /**
  80309. * Gets a boolean indicating if scene must be saved in the database
  80310. */
  80311. get: function () {
  80312. return this._enableSceneOffline;
  80313. },
  80314. enumerable: true,
  80315. configurable: true
  80316. });
  80317. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  80318. /**
  80319. * Gets a boolean indicating if textures must be saved in the database
  80320. */
  80321. get: function () {
  80322. return this._enableTexturesOffline;
  80323. },
  80324. enumerable: true,
  80325. configurable: true
  80326. });
  80327. Database.prototype._checkManifestFile = function () {
  80328. var _this = this;
  80329. var noManifestFile = function () {
  80330. _this._enableSceneOffline = false;
  80331. _this._enableTexturesOffline = false;
  80332. _this._callbackManifestChecked(false);
  80333. };
  80334. var timeStampUsed = false;
  80335. var manifestURL = this._currentSceneUrl + ".manifest";
  80336. var xhr = new XMLHttpRequest();
  80337. if (navigator.onLine) {
  80338. // Adding a timestamp to by-pass browsers' cache
  80339. timeStampUsed = true;
  80340. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  80341. }
  80342. xhr.open("GET", manifestURL, true);
  80343. xhr.addEventListener("load", function () {
  80344. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  80345. try {
  80346. var manifestFile = JSON.parse(xhr.response);
  80347. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  80348. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  80349. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  80350. _this._manifestVersionFound = manifestFile.version;
  80351. }
  80352. if (_this._callbackManifestChecked) {
  80353. _this._callbackManifestChecked(true);
  80354. }
  80355. }
  80356. catch (ex) {
  80357. noManifestFile();
  80358. }
  80359. }
  80360. else {
  80361. noManifestFile();
  80362. }
  80363. }, false);
  80364. xhr.addEventListener("error", function (event) {
  80365. if (timeStampUsed) {
  80366. timeStampUsed = false;
  80367. // Let's retry without the timeStamp
  80368. // It could fail when coupled with HTML5 Offline API
  80369. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  80370. xhr.open("GET", retryManifestURL, true);
  80371. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80372. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80373. }
  80374. xhr.send();
  80375. }
  80376. else {
  80377. noManifestFile();
  80378. }
  80379. }, false);
  80380. try {
  80381. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80382. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80383. }
  80384. xhr.send();
  80385. }
  80386. catch (ex) {
  80387. BABYLON.Tools.Error("Error on XHR send request.");
  80388. this._callbackManifestChecked(false);
  80389. }
  80390. };
  80391. /**
  80392. * Open the database and make it available
  80393. * @param successCallback defines the callback to call on success
  80394. * @param errorCallback defines the callback to call on error
  80395. */
  80396. Database.prototype.open = function (successCallback, errorCallback) {
  80397. var _this = this;
  80398. var handleError = function () {
  80399. _this._isSupported = false;
  80400. if (errorCallback) {
  80401. errorCallback();
  80402. }
  80403. };
  80404. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  80405. // Your browser doesn't support IndexedDB
  80406. this._isSupported = false;
  80407. if (errorCallback) {
  80408. errorCallback();
  80409. }
  80410. }
  80411. else {
  80412. // If the DB hasn't been opened or created yet
  80413. if (!this._db) {
  80414. this._hasReachedQuota = false;
  80415. this._isSupported = true;
  80416. var request = this._idbFactory.open("babylonjs", 1);
  80417. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  80418. request.onerror = function (event) {
  80419. handleError();
  80420. };
  80421. // executes when a version change transaction cannot complete due to other active transactions
  80422. request.onblocked = function (event) {
  80423. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  80424. handleError();
  80425. };
  80426. // DB has been opened successfully
  80427. request.onsuccess = function (event) {
  80428. _this._db = request.result;
  80429. successCallback();
  80430. };
  80431. // Initialization of the DB. Creating Scenes & Textures stores
  80432. request.onupgradeneeded = function (event) {
  80433. _this._db = (event.target).result;
  80434. if (_this._db) {
  80435. try {
  80436. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  80437. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  80438. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  80439. }
  80440. catch (ex) {
  80441. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  80442. handleError();
  80443. }
  80444. }
  80445. };
  80446. }
  80447. // DB has already been created and opened
  80448. else {
  80449. if (successCallback) {
  80450. successCallback();
  80451. }
  80452. }
  80453. }
  80454. };
  80455. /**
  80456. * Loads an image from the database
  80457. * @param url defines the url to load from
  80458. * @param image defines the target DOM image
  80459. */
  80460. Database.prototype.loadImage = function (url, image) {
  80461. var _this = this;
  80462. var completeURL = Database._ReturnFullUrlLocation(url);
  80463. var saveAndLoadImage = function () {
  80464. if (!_this._hasReachedQuota && _this._db !== null) {
  80465. // the texture is not yet in the DB, let's try to save it
  80466. _this._saveImageIntoDBAsync(completeURL, image);
  80467. }
  80468. // If the texture is not in the DB and we've reached the DB quota limit
  80469. // let's load it directly from the web
  80470. else {
  80471. image.src = url;
  80472. }
  80473. };
  80474. if (!this._mustUpdateRessources) {
  80475. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  80476. }
  80477. // First time we're download the images or update requested in the manifest file by a version change
  80478. else {
  80479. saveAndLoadImage();
  80480. }
  80481. };
  80482. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  80483. if (this._isSupported && this._db !== null) {
  80484. var texture;
  80485. var transaction = this._db.transaction(["textures"]);
  80486. transaction.onabort = function (event) {
  80487. image.src = url;
  80488. };
  80489. transaction.oncomplete = function (event) {
  80490. var blobTextureURL;
  80491. if (texture) {
  80492. var URL = window.URL || window.webkitURL;
  80493. blobTextureURL = URL.createObjectURL(texture.data);
  80494. image.onerror = function () {
  80495. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  80496. image.src = url;
  80497. };
  80498. image.src = blobTextureURL;
  80499. }
  80500. else {
  80501. notInDBCallback();
  80502. }
  80503. };
  80504. var getRequest = transaction.objectStore("textures").get(url);
  80505. getRequest.onsuccess = function (event) {
  80506. texture = (event.target).result;
  80507. };
  80508. getRequest.onerror = function (event) {
  80509. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  80510. image.src = url;
  80511. };
  80512. }
  80513. else {
  80514. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80515. image.src = url;
  80516. }
  80517. };
  80518. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  80519. var _this = this;
  80520. if (this._isSupported) {
  80521. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  80522. var generateBlobUrl = function () {
  80523. var blobTextureURL;
  80524. if (blob) {
  80525. var URL = window.URL || window.webkitURL;
  80526. try {
  80527. blobTextureURL = URL.createObjectURL(blob);
  80528. }
  80529. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  80530. catch (ex) {
  80531. blobTextureURL = URL.createObjectURL(blob);
  80532. }
  80533. }
  80534. if (blobTextureURL) {
  80535. image.src = blobTextureURL;
  80536. }
  80537. };
  80538. if (Database.IsUASupportingBlobStorage) { // Create XHR
  80539. var xhr = new XMLHttpRequest(), blob;
  80540. xhr.open("GET", url, true);
  80541. xhr.responseType = "blob";
  80542. xhr.addEventListener("load", function () {
  80543. if (xhr.status === 200 && _this._db) {
  80544. // Blob as response (XHR2)
  80545. blob = xhr.response;
  80546. var transaction = _this._db.transaction(["textures"], "readwrite");
  80547. // the transaction could abort because of a QuotaExceededError error
  80548. transaction.onabort = function (event) {
  80549. try {
  80550. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80551. var srcElement = (event.srcElement || event.target);
  80552. var error = srcElement.error;
  80553. if (error && error.name === "QuotaExceededError") {
  80554. _this._hasReachedQuota = true;
  80555. }
  80556. }
  80557. catch (ex) { }
  80558. generateBlobUrl();
  80559. };
  80560. transaction.oncomplete = function (event) {
  80561. generateBlobUrl();
  80562. };
  80563. var newTexture = { textureUrl: url, data: blob };
  80564. try {
  80565. // Put the blob into the dabase
  80566. var addRequest = transaction.objectStore("textures").put(newTexture);
  80567. addRequest.onsuccess = function (event) {
  80568. };
  80569. addRequest.onerror = function (event) {
  80570. generateBlobUrl();
  80571. };
  80572. }
  80573. catch (ex) {
  80574. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  80575. if (ex.code === 25) {
  80576. Database.IsUASupportingBlobStorage = false;
  80577. _this._enableTexturesOffline = false;
  80578. }
  80579. image.src = url;
  80580. }
  80581. }
  80582. else {
  80583. image.src = url;
  80584. }
  80585. }, false);
  80586. xhr.addEventListener("error", function (event) {
  80587. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  80588. image.src = url;
  80589. }, false);
  80590. if (BABYLON.Tools.CustomRequestHeaders) {
  80591. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80592. }
  80593. xhr.send();
  80594. }
  80595. else {
  80596. image.src = url;
  80597. }
  80598. }
  80599. else {
  80600. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80601. image.src = url;
  80602. }
  80603. };
  80604. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  80605. var _this = this;
  80606. var updateVersion = function () {
  80607. // the version is not yet in the DB or we need to update it
  80608. _this._saveVersionIntoDBAsync(url, versionLoaded);
  80609. };
  80610. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  80611. };
  80612. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  80613. var _this = this;
  80614. if (this._isSupported && this._db) {
  80615. var version;
  80616. try {
  80617. var transaction = this._db.transaction(["versions"]);
  80618. transaction.oncomplete = function (event) {
  80619. if (version) {
  80620. // If the version in the JSON file is different from the version in DB
  80621. if (_this._manifestVersionFound !== version.data) {
  80622. _this._mustUpdateRessources = true;
  80623. updateInDBCallback();
  80624. }
  80625. else {
  80626. callback(version.data);
  80627. }
  80628. }
  80629. // version was not found in DB
  80630. else {
  80631. _this._mustUpdateRessources = true;
  80632. updateInDBCallback();
  80633. }
  80634. };
  80635. transaction.onabort = function (event) {
  80636. callback(-1);
  80637. };
  80638. var getRequest = transaction.objectStore("versions").get(url);
  80639. getRequest.onsuccess = function (event) {
  80640. version = (event.target).result;
  80641. };
  80642. getRequest.onerror = function (event) {
  80643. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  80644. callback(-1);
  80645. };
  80646. }
  80647. catch (ex) {
  80648. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  80649. callback(-1);
  80650. }
  80651. }
  80652. else {
  80653. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80654. callback(-1);
  80655. }
  80656. };
  80657. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  80658. var _this = this;
  80659. if (this._isSupported && !this._hasReachedQuota && this._db) {
  80660. try {
  80661. // Open a transaction to the database
  80662. var transaction = this._db.transaction(["versions"], "readwrite");
  80663. // the transaction could abort because of a QuotaExceededError error
  80664. transaction.onabort = function (event) {
  80665. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80666. var error = event.srcElement['error'];
  80667. if (error && error.name === "QuotaExceededError") {
  80668. _this._hasReachedQuota = true;
  80669. }
  80670. }
  80671. catch (ex) { }
  80672. callback(-1);
  80673. };
  80674. transaction.oncomplete = function (event) {
  80675. callback(_this._manifestVersionFound);
  80676. };
  80677. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  80678. // Put the scene into the database
  80679. var addRequest = transaction.objectStore("versions").put(newVersion);
  80680. addRequest.onsuccess = function (event) {
  80681. };
  80682. addRequest.onerror = function (event) {
  80683. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  80684. };
  80685. }
  80686. catch (ex) {
  80687. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  80688. callback(-1);
  80689. }
  80690. }
  80691. else {
  80692. callback(-1);
  80693. }
  80694. };
  80695. /**
  80696. * Loads a file from database
  80697. * @param url defines the URL to load from
  80698. * @param sceneLoaded defines a callback to call on success
  80699. * @param progressCallBack defines a callback to call when progress changed
  80700. * @param errorCallback defines a callback to call on error
  80701. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  80702. */
  80703. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  80704. var _this = this;
  80705. var completeUrl = Database._ReturnFullUrlLocation(url);
  80706. var saveAndLoadFile = function () {
  80707. // the scene is not yet in the DB, let's try to save it
  80708. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80709. };
  80710. this._checkVersionFromDB(completeUrl, function (version) {
  80711. if (version !== -1) {
  80712. if (!_this._mustUpdateRessources) {
  80713. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  80714. }
  80715. else {
  80716. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80717. }
  80718. }
  80719. else {
  80720. if (errorCallback) {
  80721. errorCallback();
  80722. }
  80723. }
  80724. });
  80725. };
  80726. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  80727. if (this._isSupported && this._db) {
  80728. var targetStore;
  80729. if (url.indexOf(".babylon") !== -1) {
  80730. targetStore = "scenes";
  80731. }
  80732. else {
  80733. targetStore = "textures";
  80734. }
  80735. var file;
  80736. var transaction = this._db.transaction([targetStore]);
  80737. transaction.oncomplete = function (event) {
  80738. if (file) {
  80739. callback(file.data);
  80740. }
  80741. // file was not found in DB
  80742. else {
  80743. notInDBCallback();
  80744. }
  80745. };
  80746. transaction.onabort = function (event) {
  80747. notInDBCallback();
  80748. };
  80749. var getRequest = transaction.objectStore(targetStore).get(url);
  80750. getRequest.onsuccess = function (event) {
  80751. file = (event.target).result;
  80752. };
  80753. getRequest.onerror = function (event) {
  80754. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  80755. notInDBCallback();
  80756. };
  80757. }
  80758. else {
  80759. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80760. callback();
  80761. }
  80762. };
  80763. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  80764. var _this = this;
  80765. if (this._isSupported) {
  80766. var targetStore;
  80767. if (url.indexOf(".babylon") !== -1) {
  80768. targetStore = "scenes";
  80769. }
  80770. else {
  80771. targetStore = "textures";
  80772. }
  80773. // Create XHR
  80774. var xhr = new XMLHttpRequest();
  80775. var fileData;
  80776. xhr.open("GET", url + "?" + Date.now(), true);
  80777. if (useArrayBuffer) {
  80778. xhr.responseType = "arraybuffer";
  80779. }
  80780. if (progressCallback) {
  80781. xhr.onprogress = progressCallback;
  80782. }
  80783. xhr.addEventListener("load", function () {
  80784. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  80785. // Blob as response (XHR2)
  80786. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  80787. if (!_this._hasReachedQuota && _this._db) {
  80788. // Open a transaction to the database
  80789. var transaction = _this._db.transaction([targetStore], "readwrite");
  80790. // the transaction could abort because of a QuotaExceededError error
  80791. transaction.onabort = function (event) {
  80792. try {
  80793. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80794. var error = event.srcElement['error'];
  80795. if (error && error.name === "QuotaExceededError") {
  80796. _this._hasReachedQuota = true;
  80797. }
  80798. }
  80799. catch (ex) { }
  80800. callback(fileData);
  80801. };
  80802. transaction.oncomplete = function (event) {
  80803. callback(fileData);
  80804. };
  80805. var newFile;
  80806. if (targetStore === "scenes") {
  80807. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  80808. }
  80809. else {
  80810. newFile = { textureUrl: url, data: fileData };
  80811. }
  80812. try {
  80813. // Put the scene into the database
  80814. var addRequest = transaction.objectStore(targetStore).put(newFile);
  80815. addRequest.onsuccess = function (event) {
  80816. };
  80817. addRequest.onerror = function (event) {
  80818. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  80819. };
  80820. }
  80821. catch (ex) {
  80822. callback(fileData);
  80823. }
  80824. }
  80825. else {
  80826. callback(fileData);
  80827. }
  80828. }
  80829. else {
  80830. if (xhr.status >= 400 && errorCallback) {
  80831. errorCallback(xhr);
  80832. }
  80833. else {
  80834. callback();
  80835. }
  80836. }
  80837. }, false);
  80838. xhr.addEventListener("error", function (event) {
  80839. BABYLON.Tools.Error("error on XHR request.");
  80840. callback();
  80841. }, false);
  80842. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80843. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80844. }
  80845. xhr.send();
  80846. }
  80847. else {
  80848. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80849. callback();
  80850. }
  80851. };
  80852. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80853. Database.IsUASupportingBlobStorage = true;
  80854. /**
  80855. * Gets a boolean indicating if Database storate is enabled (off by default)
  80856. */
  80857. Database.IDBStorageEnabled = false;
  80858. Database._ParseURL = function (url) {
  80859. var a = document.createElement('a');
  80860. a.href = url;
  80861. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80862. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80863. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80864. return absLocation;
  80865. };
  80866. Database._ReturnFullUrlLocation = function (url) {
  80867. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80868. return (Database._ParseURL(window.location.href) + url);
  80869. }
  80870. else {
  80871. return url;
  80872. }
  80873. };
  80874. return Database;
  80875. }());
  80876. BABYLON.Database = Database;
  80877. })(BABYLON || (BABYLON = {}));
  80878. //# sourceMappingURL=babylon.database.js.map
  80879. var BABYLON;
  80880. (function (BABYLON) {
  80881. /**
  80882. * This represents all the required information to add a fresnel effect on a material:
  80883. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80884. */
  80885. var FresnelParameters = /** @class */ (function () {
  80886. function FresnelParameters() {
  80887. this._isEnabled = true;
  80888. /**
  80889. * Define the color used on edges (grazing angle)
  80890. */
  80891. this.leftColor = BABYLON.Color3.White();
  80892. /**
  80893. * Define the color used on center
  80894. */
  80895. this.rightColor = BABYLON.Color3.Black();
  80896. /**
  80897. * Define bias applied to computed fresnel term
  80898. */
  80899. this.bias = 0;
  80900. /**
  80901. * Defined the power exponent applied to fresnel term
  80902. */
  80903. this.power = 1;
  80904. }
  80905. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80906. /**
  80907. * Define if the fresnel effect is enable or not.
  80908. */
  80909. get: function () {
  80910. return this._isEnabled;
  80911. },
  80912. set: function (value) {
  80913. if (this._isEnabled === value) {
  80914. return;
  80915. }
  80916. this._isEnabled = value;
  80917. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80918. },
  80919. enumerable: true,
  80920. configurable: true
  80921. });
  80922. /**
  80923. * Clones the current fresnel and its valuues
  80924. * @returns a clone fresnel configuration
  80925. */
  80926. FresnelParameters.prototype.clone = function () {
  80927. var newFresnelParameters = new FresnelParameters();
  80928. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80929. return newFresnelParameters;
  80930. };
  80931. /**
  80932. * Serializes the current fresnel parameters to a JSON representation.
  80933. * @return the JSON serialization
  80934. */
  80935. FresnelParameters.prototype.serialize = function () {
  80936. var serializationObject = {};
  80937. serializationObject.isEnabled = this.isEnabled;
  80938. serializationObject.leftColor = this.leftColor.asArray();
  80939. serializationObject.rightColor = this.rightColor.asArray();
  80940. serializationObject.bias = this.bias;
  80941. serializationObject.power = this.power;
  80942. return serializationObject;
  80943. };
  80944. /**
  80945. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80946. * @param parsedFresnelParameters Define the JSON representation
  80947. * @returns the parsed parameters
  80948. */
  80949. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80950. var fresnelParameters = new FresnelParameters();
  80951. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80952. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80953. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80954. fresnelParameters.bias = parsedFresnelParameters.bias;
  80955. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80956. return fresnelParameters;
  80957. };
  80958. return FresnelParameters;
  80959. }());
  80960. BABYLON.FresnelParameters = FresnelParameters;
  80961. })(BABYLON || (BABYLON = {}));
  80962. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80963. var BABYLON;
  80964. (function (BABYLON) {
  80965. /**
  80966. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80967. * separate meshes. This can be use to improve performances.
  80968. * @see http://doc.babylonjs.com/how_to/multi_materials
  80969. */
  80970. var MultiMaterial = /** @class */ (function (_super) {
  80971. __extends(MultiMaterial, _super);
  80972. /**
  80973. * Instantiates a new Multi Material
  80974. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80975. * separate meshes. This can be use to improve performances.
  80976. * @see http://doc.babylonjs.com/how_to/multi_materials
  80977. * @param name Define the name in the scene
  80978. * @param scene Define the scene the material belongs to
  80979. */
  80980. function MultiMaterial(name, scene) {
  80981. var _this = _super.call(this, name, scene, true) || this;
  80982. scene.multiMaterials.push(_this);
  80983. _this.subMaterials = new Array();
  80984. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80985. return _this;
  80986. }
  80987. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80988. /**
  80989. * Gets or Sets the list of Materials used within the multi material.
  80990. * They need to be ordered according to the submeshes order in the associated mesh
  80991. */
  80992. get: function () {
  80993. return this._subMaterials;
  80994. },
  80995. set: function (value) {
  80996. this._subMaterials = value;
  80997. this._hookArray(value);
  80998. },
  80999. enumerable: true,
  81000. configurable: true
  81001. });
  81002. /**
  81003. * Function used to align with Node.getChildren()
  81004. * @returns the list of Materials used within the multi material
  81005. */
  81006. MultiMaterial.prototype.getChildren = function () {
  81007. return this.subMaterials;
  81008. };
  81009. MultiMaterial.prototype._hookArray = function (array) {
  81010. var _this = this;
  81011. var oldPush = array.push;
  81012. array.push = function () {
  81013. var items = [];
  81014. for (var _i = 0; _i < arguments.length; _i++) {
  81015. items[_i] = arguments[_i];
  81016. }
  81017. var result = oldPush.apply(array, items);
  81018. _this._markAllSubMeshesAsTexturesDirty();
  81019. return result;
  81020. };
  81021. var oldSplice = array.splice;
  81022. array.splice = function (index, deleteCount) {
  81023. var deleted = oldSplice.apply(array, [index, deleteCount]);
  81024. _this._markAllSubMeshesAsTexturesDirty();
  81025. return deleted;
  81026. };
  81027. };
  81028. /**
  81029. * Get one of the submaterial by its index in the submaterials array
  81030. * @param index The index to look the sub material at
  81031. * @returns The Material if the index has been defined
  81032. */
  81033. MultiMaterial.prototype.getSubMaterial = function (index) {
  81034. if (index < 0 || index >= this.subMaterials.length) {
  81035. return this.getScene().defaultMaterial;
  81036. }
  81037. return this.subMaterials[index];
  81038. };
  81039. /**
  81040. * Get the list of active textures for the whole sub materials list.
  81041. * @returns All the textures that will be used during the rendering
  81042. */
  81043. MultiMaterial.prototype.getActiveTextures = function () {
  81044. var _a;
  81045. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  81046. if (subMaterial) {
  81047. return subMaterial.getActiveTextures();
  81048. }
  81049. else {
  81050. return [];
  81051. }
  81052. }));
  81053. };
  81054. /**
  81055. * Gets the current class name of the material e.g. "MultiMaterial"
  81056. * Mainly use in serialization.
  81057. * @returns the class name
  81058. */
  81059. MultiMaterial.prototype.getClassName = function () {
  81060. return "MultiMaterial";
  81061. };
  81062. /**
  81063. * Checks if the material is ready to render the requested sub mesh
  81064. * @param mesh Define the mesh the submesh belongs to
  81065. * @param subMesh Define the sub mesh to look readyness for
  81066. * @param useInstances Define whether or not the material is used with instances
  81067. * @returns true if ready, otherwise false
  81068. */
  81069. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  81070. for (var index = 0; index < this.subMaterials.length; index++) {
  81071. var subMaterial = this.subMaterials[index];
  81072. if (subMaterial) {
  81073. if (subMaterial._storeEffectOnSubMeshes) {
  81074. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  81075. return false;
  81076. }
  81077. continue;
  81078. }
  81079. if (!subMaterial.isReady(mesh)) {
  81080. return false;
  81081. }
  81082. }
  81083. }
  81084. return true;
  81085. };
  81086. /**
  81087. * Clones the current material and its related sub materials
  81088. * @param name Define the name of the newly cloned material
  81089. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  81090. * @returns the cloned material
  81091. */
  81092. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  81093. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  81094. for (var index = 0; index < this.subMaterials.length; index++) {
  81095. var subMaterial = null;
  81096. var current = this.subMaterials[index];
  81097. if (cloneChildren && current) {
  81098. subMaterial = current.clone(name + "-" + current.name);
  81099. }
  81100. else {
  81101. subMaterial = this.subMaterials[index];
  81102. }
  81103. newMultiMaterial.subMaterials.push(subMaterial);
  81104. }
  81105. return newMultiMaterial;
  81106. };
  81107. /**
  81108. * Serializes the materials into a JSON representation.
  81109. * @returns the JSON representation
  81110. */
  81111. MultiMaterial.prototype.serialize = function () {
  81112. var serializationObject = {};
  81113. serializationObject.name = this.name;
  81114. serializationObject.id = this.id;
  81115. if (BABYLON.Tags) {
  81116. serializationObject.tags = BABYLON.Tags.GetTags(this);
  81117. }
  81118. serializationObject.materials = [];
  81119. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  81120. var subMat = this.subMaterials[matIndex];
  81121. if (subMat) {
  81122. serializationObject.materials.push(subMat.id);
  81123. }
  81124. else {
  81125. serializationObject.materials.push(null);
  81126. }
  81127. }
  81128. return serializationObject;
  81129. };
  81130. /**
  81131. * Dispose the material and release its associated resources
  81132. * @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)
  81133. * @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)
  81134. */
  81135. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  81136. var scene = this.getScene();
  81137. if (!scene) {
  81138. return;
  81139. }
  81140. var index = scene.multiMaterials.indexOf(this);
  81141. if (index >= 0) {
  81142. scene.multiMaterials.splice(index, 1);
  81143. }
  81144. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  81145. };
  81146. return MultiMaterial;
  81147. }(BABYLON.Material));
  81148. BABYLON.MultiMaterial = MultiMaterial;
  81149. })(BABYLON || (BABYLON = {}));
  81150. //# sourceMappingURL=babylon.multiMaterial.js.map
  81151. var BABYLON;
  81152. (function (BABYLON) {
  81153. /**
  81154. * Manage the touch inputs to control the movement of a free camera.
  81155. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81156. */
  81157. var FreeCameraTouchInput = /** @class */ (function () {
  81158. function FreeCameraTouchInput() {
  81159. /**
  81160. * Defines the touch sensibility for rotation.
  81161. * The higher the faster.
  81162. */
  81163. this.touchAngularSensibility = 200000.0;
  81164. /**
  81165. * Defines the touch sensibility for move.
  81166. * The higher the faster.
  81167. */
  81168. this.touchMoveSensibility = 250.0;
  81169. this._offsetX = null;
  81170. this._offsetY = null;
  81171. this._pointerPressed = new Array();
  81172. }
  81173. /**
  81174. * Attach the input controls to a specific dom element to get the input from.
  81175. * @param element Defines the element the controls should be listened from
  81176. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81177. */
  81178. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  81179. var _this = this;
  81180. var previousPosition = null;
  81181. if (this._pointerInput === undefined) {
  81182. this._onLostFocus = function (evt) {
  81183. _this._offsetX = null;
  81184. _this._offsetY = null;
  81185. };
  81186. this._pointerInput = function (p, s) {
  81187. var evt = p.event;
  81188. if (evt.pointerType === "mouse") {
  81189. return;
  81190. }
  81191. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  81192. if (!noPreventDefault) {
  81193. evt.preventDefault();
  81194. }
  81195. _this._pointerPressed.push(evt.pointerId);
  81196. if (_this._pointerPressed.length !== 1) {
  81197. return;
  81198. }
  81199. previousPosition = {
  81200. x: evt.clientX,
  81201. y: evt.clientY
  81202. };
  81203. }
  81204. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  81205. if (!noPreventDefault) {
  81206. evt.preventDefault();
  81207. }
  81208. var index = _this._pointerPressed.indexOf(evt.pointerId);
  81209. if (index === -1) {
  81210. return;
  81211. }
  81212. _this._pointerPressed.splice(index, 1);
  81213. if (index != 0) {
  81214. return;
  81215. }
  81216. previousPosition = null;
  81217. _this._offsetX = null;
  81218. _this._offsetY = null;
  81219. }
  81220. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  81221. if (!noPreventDefault) {
  81222. evt.preventDefault();
  81223. }
  81224. if (!previousPosition) {
  81225. return;
  81226. }
  81227. var index = _this._pointerPressed.indexOf(evt.pointerId);
  81228. if (index != 0) {
  81229. return;
  81230. }
  81231. _this._offsetX = evt.clientX - previousPosition.x;
  81232. _this._offsetY = -(evt.clientY - previousPosition.y);
  81233. }
  81234. };
  81235. }
  81236. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  81237. if (this._onLostFocus) {
  81238. element.addEventListener("blur", this._onLostFocus);
  81239. }
  81240. };
  81241. /**
  81242. * Detach the current controls from the specified dom element.
  81243. * @param element Defines the element to stop listening the inputs from
  81244. */
  81245. FreeCameraTouchInput.prototype.detachControl = function (element) {
  81246. if (this._pointerInput && element) {
  81247. if (this._observer) {
  81248. this.camera.getScene().onPointerObservable.remove(this._observer);
  81249. this._observer = null;
  81250. }
  81251. if (this._onLostFocus) {
  81252. element.removeEventListener("blur", this._onLostFocus);
  81253. this._onLostFocus = null;
  81254. }
  81255. this._pointerPressed = [];
  81256. this._offsetX = null;
  81257. this._offsetY = null;
  81258. }
  81259. };
  81260. /**
  81261. * Update the current camera state depending on the inputs that have been used this frame.
  81262. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81263. */
  81264. FreeCameraTouchInput.prototype.checkInputs = function () {
  81265. if (this._offsetX && this._offsetY) {
  81266. var camera = this.camera;
  81267. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  81268. if (this._pointerPressed.length > 1) {
  81269. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  81270. }
  81271. else {
  81272. var speed = camera._computeLocalCameraSpeed();
  81273. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  81274. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  81275. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  81276. }
  81277. }
  81278. };
  81279. /**
  81280. * Gets the class name of the current intput.
  81281. * @returns the class name
  81282. */
  81283. FreeCameraTouchInput.prototype.getClassName = function () {
  81284. return "FreeCameraTouchInput";
  81285. };
  81286. /**
  81287. * Get the friendly name associated with the input class.
  81288. * @returns the input friendly name
  81289. */
  81290. FreeCameraTouchInput.prototype.getSimpleName = function () {
  81291. return "touch";
  81292. };
  81293. __decorate([
  81294. BABYLON.serialize()
  81295. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  81296. __decorate([
  81297. BABYLON.serialize()
  81298. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  81299. return FreeCameraTouchInput;
  81300. }());
  81301. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  81302. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  81303. })(BABYLON || (BABYLON = {}));
  81304. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  81305. var BABYLON;
  81306. (function (BABYLON) {
  81307. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  81308. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  81309. });
  81310. /**
  81311. * This represents a FPS type of camera controlled by touch.
  81312. * This is like a universal camera minus the Gamepad controls.
  81313. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81314. */
  81315. var TouchCamera = /** @class */ (function (_super) {
  81316. __extends(TouchCamera, _super);
  81317. /**
  81318. * Instantiates a new touch camera.
  81319. * This represents a FPS type of camera controlled by touch.
  81320. * This is like a universal camera minus the Gamepad controls.
  81321. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81322. * @param name Define the name of the camera in the scene
  81323. * @param position Define the start position of the camera in the scene
  81324. * @param scene Define the scene the camera belongs to
  81325. */
  81326. function TouchCamera(name, position, scene) {
  81327. var _this = _super.call(this, name, position, scene) || this;
  81328. _this.inputs.addTouch();
  81329. _this._setupInputs();
  81330. return _this;
  81331. }
  81332. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  81333. /**
  81334. * Defines the touch sensibility for rotation.
  81335. * The higher the faster.
  81336. */
  81337. get: function () {
  81338. var touch = this.inputs.attached["touch"];
  81339. if (touch) {
  81340. return touch.touchAngularSensibility;
  81341. }
  81342. return 0;
  81343. },
  81344. set: function (value) {
  81345. var touch = this.inputs.attached["touch"];
  81346. if (touch) {
  81347. touch.touchAngularSensibility = value;
  81348. }
  81349. },
  81350. enumerable: true,
  81351. configurable: true
  81352. });
  81353. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  81354. /**
  81355. * Defines the touch sensibility for move.
  81356. * The higher the faster.
  81357. */
  81358. get: function () {
  81359. var touch = this.inputs.attached["touch"];
  81360. if (touch) {
  81361. return touch.touchMoveSensibility;
  81362. }
  81363. return 0;
  81364. },
  81365. set: function (value) {
  81366. var touch = this.inputs.attached["touch"];
  81367. if (touch) {
  81368. touch.touchMoveSensibility = value;
  81369. }
  81370. },
  81371. enumerable: true,
  81372. configurable: true
  81373. });
  81374. /**
  81375. * Gets the current object class name.
  81376. * @return the class name
  81377. */
  81378. TouchCamera.prototype.getClassName = function () {
  81379. return "TouchCamera";
  81380. };
  81381. /** @hidden */
  81382. TouchCamera.prototype._setupInputs = function () {
  81383. var mouse = this.inputs.attached["mouse"];
  81384. if (mouse) {
  81385. mouse.touchEnabled = false;
  81386. }
  81387. };
  81388. return TouchCamera;
  81389. }(BABYLON.FreeCamera));
  81390. BABYLON.TouchCamera = TouchCamera;
  81391. })(BABYLON || (BABYLON = {}));
  81392. //# sourceMappingURL=babylon.touchCamera.js.map
  81393. var BABYLON;
  81394. (function (BABYLON) {
  81395. /**
  81396. * 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.
  81397. * This is the base class of any Procedural texture and contains most of the shareable code.
  81398. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81399. */
  81400. var ProceduralTexture = /** @class */ (function (_super) {
  81401. __extends(ProceduralTexture, _super);
  81402. /**
  81403. * Instantiates a new procedural texture.
  81404. * 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.
  81405. * This is the base class of any Procedural texture and contains most of the shareable code.
  81406. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81407. * @param name Define the name of the texture
  81408. * @param size Define the size of the texture to create
  81409. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81410. * @param scene Define the scene the texture belongs to
  81411. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81412. * @param generateMipMaps Define if the texture should creates mip maps or not
  81413. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81414. */
  81415. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  81416. if (fallbackTexture === void 0) { fallbackTexture = null; }
  81417. if (generateMipMaps === void 0) { generateMipMaps = true; }
  81418. if (isCube === void 0) { isCube = false; }
  81419. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  81420. _this.isCube = isCube;
  81421. /**
  81422. * Define if the texture is enabled or not (disabled texture will not render)
  81423. */
  81424. _this.isEnabled = true;
  81425. /**
  81426. * Define if the texture must be cleared before rendering (default is true)
  81427. */
  81428. _this.autoClear = true;
  81429. /**
  81430. * Event raised when the texture is generated
  81431. */
  81432. _this.onGeneratedObservable = new BABYLON.Observable();
  81433. /** @hidden */
  81434. _this._textures = {};
  81435. _this._currentRefreshId = -1;
  81436. _this._refreshRate = 1;
  81437. _this._vertexBuffers = {};
  81438. _this._uniforms = new Array();
  81439. _this._samplers = new Array();
  81440. _this._floats = {};
  81441. _this._ints = {};
  81442. _this._floatsArrays = {};
  81443. _this._colors3 = {};
  81444. _this._colors4 = {};
  81445. _this._vectors2 = {};
  81446. _this._vectors3 = {};
  81447. _this._matrices = {};
  81448. _this._fallbackTextureUsed = false;
  81449. _this._cachedDefines = "";
  81450. _this._contentUpdateId = -1;
  81451. scene = _this.getScene();
  81452. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  81453. if (!component) {
  81454. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  81455. scene._addComponent(component);
  81456. }
  81457. scene.proceduralTextures.push(_this);
  81458. _this._engine = scene.getEngine();
  81459. _this.name = name;
  81460. _this.isRenderTarget = true;
  81461. _this._size = size;
  81462. _this._generateMipMaps = generateMipMaps;
  81463. _this.setFragment(fragment);
  81464. _this._fallbackTexture = fallbackTexture;
  81465. if (isCube) {
  81466. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81467. _this.setFloat("face", 0);
  81468. }
  81469. else {
  81470. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81471. }
  81472. // VBO
  81473. var vertices = [];
  81474. vertices.push(1, 1);
  81475. vertices.push(-1, 1);
  81476. vertices.push(-1, -1);
  81477. vertices.push(1, -1);
  81478. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  81479. _this._createIndexBuffer();
  81480. return _this;
  81481. }
  81482. /**
  81483. * The effect that is created when initializing the post process.
  81484. * @returns The created effect corrisponding the the postprocess.
  81485. */
  81486. ProceduralTexture.prototype.getEffect = function () {
  81487. return this._effect;
  81488. };
  81489. /**
  81490. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81491. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81492. */
  81493. ProceduralTexture.prototype.getContent = function () {
  81494. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  81495. return this._contentData;
  81496. }
  81497. this._contentData = this.readPixels(0, 0, this._contentData);
  81498. this._contentUpdateId = this._currentRefreshId;
  81499. return this._contentData;
  81500. };
  81501. ProceduralTexture.prototype._createIndexBuffer = function () {
  81502. var engine = this._engine;
  81503. // Indices
  81504. var indices = [];
  81505. indices.push(0);
  81506. indices.push(1);
  81507. indices.push(2);
  81508. indices.push(0);
  81509. indices.push(2);
  81510. indices.push(3);
  81511. this._indexBuffer = engine.createIndexBuffer(indices);
  81512. };
  81513. /** @hidden */
  81514. ProceduralTexture.prototype._rebuild = function () {
  81515. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81516. if (vb) {
  81517. vb._rebuild();
  81518. }
  81519. this._createIndexBuffer();
  81520. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  81521. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  81522. }
  81523. };
  81524. /**
  81525. * Resets the texture in order to recreate its associated resources.
  81526. * This can be called in case of context loss
  81527. */
  81528. ProceduralTexture.prototype.reset = function () {
  81529. if (this._effect === undefined) {
  81530. return;
  81531. }
  81532. var engine = this._engine;
  81533. engine._releaseEffect(this._effect);
  81534. };
  81535. ProceduralTexture.prototype._getDefines = function () {
  81536. return "";
  81537. };
  81538. /**
  81539. * Is the texture ready to be used ? (rendered at least once)
  81540. * @returns true if ready, otherwise, false.
  81541. */
  81542. ProceduralTexture.prototype.isReady = function () {
  81543. var _this = this;
  81544. var engine = this._engine;
  81545. var shaders;
  81546. if (!this._fragment) {
  81547. return false;
  81548. }
  81549. if (this._fallbackTextureUsed) {
  81550. return true;
  81551. }
  81552. var defines = this._getDefines();
  81553. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  81554. return true;
  81555. }
  81556. if (this._fragment.fragmentElement !== undefined) {
  81557. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  81558. }
  81559. else {
  81560. shaders = { vertex: "procedural", fragment: this._fragment };
  81561. }
  81562. this._cachedDefines = defines;
  81563. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  81564. _this.releaseInternalTexture();
  81565. if (_this._fallbackTexture) {
  81566. _this._texture = _this._fallbackTexture._texture;
  81567. if (_this._texture) {
  81568. _this._texture.incrementReferences();
  81569. }
  81570. }
  81571. _this._fallbackTextureUsed = true;
  81572. });
  81573. return this._effect.isReady();
  81574. };
  81575. /**
  81576. * Resets the refresh counter of the texture and start bak from scratch.
  81577. * Could be useful to regenerate the texture if it is setup to render only once.
  81578. */
  81579. ProceduralTexture.prototype.resetRefreshCounter = function () {
  81580. this._currentRefreshId = -1;
  81581. };
  81582. /**
  81583. * Set the fragment shader to use in order to render the texture.
  81584. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81585. */
  81586. ProceduralTexture.prototype.setFragment = function (fragment) {
  81587. this._fragment = fragment;
  81588. };
  81589. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  81590. /**
  81591. * Define the refresh rate of the texture or the rendering frequency.
  81592. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81593. */
  81594. get: function () {
  81595. return this._refreshRate;
  81596. },
  81597. set: function (value) {
  81598. this._refreshRate = value;
  81599. this.resetRefreshCounter();
  81600. },
  81601. enumerable: true,
  81602. configurable: true
  81603. });
  81604. /** @hidden */
  81605. ProceduralTexture.prototype._shouldRender = function () {
  81606. if (!this.isEnabled || !this.isReady() || !this._texture) {
  81607. if (this._texture) {
  81608. this._texture.isReady = false;
  81609. }
  81610. return false;
  81611. }
  81612. if (this._fallbackTextureUsed) {
  81613. return false;
  81614. }
  81615. if (this._currentRefreshId === -1) { // At least render once
  81616. this._currentRefreshId = 1;
  81617. return true;
  81618. }
  81619. if (this.refreshRate === this._currentRefreshId) {
  81620. this._currentRefreshId = 1;
  81621. return true;
  81622. }
  81623. this._currentRefreshId++;
  81624. return false;
  81625. };
  81626. /**
  81627. * Get the size the texture is rendering at.
  81628. * @returns the size (texture is always squared)
  81629. */
  81630. ProceduralTexture.prototype.getRenderSize = function () {
  81631. return this._size;
  81632. };
  81633. /**
  81634. * Resize the texture to new value.
  81635. * @param size Define the new size the texture should have
  81636. * @param generateMipMaps Define whether the new texture should create mip maps
  81637. */
  81638. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  81639. if (this._fallbackTextureUsed) {
  81640. return;
  81641. }
  81642. this.releaseInternalTexture();
  81643. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  81644. // Update properties
  81645. this._size = size;
  81646. this._generateMipMaps = generateMipMaps;
  81647. };
  81648. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  81649. if (this._uniforms.indexOf(uniformName) === -1) {
  81650. this._uniforms.push(uniformName);
  81651. }
  81652. };
  81653. /**
  81654. * Set a texture in the shader program used to render.
  81655. * @param name Define the name of the uniform samplers as defined in the shader
  81656. * @param texture Define the texture to bind to this sampler
  81657. * @return the texture itself allowing "fluent" like uniform updates
  81658. */
  81659. ProceduralTexture.prototype.setTexture = function (name, texture) {
  81660. if (this._samplers.indexOf(name) === -1) {
  81661. this._samplers.push(name);
  81662. }
  81663. this._textures[name] = texture;
  81664. return this;
  81665. };
  81666. /**
  81667. * Set a float in the shader.
  81668. * @param name Define the name of the uniform as defined in the shader
  81669. * @param value Define the value to give to the uniform
  81670. * @return the texture itself allowing "fluent" like uniform updates
  81671. */
  81672. ProceduralTexture.prototype.setFloat = function (name, value) {
  81673. this._checkUniform(name);
  81674. this._floats[name] = value;
  81675. return this;
  81676. };
  81677. /**
  81678. * Set a int in the shader.
  81679. * @param name Define the name of the uniform as defined in the shader
  81680. * @param value Define the value to give to the uniform
  81681. * @return the texture itself allowing "fluent" like uniform updates
  81682. */
  81683. ProceduralTexture.prototype.setInt = function (name, value) {
  81684. this._checkUniform(name);
  81685. this._ints[name] = value;
  81686. return this;
  81687. };
  81688. /**
  81689. * Set an array of floats in the shader.
  81690. * @param name Define the name of the uniform as defined in the shader
  81691. * @param value Define the value to give to the uniform
  81692. * @return the texture itself allowing "fluent" like uniform updates
  81693. */
  81694. ProceduralTexture.prototype.setFloats = function (name, value) {
  81695. this._checkUniform(name);
  81696. this._floatsArrays[name] = value;
  81697. return this;
  81698. };
  81699. /**
  81700. * Set a vec3 in the shader from a Color3.
  81701. * @param name Define the name of the uniform as defined in the shader
  81702. * @param value Define the value to give to the uniform
  81703. * @return the texture itself allowing "fluent" like uniform updates
  81704. */
  81705. ProceduralTexture.prototype.setColor3 = function (name, value) {
  81706. this._checkUniform(name);
  81707. this._colors3[name] = value;
  81708. return this;
  81709. };
  81710. /**
  81711. * Set a vec4 in the shader from a Color4.
  81712. * @param name Define the name of the uniform as defined in the shader
  81713. * @param value Define the value to give to the uniform
  81714. * @return the texture itself allowing "fluent" like uniform updates
  81715. */
  81716. ProceduralTexture.prototype.setColor4 = function (name, value) {
  81717. this._checkUniform(name);
  81718. this._colors4[name] = value;
  81719. return this;
  81720. };
  81721. /**
  81722. * Set a vec2 in the shader from a Vector2.
  81723. * @param name Define the name of the uniform as defined in the shader
  81724. * @param value Define the value to give to the uniform
  81725. * @return the texture itself allowing "fluent" like uniform updates
  81726. */
  81727. ProceduralTexture.prototype.setVector2 = function (name, value) {
  81728. this._checkUniform(name);
  81729. this._vectors2[name] = value;
  81730. return this;
  81731. };
  81732. /**
  81733. * Set a vec3 in the shader from a Vector3.
  81734. * @param name Define the name of the uniform as defined in the shader
  81735. * @param value Define the value to give to the uniform
  81736. * @return the texture itself allowing "fluent" like uniform updates
  81737. */
  81738. ProceduralTexture.prototype.setVector3 = function (name, value) {
  81739. this._checkUniform(name);
  81740. this._vectors3[name] = value;
  81741. return this;
  81742. };
  81743. /**
  81744. * Set a mat4 in the shader from a MAtrix.
  81745. * @param name Define the name of the uniform as defined in the shader
  81746. * @param value Define the value to give to the uniform
  81747. * @return the texture itself allowing "fluent" like uniform updates
  81748. */
  81749. ProceduralTexture.prototype.setMatrix = function (name, value) {
  81750. this._checkUniform(name);
  81751. this._matrices[name] = value;
  81752. return this;
  81753. };
  81754. /**
  81755. * Render the texture to its associated render target.
  81756. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81757. */
  81758. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81759. var scene = this.getScene();
  81760. if (!scene) {
  81761. return;
  81762. }
  81763. var engine = this._engine;
  81764. // Render
  81765. engine.enableEffect(this._effect);
  81766. engine.setState(false);
  81767. // Texture
  81768. for (var name in this._textures) {
  81769. this._effect.setTexture(name, this._textures[name]);
  81770. }
  81771. // Float
  81772. for (name in this._ints) {
  81773. this._effect.setInt(name, this._ints[name]);
  81774. }
  81775. // Float
  81776. for (name in this._floats) {
  81777. this._effect.setFloat(name, this._floats[name]);
  81778. }
  81779. // Floats
  81780. for (name in this._floatsArrays) {
  81781. this._effect.setArray(name, this._floatsArrays[name]);
  81782. }
  81783. // Color3
  81784. for (name in this._colors3) {
  81785. this._effect.setColor3(name, this._colors3[name]);
  81786. }
  81787. // Color4
  81788. for (name in this._colors4) {
  81789. var color = this._colors4[name];
  81790. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  81791. }
  81792. // Vector2
  81793. for (name in this._vectors2) {
  81794. this._effect.setVector2(name, this._vectors2[name]);
  81795. }
  81796. // Vector3
  81797. for (name in this._vectors3) {
  81798. this._effect.setVector3(name, this._vectors3[name]);
  81799. }
  81800. // Matrix
  81801. for (name in this._matrices) {
  81802. this._effect.setMatrix(name, this._matrices[name]);
  81803. }
  81804. if (!this._texture) {
  81805. return;
  81806. }
  81807. if (this.isCube) {
  81808. for (var face = 0; face < 6; face++) {
  81809. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  81810. // VBOs
  81811. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81812. this._effect.setFloat("face", face);
  81813. // Clear
  81814. if (this.autoClear) {
  81815. engine.clear(scene.clearColor, true, false, false);
  81816. }
  81817. // Draw order
  81818. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81819. // Mipmaps
  81820. if (face === 5) {
  81821. engine.generateMipMapsForCubemap(this._texture);
  81822. }
  81823. }
  81824. }
  81825. else {
  81826. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  81827. // VBOs
  81828. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81829. // Clear
  81830. if (this.autoClear) {
  81831. engine.clear(scene.clearColor, true, false, false);
  81832. }
  81833. // Draw order
  81834. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81835. }
  81836. // Unbind
  81837. engine.unBindFramebuffer(this._texture, this.isCube);
  81838. if (this.onGenerated) {
  81839. this.onGenerated();
  81840. }
  81841. this.onGeneratedObservable.notifyObservers(this);
  81842. };
  81843. /**
  81844. * Clone the texture.
  81845. * @returns the cloned texture
  81846. */
  81847. ProceduralTexture.prototype.clone = function () {
  81848. var textureSize = this.getSize();
  81849. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81850. // Base texture
  81851. newTexture.hasAlpha = this.hasAlpha;
  81852. newTexture.level = this.level;
  81853. // RenderTarget Texture
  81854. newTexture.coordinatesMode = this.coordinatesMode;
  81855. return newTexture;
  81856. };
  81857. /**
  81858. * Dispose the texture and release its asoociated resources.
  81859. */
  81860. ProceduralTexture.prototype.dispose = function () {
  81861. var scene = this.getScene();
  81862. if (!scene) {
  81863. return;
  81864. }
  81865. var index = scene.proceduralTextures.indexOf(this);
  81866. if (index >= 0) {
  81867. scene.proceduralTextures.splice(index, 1);
  81868. }
  81869. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81870. if (vertexBuffer) {
  81871. vertexBuffer.dispose();
  81872. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81873. }
  81874. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81875. this._indexBuffer = null;
  81876. }
  81877. _super.prototype.dispose.call(this);
  81878. };
  81879. __decorate([
  81880. BABYLON.serialize()
  81881. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81882. __decorate([
  81883. BABYLON.serialize()
  81884. ], ProceduralTexture.prototype, "autoClear", void 0);
  81885. __decorate([
  81886. BABYLON.serialize()
  81887. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81888. __decorate([
  81889. BABYLON.serialize()
  81890. ], ProceduralTexture.prototype, "_size", void 0);
  81891. __decorate([
  81892. BABYLON.serialize()
  81893. ], ProceduralTexture.prototype, "refreshRate", null);
  81894. return ProceduralTexture;
  81895. }(BABYLON.Texture));
  81896. BABYLON.ProceduralTexture = ProceduralTexture;
  81897. })(BABYLON || (BABYLON = {}));
  81898. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81899. var BABYLON;
  81900. (function (BABYLON) {
  81901. /**
  81902. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81903. * in a given scene.
  81904. */
  81905. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81906. /**
  81907. * Creates a new instance of the component for the given scene
  81908. * @param scene Defines the scene to register the component in
  81909. */
  81910. function ProceduralTextureSceneComponent(scene) {
  81911. /**
  81912. * The component name helpfull to identify the component in the list of scene components.
  81913. */
  81914. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81915. this.scene = scene;
  81916. this.scene.proceduralTextures = new Array();
  81917. scene.layers = new Array();
  81918. }
  81919. /**
  81920. * Registers the component in a given scene
  81921. */
  81922. ProceduralTextureSceneComponent.prototype.register = function () {
  81923. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81924. };
  81925. /**
  81926. * Rebuilds the elements related to this component in case of
  81927. * context lost for instance.
  81928. */
  81929. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81930. // Nothing to do here.
  81931. };
  81932. /**
  81933. * Disposes the component and the associated ressources.
  81934. */
  81935. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81936. // Nothing to do here.
  81937. };
  81938. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81939. if (this.scene.proceduralTexturesEnabled) {
  81940. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81941. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81942. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81943. if (proceduralTexture._shouldRender()) {
  81944. proceduralTexture.render();
  81945. }
  81946. }
  81947. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81948. }
  81949. };
  81950. return ProceduralTextureSceneComponent;
  81951. }());
  81952. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81953. })(BABYLON || (BABYLON = {}));
  81954. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81955. var BABYLON;
  81956. (function (BABYLON) {
  81957. /**
  81958. * 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.
  81959. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81960. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81961. */
  81962. var CustomProceduralTexture = /** @class */ (function (_super) {
  81963. __extends(CustomProceduralTexture, _super);
  81964. /**
  81965. * Instantiates a new Custom Procedural Texture.
  81966. * 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.
  81967. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81968. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81969. * @param name Define the name of the texture
  81970. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81971. * @param size Define the size of the texture to create
  81972. * @param scene Define the scene the texture belongs to
  81973. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81974. * @param generateMipMaps Define if the texture should creates mip maps or not
  81975. */
  81976. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81977. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81978. _this._animate = true;
  81979. _this._time = 0;
  81980. _this._texturePath = texturePath;
  81981. //Try to load json
  81982. _this._loadJson(texturePath);
  81983. _this.refreshRate = 1;
  81984. return _this;
  81985. }
  81986. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81987. var _this = this;
  81988. var noConfigFile = function () {
  81989. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81990. try {
  81991. _this.setFragment(_this._texturePath);
  81992. }
  81993. catch (ex) {
  81994. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81995. }
  81996. };
  81997. var configFileUrl = jsonUrl + "/config.json";
  81998. var xhr = new XMLHttpRequest();
  81999. xhr.open("GET", configFileUrl, true);
  82000. xhr.addEventListener("load", function () {
  82001. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  82002. try {
  82003. _this._config = JSON.parse(xhr.response);
  82004. _this.updateShaderUniforms();
  82005. _this.updateTextures();
  82006. _this.setFragment(_this._texturePath + "/custom");
  82007. _this._animate = _this._config.animate;
  82008. _this.refreshRate = _this._config.refreshrate;
  82009. }
  82010. catch (ex) {
  82011. noConfigFile();
  82012. }
  82013. }
  82014. else {
  82015. noConfigFile();
  82016. }
  82017. }, false);
  82018. xhr.addEventListener("error", function () {
  82019. noConfigFile();
  82020. }, false);
  82021. try {
  82022. if (BABYLON.Tools.UseCustomRequestHeaders) {
  82023. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  82024. }
  82025. xhr.send();
  82026. }
  82027. catch (ex) {
  82028. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  82029. }
  82030. };
  82031. /**
  82032. * Is the texture ready to be used ? (rendered at least once)
  82033. * @returns true if ready, otherwise, false.
  82034. */
  82035. CustomProceduralTexture.prototype.isReady = function () {
  82036. if (!_super.prototype.isReady.call(this)) {
  82037. return false;
  82038. }
  82039. for (var name in this._textures) {
  82040. var texture = this._textures[name];
  82041. if (!texture.isReady()) {
  82042. return false;
  82043. }
  82044. }
  82045. return true;
  82046. };
  82047. /**
  82048. * Render the texture to its associated render target.
  82049. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  82050. */
  82051. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  82052. var scene = this.getScene();
  82053. if (this._animate && scene) {
  82054. this._time += scene.getAnimationRatio() * 0.03;
  82055. this.updateShaderUniforms();
  82056. }
  82057. _super.prototype.render.call(this, useCameraPostProcess);
  82058. };
  82059. /**
  82060. * Update the list of dependant textures samplers in the shader.
  82061. */
  82062. CustomProceduralTexture.prototype.updateTextures = function () {
  82063. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  82064. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  82065. }
  82066. };
  82067. /**
  82068. * Update the uniform values of the procedural texture in the shader.
  82069. */
  82070. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  82071. if (this._config) {
  82072. for (var j = 0; j < this._config.uniforms.length; j++) {
  82073. var uniform = this._config.uniforms[j];
  82074. switch (uniform.type) {
  82075. case "float":
  82076. this.setFloat(uniform.name, uniform.value);
  82077. break;
  82078. case "color3":
  82079. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  82080. break;
  82081. case "color4":
  82082. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  82083. break;
  82084. case "vector2":
  82085. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  82086. break;
  82087. case "vector3":
  82088. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  82089. break;
  82090. }
  82091. }
  82092. }
  82093. this.setFloat("time", this._time);
  82094. };
  82095. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  82096. /**
  82097. * Define if the texture animates or not.
  82098. */
  82099. get: function () {
  82100. return this._animate;
  82101. },
  82102. set: function (value) {
  82103. this._animate = value;
  82104. },
  82105. enumerable: true,
  82106. configurable: true
  82107. });
  82108. return CustomProceduralTexture;
  82109. }(BABYLON.ProceduralTexture));
  82110. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  82111. })(BABYLON || (BABYLON = {}));
  82112. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  82113. var BABYLON;
  82114. (function (BABYLON) {
  82115. /**
  82116. * Manage the gamepad inputs to control a free camera.
  82117. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  82118. */
  82119. var FreeCameraGamepadInput = /** @class */ (function () {
  82120. function FreeCameraGamepadInput() {
  82121. /**
  82122. * Defines the gamepad rotation sensiblity.
  82123. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  82124. */
  82125. this.gamepadAngularSensibility = 200;
  82126. /**
  82127. * Defines the gamepad move sensiblity.
  82128. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  82129. */
  82130. this.gamepadMoveSensibility = 40;
  82131. this._cameraTransform = BABYLON.Matrix.Identity();
  82132. this._deltaTransform = BABYLON.Vector3.Zero();
  82133. this._vector3 = BABYLON.Vector3.Zero();
  82134. this._vector2 = BABYLON.Vector2.Zero();
  82135. }
  82136. /**
  82137. * Attach the input controls to a specific dom element to get the input from.
  82138. * @param element Defines the element the controls should be listened from
  82139. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  82140. */
  82141. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  82142. var _this = this;
  82143. var manager = this.camera.getScene().gamepadManager;
  82144. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  82145. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  82146. // prioritize XBOX gamepads.
  82147. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  82148. _this.gamepad = gamepad;
  82149. }
  82150. }
  82151. });
  82152. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  82153. if (_this.gamepad === gamepad) {
  82154. _this.gamepad = null;
  82155. }
  82156. });
  82157. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  82158. };
  82159. /**
  82160. * Detach the current controls from the specified dom element.
  82161. * @param element Defines the element to stop listening the inputs from
  82162. */
  82163. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  82164. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  82165. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  82166. this.gamepad = null;
  82167. };
  82168. /**
  82169. * Update the current camera state depending on the inputs that have been used this frame.
  82170. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  82171. */
  82172. FreeCameraGamepadInput.prototype.checkInputs = function () {
  82173. if (this.gamepad && this.gamepad.leftStick) {
  82174. var camera = this.camera;
  82175. var LSValues = this.gamepad.leftStick;
  82176. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  82177. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  82178. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  82179. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  82180. var RSValues = this.gamepad.rightStick;
  82181. if (RSValues) {
  82182. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  82183. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  82184. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  82185. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  82186. }
  82187. else {
  82188. RSValues = { x: 0, y: 0 };
  82189. }
  82190. if (!camera.rotationQuaternion) {
  82191. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  82192. }
  82193. else {
  82194. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  82195. }
  82196. var speed = camera._computeLocalCameraSpeed() * 50.0;
  82197. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  82198. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  82199. camera.cameraDirection.addInPlace(this._deltaTransform);
  82200. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  82201. camera.cameraRotation.addInPlace(this._vector2);
  82202. }
  82203. };
  82204. /**
  82205. * Gets the class name of the current intput.
  82206. * @returns the class name
  82207. */
  82208. FreeCameraGamepadInput.prototype.getClassName = function () {
  82209. return "FreeCameraGamepadInput";
  82210. };
  82211. /**
  82212. * Get the friendly name associated with the input class.
  82213. * @returns the input friendly name
  82214. */
  82215. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  82216. return "gamepad";
  82217. };
  82218. __decorate([
  82219. BABYLON.serialize()
  82220. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  82221. __decorate([
  82222. BABYLON.serialize()
  82223. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  82224. return FreeCameraGamepadInput;
  82225. }());
  82226. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  82227. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  82228. })(BABYLON || (BABYLON = {}));
  82229. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  82230. var BABYLON;
  82231. (function (BABYLON) {
  82232. /**
  82233. * Manage the gamepad inputs to control an arc rotate camera.
  82234. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  82235. */
  82236. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  82237. function ArcRotateCameraGamepadInput() {
  82238. /**
  82239. * Defines the gamepad rotation sensiblity.
  82240. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  82241. */
  82242. this.gamepadRotationSensibility = 80;
  82243. /**
  82244. * Defines the gamepad move sensiblity.
  82245. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  82246. */
  82247. this.gamepadMoveSensibility = 40;
  82248. }
  82249. /**
  82250. * Attach the input controls to a specific dom element to get the input from.
  82251. * @param element Defines the element the controls should be listened from
  82252. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  82253. */
  82254. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  82255. var _this = this;
  82256. var manager = this.camera.getScene().gamepadManager;
  82257. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  82258. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  82259. // prioritize XBOX gamepads.
  82260. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  82261. _this.gamepad = gamepad;
  82262. }
  82263. }
  82264. });
  82265. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  82266. if (_this.gamepad === gamepad) {
  82267. _this.gamepad = null;
  82268. }
  82269. });
  82270. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  82271. };
  82272. /**
  82273. * Detach the current controls from the specified dom element.
  82274. * @param element Defines the element to stop listening the inputs from
  82275. */
  82276. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  82277. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  82278. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  82279. this.gamepad = null;
  82280. };
  82281. /**
  82282. * Update the current camera state depending on the inputs that have been used this frame.
  82283. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  82284. */
  82285. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  82286. if (this.gamepad) {
  82287. var camera = this.camera;
  82288. var RSValues = this.gamepad.rightStick;
  82289. if (RSValues) {
  82290. if (RSValues.x != 0) {
  82291. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  82292. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  82293. camera.inertialAlphaOffset += normalizedRX;
  82294. }
  82295. }
  82296. if (RSValues.y != 0) {
  82297. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  82298. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  82299. camera.inertialBetaOffset += normalizedRY;
  82300. }
  82301. }
  82302. }
  82303. var LSValues = this.gamepad.leftStick;
  82304. if (LSValues && LSValues.y != 0) {
  82305. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  82306. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  82307. this.camera.inertialRadiusOffset -= normalizedLY;
  82308. }
  82309. }
  82310. }
  82311. };
  82312. /**
  82313. * Gets the class name of the current intput.
  82314. * @returns the class name
  82315. */
  82316. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  82317. return "ArcRotateCameraGamepadInput";
  82318. };
  82319. /**
  82320. * Get the friendly name associated with the input class.
  82321. * @returns the input friendly name
  82322. */
  82323. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  82324. return "gamepad";
  82325. };
  82326. __decorate([
  82327. BABYLON.serialize()
  82328. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  82329. __decorate([
  82330. BABYLON.serialize()
  82331. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  82332. return ArcRotateCameraGamepadInput;
  82333. }());
  82334. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  82335. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  82336. })(BABYLON || (BABYLON = {}));
  82337. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  82338. var BABYLON;
  82339. (function (BABYLON) {
  82340. /**
  82341. * Manager for handling gamepads
  82342. */
  82343. var GamepadManager = /** @class */ (function () {
  82344. /**
  82345. * Initializes the gamepad manager
  82346. * @param _scene BabylonJS scene
  82347. */
  82348. function GamepadManager(_scene) {
  82349. var _this = this;
  82350. this._scene = _scene;
  82351. this._babylonGamepads = [];
  82352. this._oneGamepadConnected = false;
  82353. /** @hidden */
  82354. this._isMonitoring = false;
  82355. /**
  82356. * observable to be triggered when the gamepad controller has been disconnected
  82357. */
  82358. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  82359. if (!BABYLON.Tools.IsWindowObjectExist()) {
  82360. this._gamepadEventSupported = false;
  82361. }
  82362. else {
  82363. this._gamepadEventSupported = 'GamepadEvent' in window;
  82364. this._gamepadSupport = (navigator.getGamepads ||
  82365. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  82366. }
  82367. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  82368. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  82369. for (var i in _this._babylonGamepads) {
  82370. var gamepad = _this._babylonGamepads[i];
  82371. if (gamepad && gamepad._isConnected) {
  82372. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  82373. }
  82374. }
  82375. });
  82376. this._onGamepadConnectedEvent = function (evt) {
  82377. var gamepad = evt.gamepad;
  82378. if (gamepad.index in _this._babylonGamepads) {
  82379. if (_this._babylonGamepads[gamepad.index].isConnected) {
  82380. return;
  82381. }
  82382. }
  82383. var newGamepad;
  82384. if (_this._babylonGamepads[gamepad.index]) {
  82385. newGamepad = _this._babylonGamepads[gamepad.index];
  82386. newGamepad.browserGamepad = gamepad;
  82387. newGamepad._isConnected = true;
  82388. }
  82389. else {
  82390. newGamepad = _this._addNewGamepad(gamepad);
  82391. }
  82392. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82393. _this._startMonitoringGamepads();
  82394. };
  82395. this._onGamepadDisconnectedEvent = function (evt) {
  82396. var gamepad = evt.gamepad;
  82397. // Remove the gamepad from the list of gamepads to monitor.
  82398. for (var i in _this._babylonGamepads) {
  82399. if (_this._babylonGamepads[i].index === gamepad.index) {
  82400. var disconnectedGamepad = _this._babylonGamepads[i];
  82401. disconnectedGamepad._isConnected = false;
  82402. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  82403. break;
  82404. }
  82405. }
  82406. };
  82407. if (this._gamepadSupport) {
  82408. //first add already-connected gamepads
  82409. this._updateGamepadObjects();
  82410. if (this._babylonGamepads.length) {
  82411. this._startMonitoringGamepads();
  82412. }
  82413. // Checking if the gamepad connected event is supported (like in Firefox)
  82414. if (this._gamepadEventSupported) {
  82415. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  82416. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  82417. }
  82418. else {
  82419. this._startMonitoringGamepads();
  82420. }
  82421. }
  82422. }
  82423. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  82424. /**
  82425. * The gamepads in the game pad manager
  82426. */
  82427. get: function () {
  82428. return this._babylonGamepads;
  82429. },
  82430. enumerable: true,
  82431. configurable: true
  82432. });
  82433. /**
  82434. * Get the gamepad controllers based on type
  82435. * @param type The type of gamepad controller
  82436. * @returns Nullable gamepad
  82437. */
  82438. GamepadManager.prototype.getGamepadByType = function (type) {
  82439. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  82440. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  82441. var gamepad = _a[_i];
  82442. if (gamepad && gamepad.type === type) {
  82443. return gamepad;
  82444. }
  82445. }
  82446. return null;
  82447. };
  82448. /**
  82449. * Disposes the gamepad manager
  82450. */
  82451. GamepadManager.prototype.dispose = function () {
  82452. if (this._gamepadEventSupported) {
  82453. if (this._onGamepadConnectedEvent) {
  82454. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  82455. }
  82456. if (this._onGamepadDisconnectedEvent) {
  82457. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  82458. }
  82459. this._onGamepadConnectedEvent = null;
  82460. this._onGamepadDisconnectedEvent = null;
  82461. }
  82462. this._babylonGamepads.forEach(function (gamepad) {
  82463. gamepad.dispose();
  82464. });
  82465. this.onGamepadConnectedObservable.clear();
  82466. this.onGamepadDisconnectedObservable.clear();
  82467. this._oneGamepadConnected = false;
  82468. this._stopMonitoringGamepads();
  82469. this._babylonGamepads = [];
  82470. };
  82471. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  82472. if (!this._oneGamepadConnected) {
  82473. this._oneGamepadConnected = true;
  82474. }
  82475. var newGamepad;
  82476. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  82477. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  82478. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  82479. }
  82480. // if pose is supported, use the (WebVR) pose enabled controller
  82481. else if (gamepad.pose) {
  82482. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  82483. }
  82484. else {
  82485. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  82486. }
  82487. this._babylonGamepads[newGamepad.index] = newGamepad;
  82488. return newGamepad;
  82489. };
  82490. GamepadManager.prototype._startMonitoringGamepads = function () {
  82491. if (!this._isMonitoring) {
  82492. this._isMonitoring = true;
  82493. //back-comp
  82494. if (!this._scene) {
  82495. this._checkGamepadsStatus();
  82496. }
  82497. }
  82498. };
  82499. GamepadManager.prototype._stopMonitoringGamepads = function () {
  82500. this._isMonitoring = false;
  82501. };
  82502. /** @hidden */
  82503. GamepadManager.prototype._checkGamepadsStatus = function () {
  82504. var _this = this;
  82505. // Hack to be compatible Chrome
  82506. this._updateGamepadObjects();
  82507. for (var i in this._babylonGamepads) {
  82508. var gamepad = this._babylonGamepads[i];
  82509. if (!gamepad || !gamepad.isConnected) {
  82510. continue;
  82511. }
  82512. gamepad.update();
  82513. }
  82514. if (this._isMonitoring && !this._scene) {
  82515. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  82516. }
  82517. };
  82518. // This function is called only on Chrome, which does not properly support
  82519. // connection/disconnection events and forces you to recopy again the gamepad object
  82520. GamepadManager.prototype._updateGamepadObjects = function () {
  82521. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  82522. for (var i = 0; i < gamepads.length; i++) {
  82523. var gamepad = gamepads[i];
  82524. if (gamepad) {
  82525. if (!this._babylonGamepads[gamepad.index]) {
  82526. var newGamepad = this._addNewGamepad(gamepad);
  82527. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82528. }
  82529. else {
  82530. // Forced to copy again this object for Chrome for unknown reason
  82531. this._babylonGamepads[i].browserGamepad = gamepad;
  82532. if (!this._babylonGamepads[i].isConnected) {
  82533. this._babylonGamepads[i]._isConnected = true;
  82534. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  82535. }
  82536. }
  82537. }
  82538. }
  82539. };
  82540. return GamepadManager;
  82541. }());
  82542. BABYLON.GamepadManager = GamepadManager;
  82543. })(BABYLON || (BABYLON = {}));
  82544. //# sourceMappingURL=babylon.gamepadManager.js.map
  82545. var BABYLON;
  82546. (function (BABYLON) {
  82547. /**
  82548. * Represents a gamepad control stick position
  82549. */
  82550. var StickValues = /** @class */ (function () {
  82551. /**
  82552. * Initializes the gamepad x and y control stick values
  82553. * @param x The x component of the gamepad control stick value
  82554. * @param y The y component of the gamepad control stick value
  82555. */
  82556. function StickValues(
  82557. /**
  82558. * The x component of the control stick
  82559. */
  82560. x,
  82561. /**
  82562. * The y component of the control stick
  82563. */
  82564. y) {
  82565. this.x = x;
  82566. this.y = y;
  82567. }
  82568. return StickValues;
  82569. }());
  82570. BABYLON.StickValues = StickValues;
  82571. /**
  82572. * Represents a gamepad
  82573. */
  82574. var Gamepad = /** @class */ (function () {
  82575. /**
  82576. * Initializes the gamepad
  82577. * @param id The id of the gamepad
  82578. * @param index The index of the gamepad
  82579. * @param browserGamepad The browser gamepad
  82580. * @param leftStickX The x component of the left joystick
  82581. * @param leftStickY The y component of the left joystick
  82582. * @param rightStickX The x component of the right joystick
  82583. * @param rightStickY The y component of the right joystick
  82584. */
  82585. function Gamepad(
  82586. /**
  82587. * The id of the gamepad
  82588. */
  82589. id,
  82590. /**
  82591. * The index of the gamepad
  82592. */
  82593. index,
  82594. /**
  82595. * The browser gamepad
  82596. */
  82597. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  82598. if (leftStickX === void 0) { leftStickX = 0; }
  82599. if (leftStickY === void 0) { leftStickY = 1; }
  82600. if (rightStickX === void 0) { rightStickX = 2; }
  82601. if (rightStickY === void 0) { rightStickY = 3; }
  82602. this.id = id;
  82603. this.index = index;
  82604. this.browserGamepad = browserGamepad;
  82605. this._leftStick = { x: 0, y: 0 };
  82606. this._rightStick = { x: 0, y: 0 };
  82607. /** @hidden */
  82608. this._isConnected = true;
  82609. /**
  82610. * Specifies whether the left control stick should be Y-inverted
  82611. */
  82612. this._invertLeftStickY = false;
  82613. this.type = Gamepad.GAMEPAD;
  82614. this._leftStickAxisX = leftStickX;
  82615. this._leftStickAxisY = leftStickY;
  82616. this._rightStickAxisX = rightStickX;
  82617. this._rightStickAxisY = rightStickY;
  82618. if (this.browserGamepad.axes.length >= 2) {
  82619. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82620. }
  82621. if (this.browserGamepad.axes.length >= 4) {
  82622. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82623. }
  82624. }
  82625. Object.defineProperty(Gamepad.prototype, "isConnected", {
  82626. /**
  82627. * Specifies if the gamepad has been connected
  82628. */
  82629. get: function () {
  82630. return this._isConnected;
  82631. },
  82632. enumerable: true,
  82633. configurable: true
  82634. });
  82635. /**
  82636. * Callback triggered when the left joystick has changed
  82637. * @param callback
  82638. */
  82639. Gamepad.prototype.onleftstickchanged = function (callback) {
  82640. this._onleftstickchanged = callback;
  82641. };
  82642. /**
  82643. * Callback triggered when the right joystick has changed
  82644. * @param callback
  82645. */
  82646. Gamepad.prototype.onrightstickchanged = function (callback) {
  82647. this._onrightstickchanged = callback;
  82648. };
  82649. Object.defineProperty(Gamepad.prototype, "leftStick", {
  82650. /**
  82651. * Gets the left joystick
  82652. */
  82653. get: function () {
  82654. return this._leftStick;
  82655. },
  82656. /**
  82657. * Sets the left joystick values
  82658. */
  82659. set: function (newValues) {
  82660. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  82661. this._onleftstickchanged(newValues);
  82662. }
  82663. this._leftStick = newValues;
  82664. },
  82665. enumerable: true,
  82666. configurable: true
  82667. });
  82668. Object.defineProperty(Gamepad.prototype, "rightStick", {
  82669. /**
  82670. * Gets the right joystick
  82671. */
  82672. get: function () {
  82673. return this._rightStick;
  82674. },
  82675. /**
  82676. * Sets the right joystick value
  82677. */
  82678. set: function (newValues) {
  82679. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  82680. this._onrightstickchanged(newValues);
  82681. }
  82682. this._rightStick = newValues;
  82683. },
  82684. enumerable: true,
  82685. configurable: true
  82686. });
  82687. /**
  82688. * Updates the gamepad joystick positions
  82689. */
  82690. Gamepad.prototype.update = function () {
  82691. if (this._leftStick) {
  82692. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82693. if (this._invertLeftStickY) {
  82694. this.leftStick.y *= -1;
  82695. }
  82696. }
  82697. if (this._rightStick) {
  82698. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82699. }
  82700. };
  82701. /**
  82702. * Disposes the gamepad
  82703. */
  82704. Gamepad.prototype.dispose = function () {
  82705. };
  82706. /**
  82707. * Represents a gamepad controller
  82708. */
  82709. Gamepad.GAMEPAD = 0;
  82710. /**
  82711. * Represents a generic controller
  82712. */
  82713. Gamepad.GENERIC = 1;
  82714. /**
  82715. * Represents an XBox controller
  82716. */
  82717. Gamepad.XBOX = 2;
  82718. /**
  82719. * Represents a pose-enabled controller
  82720. */
  82721. Gamepad.POSE_ENABLED = 3;
  82722. return Gamepad;
  82723. }());
  82724. BABYLON.Gamepad = Gamepad;
  82725. /**
  82726. * Represents a generic gamepad
  82727. */
  82728. var GenericPad = /** @class */ (function (_super) {
  82729. __extends(GenericPad, _super);
  82730. /**
  82731. * Initializes the generic gamepad
  82732. * @param id The id of the generic gamepad
  82733. * @param index The index of the generic gamepad
  82734. * @param browserGamepad The browser gamepad
  82735. */
  82736. function GenericPad(id, index, browserGamepad) {
  82737. var _this = _super.call(this, id, index, browserGamepad) || this;
  82738. /**
  82739. * Observable triggered when a button has been pressed
  82740. */
  82741. _this.onButtonDownObservable = new BABYLON.Observable();
  82742. /**
  82743. * Observable triggered when a button has been released
  82744. */
  82745. _this.onButtonUpObservable = new BABYLON.Observable();
  82746. _this.type = Gamepad.GENERIC;
  82747. _this._buttons = new Array(browserGamepad.buttons.length);
  82748. return _this;
  82749. }
  82750. /**
  82751. * Callback triggered when a button has been pressed
  82752. * @param callback Called when a button has been pressed
  82753. */
  82754. GenericPad.prototype.onbuttondown = function (callback) {
  82755. this._onbuttondown = callback;
  82756. };
  82757. /**
  82758. * Callback triggered when a button has been released
  82759. * @param callback Called when a button has been released
  82760. */
  82761. GenericPad.prototype.onbuttonup = function (callback) {
  82762. this._onbuttonup = callback;
  82763. };
  82764. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  82765. if (newValue !== currentValue) {
  82766. if (newValue === 1) {
  82767. if (this._onbuttondown) {
  82768. this._onbuttondown(buttonIndex);
  82769. }
  82770. this.onButtonDownObservable.notifyObservers(buttonIndex);
  82771. }
  82772. if (newValue === 0) {
  82773. if (this._onbuttonup) {
  82774. this._onbuttonup(buttonIndex);
  82775. }
  82776. this.onButtonUpObservable.notifyObservers(buttonIndex);
  82777. }
  82778. }
  82779. return newValue;
  82780. };
  82781. /**
  82782. * Updates the generic gamepad
  82783. */
  82784. GenericPad.prototype.update = function () {
  82785. _super.prototype.update.call(this);
  82786. for (var index = 0; index < this._buttons.length; index++) {
  82787. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  82788. }
  82789. };
  82790. /**
  82791. * Disposes the generic gamepad
  82792. */
  82793. GenericPad.prototype.dispose = function () {
  82794. _super.prototype.dispose.call(this);
  82795. this.onButtonDownObservable.clear();
  82796. this.onButtonUpObservable.clear();
  82797. };
  82798. return GenericPad;
  82799. }(Gamepad));
  82800. BABYLON.GenericPad = GenericPad;
  82801. })(BABYLON || (BABYLON = {}));
  82802. //# sourceMappingURL=babylon.gamepad.js.map
  82803. var BABYLON;
  82804. (function (BABYLON) {
  82805. /**
  82806. * Defines supported buttons for XBox360 compatible gamepads
  82807. */
  82808. var Xbox360Button;
  82809. (function (Xbox360Button) {
  82810. /** A */
  82811. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  82812. /** B */
  82813. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  82814. /** X */
  82815. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  82816. /** Y */
  82817. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  82818. /** Start */
  82819. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  82820. /** Back */
  82821. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  82822. /** Left button */
  82823. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  82824. /** Right button */
  82825. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  82826. /** Left stick */
  82827. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  82828. /** Right stick */
  82829. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  82830. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  82831. /** Defines values for XBox360 DPad */
  82832. var Xbox360Dpad;
  82833. (function (Xbox360Dpad) {
  82834. /** Up */
  82835. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82836. /** Down */
  82837. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82838. /** Left */
  82839. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82840. /** Right */
  82841. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82842. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82843. /**
  82844. * Defines a XBox360 gamepad
  82845. */
  82846. var Xbox360Pad = /** @class */ (function (_super) {
  82847. __extends(Xbox360Pad, _super);
  82848. /**
  82849. * Creates a new XBox360 gamepad object
  82850. * @param id defines the id of this gamepad
  82851. * @param index defines its index
  82852. * @param gamepad defines the internal HTML gamepad object
  82853. * @param xboxOne defines if it is a XBox One gamepad
  82854. */
  82855. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82856. if (xboxOne === void 0) { xboxOne = false; }
  82857. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82858. _this._leftTrigger = 0;
  82859. _this._rightTrigger = 0;
  82860. /** Observable raised when a button is pressed */
  82861. _this.onButtonDownObservable = new BABYLON.Observable();
  82862. /** Observable raised when a button is released */
  82863. _this.onButtonUpObservable = new BABYLON.Observable();
  82864. /** Observable raised when a pad is pressed */
  82865. _this.onPadDownObservable = new BABYLON.Observable();
  82866. /** Observable raised when a pad is released */
  82867. _this.onPadUpObservable = new BABYLON.Observable();
  82868. _this._buttonA = 0;
  82869. _this._buttonB = 0;
  82870. _this._buttonX = 0;
  82871. _this._buttonY = 0;
  82872. _this._buttonBack = 0;
  82873. _this._buttonStart = 0;
  82874. _this._buttonLB = 0;
  82875. _this._buttonRB = 0;
  82876. _this._buttonLeftStick = 0;
  82877. _this._buttonRightStick = 0;
  82878. _this._dPadUp = 0;
  82879. _this._dPadDown = 0;
  82880. _this._dPadLeft = 0;
  82881. _this._dPadRight = 0;
  82882. _this._isXboxOnePad = false;
  82883. _this.type = BABYLON.Gamepad.XBOX;
  82884. _this._isXboxOnePad = xboxOne;
  82885. return _this;
  82886. }
  82887. /**
  82888. * Defines the callback to call when left trigger is pressed
  82889. * @param callback defines the callback to use
  82890. */
  82891. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82892. this._onlefttriggerchanged = callback;
  82893. };
  82894. /**
  82895. * Defines the callback to call when right trigger is pressed
  82896. * @param callback defines the callback to use
  82897. */
  82898. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82899. this._onrighttriggerchanged = callback;
  82900. };
  82901. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82902. /**
  82903. * Gets the left trigger value
  82904. */
  82905. get: function () {
  82906. return this._leftTrigger;
  82907. },
  82908. /**
  82909. * Sets the left trigger value
  82910. */
  82911. set: function (newValue) {
  82912. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82913. this._onlefttriggerchanged(newValue);
  82914. }
  82915. this._leftTrigger = newValue;
  82916. },
  82917. enumerable: true,
  82918. configurable: true
  82919. });
  82920. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82921. /**
  82922. * Gets the right trigger value
  82923. */
  82924. get: function () {
  82925. return this._rightTrigger;
  82926. },
  82927. /**
  82928. * Sets the right trigger value
  82929. */
  82930. set: function (newValue) {
  82931. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82932. this._onrighttriggerchanged(newValue);
  82933. }
  82934. this._rightTrigger = newValue;
  82935. },
  82936. enumerable: true,
  82937. configurable: true
  82938. });
  82939. /**
  82940. * Defines the callback to call when a button is pressed
  82941. * @param callback defines the callback to use
  82942. */
  82943. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82944. this._onbuttondown = callback;
  82945. };
  82946. /**
  82947. * Defines the callback to call when a button is released
  82948. * @param callback defines the callback to use
  82949. */
  82950. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82951. this._onbuttonup = callback;
  82952. };
  82953. /**
  82954. * Defines the callback to call when a pad is pressed
  82955. * @param callback defines the callback to use
  82956. */
  82957. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82958. this._ondpaddown = callback;
  82959. };
  82960. /**
  82961. * Defines the callback to call when a pad is released
  82962. * @param callback defines the callback to use
  82963. */
  82964. Xbox360Pad.prototype.ondpadup = function (callback) {
  82965. this._ondpadup = callback;
  82966. };
  82967. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82968. if (newValue !== currentValue) {
  82969. if (newValue === 1) {
  82970. if (this._onbuttondown) {
  82971. this._onbuttondown(buttonType);
  82972. }
  82973. this.onButtonDownObservable.notifyObservers(buttonType);
  82974. }
  82975. if (newValue === 0) {
  82976. if (this._onbuttonup) {
  82977. this._onbuttonup(buttonType);
  82978. }
  82979. this.onButtonUpObservable.notifyObservers(buttonType);
  82980. }
  82981. }
  82982. return newValue;
  82983. };
  82984. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82985. if (newValue !== currentValue) {
  82986. if (newValue === 1) {
  82987. if (this._ondpaddown) {
  82988. this._ondpaddown(buttonType);
  82989. }
  82990. this.onPadDownObservable.notifyObservers(buttonType);
  82991. }
  82992. if (newValue === 0) {
  82993. if (this._ondpadup) {
  82994. this._ondpadup(buttonType);
  82995. }
  82996. this.onPadUpObservable.notifyObservers(buttonType);
  82997. }
  82998. }
  82999. return newValue;
  83000. };
  83001. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  83002. /**
  83003. * Gets the value of the `A` button
  83004. */
  83005. get: function () {
  83006. return this._buttonA;
  83007. },
  83008. /**
  83009. * Sets the value of the `A` button
  83010. */
  83011. set: function (value) {
  83012. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  83013. },
  83014. enumerable: true,
  83015. configurable: true
  83016. });
  83017. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  83018. /**
  83019. * Gets the value of the `B` button
  83020. */
  83021. get: function () {
  83022. return this._buttonB;
  83023. },
  83024. /**
  83025. * Sets the value of the `B` button
  83026. */
  83027. set: function (value) {
  83028. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  83029. },
  83030. enumerable: true,
  83031. configurable: true
  83032. });
  83033. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  83034. /**
  83035. * Gets the value of the `X` button
  83036. */
  83037. get: function () {
  83038. return this._buttonX;
  83039. },
  83040. /**
  83041. * Sets the value of the `X` button
  83042. */
  83043. set: function (value) {
  83044. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  83045. },
  83046. enumerable: true,
  83047. configurable: true
  83048. });
  83049. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  83050. /**
  83051. * Gets the value of the `Y` button
  83052. */
  83053. get: function () {
  83054. return this._buttonY;
  83055. },
  83056. /**
  83057. * Sets the value of the `Y` button
  83058. */
  83059. set: function (value) {
  83060. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  83061. },
  83062. enumerable: true,
  83063. configurable: true
  83064. });
  83065. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  83066. /**
  83067. * Gets the value of the `Start` button
  83068. */
  83069. get: function () {
  83070. return this._buttonStart;
  83071. },
  83072. /**
  83073. * Sets the value of the `Start` button
  83074. */
  83075. set: function (value) {
  83076. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  83077. },
  83078. enumerable: true,
  83079. configurable: true
  83080. });
  83081. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  83082. /**
  83083. * Gets the value of the `Back` button
  83084. */
  83085. get: function () {
  83086. return this._buttonBack;
  83087. },
  83088. /**
  83089. * Sets the value of the `Back` button
  83090. */
  83091. set: function (value) {
  83092. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  83093. },
  83094. enumerable: true,
  83095. configurable: true
  83096. });
  83097. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  83098. /**
  83099. * Gets the value of the `Left` button
  83100. */
  83101. get: function () {
  83102. return this._buttonLB;
  83103. },
  83104. /**
  83105. * Sets the value of the `Left` button
  83106. */
  83107. set: function (value) {
  83108. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  83109. },
  83110. enumerable: true,
  83111. configurable: true
  83112. });
  83113. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  83114. /**
  83115. * Gets the value of the `Right` button
  83116. */
  83117. get: function () {
  83118. return this._buttonRB;
  83119. },
  83120. /**
  83121. * Sets the value of the `Right` button
  83122. */
  83123. set: function (value) {
  83124. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  83125. },
  83126. enumerable: true,
  83127. configurable: true
  83128. });
  83129. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  83130. /**
  83131. * Gets the value of the Left joystick
  83132. */
  83133. get: function () {
  83134. return this._buttonLeftStick;
  83135. },
  83136. /**
  83137. * Sets the value of the Left joystick
  83138. */
  83139. set: function (value) {
  83140. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  83141. },
  83142. enumerable: true,
  83143. configurable: true
  83144. });
  83145. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  83146. /**
  83147. * Gets the value of the Right joystick
  83148. */
  83149. get: function () {
  83150. return this._buttonRightStick;
  83151. },
  83152. /**
  83153. * Sets the value of the Right joystick
  83154. */
  83155. set: function (value) {
  83156. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  83157. },
  83158. enumerable: true,
  83159. configurable: true
  83160. });
  83161. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  83162. /**
  83163. * Gets the value of D-pad up
  83164. */
  83165. get: function () {
  83166. return this._dPadUp;
  83167. },
  83168. /**
  83169. * Sets the value of D-pad up
  83170. */
  83171. set: function (value) {
  83172. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  83173. },
  83174. enumerable: true,
  83175. configurable: true
  83176. });
  83177. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  83178. /**
  83179. * Gets the value of D-pad down
  83180. */
  83181. get: function () {
  83182. return this._dPadDown;
  83183. },
  83184. /**
  83185. * Sets the value of D-pad down
  83186. */
  83187. set: function (value) {
  83188. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  83189. },
  83190. enumerable: true,
  83191. configurable: true
  83192. });
  83193. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  83194. /**
  83195. * Gets the value of D-pad left
  83196. */
  83197. get: function () {
  83198. return this._dPadLeft;
  83199. },
  83200. /**
  83201. * Sets the value of D-pad left
  83202. */
  83203. set: function (value) {
  83204. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  83205. },
  83206. enumerable: true,
  83207. configurable: true
  83208. });
  83209. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  83210. /**
  83211. * Gets the value of D-pad right
  83212. */
  83213. get: function () {
  83214. return this._dPadRight;
  83215. },
  83216. /**
  83217. * Sets the value of D-pad right
  83218. */
  83219. set: function (value) {
  83220. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  83221. },
  83222. enumerable: true,
  83223. configurable: true
  83224. });
  83225. /**
  83226. * Force the gamepad to synchronize with device values
  83227. */
  83228. Xbox360Pad.prototype.update = function () {
  83229. _super.prototype.update.call(this);
  83230. if (this._isXboxOnePad) {
  83231. this.buttonA = this.browserGamepad.buttons[0].value;
  83232. this.buttonB = this.browserGamepad.buttons[1].value;
  83233. this.buttonX = this.browserGamepad.buttons[2].value;
  83234. this.buttonY = this.browserGamepad.buttons[3].value;
  83235. this.buttonLB = this.browserGamepad.buttons[4].value;
  83236. this.buttonRB = this.browserGamepad.buttons[5].value;
  83237. this.leftTrigger = this.browserGamepad.axes[2];
  83238. this.rightTrigger = this.browserGamepad.axes[5];
  83239. this.buttonBack = this.browserGamepad.buttons[9].value;
  83240. this.buttonStart = this.browserGamepad.buttons[8].value;
  83241. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  83242. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  83243. this.dPadUp = this.browserGamepad.buttons[11].value;
  83244. this.dPadDown = this.browserGamepad.buttons[12].value;
  83245. this.dPadLeft = this.browserGamepad.buttons[13].value;
  83246. this.dPadRight = this.browserGamepad.buttons[14].value;
  83247. }
  83248. else {
  83249. this.buttonA = this.browserGamepad.buttons[0].value;
  83250. this.buttonB = this.browserGamepad.buttons[1].value;
  83251. this.buttonX = this.browserGamepad.buttons[2].value;
  83252. this.buttonY = this.browserGamepad.buttons[3].value;
  83253. this.buttonLB = this.browserGamepad.buttons[4].value;
  83254. this.buttonRB = this.browserGamepad.buttons[5].value;
  83255. this.leftTrigger = this.browserGamepad.buttons[6].value;
  83256. this.rightTrigger = this.browserGamepad.buttons[7].value;
  83257. this.buttonBack = this.browserGamepad.buttons[8].value;
  83258. this.buttonStart = this.browserGamepad.buttons[9].value;
  83259. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  83260. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  83261. this.dPadUp = this.browserGamepad.buttons[12].value;
  83262. this.dPadDown = this.browserGamepad.buttons[13].value;
  83263. this.dPadLeft = this.browserGamepad.buttons[14].value;
  83264. this.dPadRight = this.browserGamepad.buttons[15].value;
  83265. }
  83266. };
  83267. /**
  83268. * Disposes the gamepad
  83269. */
  83270. Xbox360Pad.prototype.dispose = function () {
  83271. _super.prototype.dispose.call(this);
  83272. this.onButtonDownObservable.clear();
  83273. this.onButtonUpObservable.clear();
  83274. this.onPadDownObservable.clear();
  83275. this.onPadUpObservable.clear();
  83276. };
  83277. return Xbox360Pad;
  83278. }(BABYLON.Gamepad));
  83279. BABYLON.Xbox360Pad = Xbox360Pad;
  83280. })(BABYLON || (BABYLON = {}));
  83281. //# sourceMappingURL=babylon.xboxGamepad.js.map
  83282. var BABYLON;
  83283. (function (BABYLON) {
  83284. /**
  83285. * Defines the types of pose enabled controllers that are supported
  83286. */
  83287. var PoseEnabledControllerType;
  83288. (function (PoseEnabledControllerType) {
  83289. /**
  83290. * HTC Vive
  83291. */
  83292. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  83293. /**
  83294. * Oculus Rift
  83295. */
  83296. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  83297. /**
  83298. * Windows mixed reality
  83299. */
  83300. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  83301. /**
  83302. * Samsung gear VR
  83303. */
  83304. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  83305. /**
  83306. * Google Daydream
  83307. */
  83308. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  83309. /**
  83310. * Generic
  83311. */
  83312. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  83313. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  83314. /**
  83315. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83316. */
  83317. var PoseEnabledControllerHelper = /** @class */ (function () {
  83318. function PoseEnabledControllerHelper() {
  83319. }
  83320. /**
  83321. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83322. * @param vrGamepad the gamepad to initialized
  83323. * @returns a vr controller of the type the gamepad identified as
  83324. */
  83325. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  83326. // Oculus Touch
  83327. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  83328. return new BABYLON.OculusTouchController(vrGamepad);
  83329. }
  83330. // Windows Mixed Reality controllers
  83331. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  83332. return new BABYLON.WindowsMotionController(vrGamepad);
  83333. }
  83334. // HTC Vive
  83335. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  83336. return new BABYLON.ViveController(vrGamepad);
  83337. }
  83338. // Samsung/Oculus Gear VR or Oculus Go
  83339. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  83340. return new BABYLON.GearVRController(vrGamepad);
  83341. }
  83342. // Google Daydream
  83343. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  83344. return new BABYLON.DaydreamController(vrGamepad);
  83345. }
  83346. // Generic
  83347. else {
  83348. return new BABYLON.GenericController(vrGamepad);
  83349. }
  83350. };
  83351. return PoseEnabledControllerHelper;
  83352. }());
  83353. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  83354. /**
  83355. * Defines the PoseEnabledController object that contains state of a vr capable controller
  83356. */
  83357. var PoseEnabledController = /** @class */ (function (_super) {
  83358. __extends(PoseEnabledController, _super);
  83359. /**
  83360. * Creates a new PoseEnabledController from a gamepad
  83361. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  83362. */
  83363. function PoseEnabledController(browserGamepad) {
  83364. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  83365. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  83366. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  83367. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  83368. /**
  83369. * The device position in babylon space
  83370. */
  83371. _this.devicePosition = BABYLON.Vector3.Zero();
  83372. /**
  83373. * The device rotation in babylon space
  83374. */
  83375. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  83376. /**
  83377. * The scale factor of the device in babylon space
  83378. */
  83379. _this.deviceScaleFactor = 1;
  83380. // Used to convert 6dof controllers to 3dof
  83381. _this._trackPosition = true;
  83382. _this._maxRotationDistFromHeadset = Math.PI / 5;
  83383. _this._draggedRoomRotation = 0;
  83384. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  83385. /**
  83386. * Internal, matrix used to convert room space to babylon space
  83387. * @hidden
  83388. */
  83389. _this._deviceToWorld = BABYLON.Matrix.Identity();
  83390. /**
  83391. * Node to be used when casting a ray from the controller
  83392. * @hidden
  83393. */
  83394. _this._pointingPoseNode = null;
  83395. _this._workingMatrix = BABYLON.Matrix.Identity();
  83396. /**
  83397. * @hidden
  83398. */
  83399. _this._meshAttachedObservable = new BABYLON.Observable();
  83400. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  83401. _this.controllerType = PoseEnabledControllerType.GENERIC;
  83402. _this.position = BABYLON.Vector3.Zero();
  83403. _this.rotationQuaternion = new BABYLON.Quaternion();
  83404. _this._calculatedPosition = BABYLON.Vector3.Zero();
  83405. _this._calculatedRotation = new BABYLON.Quaternion();
  83406. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  83407. return _this;
  83408. }
  83409. /**
  83410. * @hidden
  83411. */
  83412. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  83413. if (this._trackPosition) {
  83414. this._calculatedPosition.copyFrom(fixedPosition);
  83415. this._trackPosition = false;
  83416. }
  83417. };
  83418. /**
  83419. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  83420. */
  83421. PoseEnabledController.prototype.update = function () {
  83422. _super.prototype.update.call(this);
  83423. this._updatePoseAndMesh();
  83424. };
  83425. /**
  83426. * Updates only the pose device and mesh without doing any button event checking
  83427. */
  83428. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  83429. var pose = this.browserGamepad.pose;
  83430. this.updateFromDevice(pose);
  83431. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  83432. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  83433. camera._computeDevicePosition();
  83434. this._deviceToWorld.setTranslation(camera.devicePosition);
  83435. if (camera.deviceRotationQuaternion) {
  83436. var camera = camera;
  83437. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  83438. // Find the radian distance away that the headset is from the controllers rotation
  83439. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  83440. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  83441. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  83442. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  83443. this._draggedRoomRotation += rotationAmount;
  83444. // Rotate controller around headset
  83445. var sin = Math.sin(-rotationAmount);
  83446. var cos = Math.cos(-rotationAmount);
  83447. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  83448. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  83449. }
  83450. }
  83451. }
  83452. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  83453. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  83454. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  83455. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  83456. if (this._mesh) {
  83457. this._mesh.position.copyFrom(this.devicePosition);
  83458. if (this._mesh.rotationQuaternion) {
  83459. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  83460. }
  83461. }
  83462. };
  83463. /**
  83464. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  83465. * @param poseData raw pose fromthe device
  83466. */
  83467. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  83468. if (poseData) {
  83469. this.rawPose = poseData;
  83470. if (poseData.position) {
  83471. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  83472. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  83473. this._deviceRoomPosition.z *= -1;
  83474. }
  83475. if (this._trackPosition) {
  83476. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  83477. }
  83478. this._calculatedPosition.addInPlace(this.position);
  83479. }
  83480. var pose = this.rawPose;
  83481. if (poseData.orientation && pose.orientation) {
  83482. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  83483. if (this._mesh) {
  83484. if (this._mesh.getScene().useRightHandedSystem) {
  83485. this._deviceRoomRotationQuaternion.z *= -1;
  83486. this._deviceRoomRotationQuaternion.w *= -1;
  83487. }
  83488. else {
  83489. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  83490. }
  83491. }
  83492. // if the camera is set, rotate to the camera's rotation
  83493. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  83494. }
  83495. }
  83496. };
  83497. /**
  83498. * Attaches a mesh to the controller
  83499. * @param mesh the mesh to be attached
  83500. */
  83501. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  83502. if (this._mesh) {
  83503. this._mesh.parent = null;
  83504. }
  83505. this._mesh = mesh;
  83506. if (this._poseControlledCamera) {
  83507. this._mesh.parent = this._poseControlledCamera;
  83508. }
  83509. if (!this._mesh.rotationQuaternion) {
  83510. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  83511. }
  83512. // 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
  83513. this._updatePoseAndMesh();
  83514. if (this._pointingPoseNode) {
  83515. var parents = [];
  83516. var obj = this._pointingPoseNode;
  83517. while (obj.parent) {
  83518. parents.push(obj.parent);
  83519. obj = obj.parent;
  83520. }
  83521. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  83522. }
  83523. this._meshAttachedObservable.notifyObservers(mesh);
  83524. };
  83525. /**
  83526. * Attaches the controllers mesh to a camera
  83527. * @param camera the camera the mesh should be attached to
  83528. */
  83529. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  83530. this._poseControlledCamera = camera;
  83531. if (this._mesh) {
  83532. this._mesh.parent = this._poseControlledCamera;
  83533. }
  83534. };
  83535. /**
  83536. * Disposes of the controller
  83537. */
  83538. PoseEnabledController.prototype.dispose = function () {
  83539. if (this._mesh) {
  83540. this._mesh.dispose();
  83541. }
  83542. this._mesh = null;
  83543. _super.prototype.dispose.call(this);
  83544. };
  83545. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  83546. /**
  83547. * The mesh that is attached to the controller
  83548. */
  83549. get: function () {
  83550. return this._mesh;
  83551. },
  83552. enumerable: true,
  83553. configurable: true
  83554. });
  83555. /**
  83556. * Gets the ray of the controller in the direction the controller is pointing
  83557. * @param length the length the resulting ray should be
  83558. * @returns a ray in the direction the controller is pointing
  83559. */
  83560. PoseEnabledController.prototype.getForwardRay = function (length) {
  83561. if (length === void 0) { length = 100; }
  83562. if (!this.mesh) {
  83563. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  83564. }
  83565. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  83566. var origin = m.getTranslation();
  83567. var forward = new BABYLON.Vector3(0, 0, -1);
  83568. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83569. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83570. return new BABYLON.Ray(origin, direction, length);
  83571. };
  83572. /**
  83573. * Name of the child mesh that can be used to cast a ray from the controller
  83574. */
  83575. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  83576. return PoseEnabledController;
  83577. }(BABYLON.Gamepad));
  83578. BABYLON.PoseEnabledController = PoseEnabledController;
  83579. })(BABYLON || (BABYLON = {}));
  83580. //# sourceMappingURL=babylon.poseEnabledController.js.map
  83581. var BABYLON;
  83582. (function (BABYLON) {
  83583. /**
  83584. * Defines the WebVRController object that represents controllers tracked in 3D space
  83585. */
  83586. var WebVRController = /** @class */ (function (_super) {
  83587. __extends(WebVRController, _super);
  83588. /**
  83589. * Creates a new WebVRController from a gamepad
  83590. * @param vrGamepad the gamepad that the WebVRController should be created from
  83591. */
  83592. function WebVRController(vrGamepad) {
  83593. var _this = _super.call(this, vrGamepad) || this;
  83594. // Observables
  83595. /**
  83596. * Fired when the trigger state has changed
  83597. */
  83598. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  83599. /**
  83600. * Fired when the main button state has changed
  83601. */
  83602. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  83603. /**
  83604. * Fired when the secondary button state has changed
  83605. */
  83606. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  83607. /**
  83608. * Fired when the pad state has changed
  83609. */
  83610. _this.onPadStateChangedObservable = new BABYLON.Observable();
  83611. /**
  83612. * Fired when controllers stick values have changed
  83613. */
  83614. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  83615. /**
  83616. * X and Y axis corrisponding to the controllers joystick
  83617. */
  83618. _this.pad = { x: 0, y: 0 };
  83619. // avoid GC, store state in a tmp object
  83620. _this._changes = {
  83621. pressChanged: false,
  83622. touchChanged: false,
  83623. valueChanged: false,
  83624. changed: false
  83625. };
  83626. _this._buttons = new Array(vrGamepad.buttons.length);
  83627. _this.hand = vrGamepad.hand;
  83628. return _this;
  83629. }
  83630. /**
  83631. * Fired when a controller button's state has changed
  83632. * @param callback the callback containing the button that was modified
  83633. */
  83634. WebVRController.prototype.onButtonStateChange = function (callback) {
  83635. this._onButtonStateChange = callback;
  83636. };
  83637. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  83638. /**
  83639. * The default controller model for the controller
  83640. */
  83641. get: function () {
  83642. return this._defaultModel;
  83643. },
  83644. enumerable: true,
  83645. configurable: true
  83646. });
  83647. /**
  83648. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83649. */
  83650. WebVRController.prototype.update = function () {
  83651. _super.prototype.update.call(this);
  83652. for (var index = 0; index < this._buttons.length; index++) {
  83653. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  83654. }
  83655. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  83656. this.pad.x = this.leftStick.x;
  83657. this.pad.y = this.leftStick.y;
  83658. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  83659. }
  83660. };
  83661. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  83662. if (!newState) {
  83663. newState = {
  83664. pressed: false,
  83665. touched: false,
  83666. value: 0
  83667. };
  83668. }
  83669. if (!currentState) {
  83670. this._buttons[buttonIndex] = {
  83671. pressed: newState.pressed,
  83672. touched: newState.touched,
  83673. value: newState.value
  83674. };
  83675. return;
  83676. }
  83677. this._checkChanges(newState, currentState);
  83678. if (this._changes.changed) {
  83679. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  83680. this._handleButtonChange(buttonIndex, newState, this._changes);
  83681. }
  83682. this._buttons[buttonIndex].pressed = newState.pressed;
  83683. this._buttons[buttonIndex].touched = newState.touched;
  83684. // oculus triggers are never 0, thou not touched.
  83685. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  83686. };
  83687. WebVRController.prototype._checkChanges = function (newState, currentState) {
  83688. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  83689. this._changes.touchChanged = newState.touched !== currentState.touched;
  83690. this._changes.valueChanged = newState.value !== currentState.value;
  83691. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  83692. return this._changes;
  83693. };
  83694. /**
  83695. * Disposes of th webVRCOntroller
  83696. */
  83697. WebVRController.prototype.dispose = function () {
  83698. _super.prototype.dispose.call(this);
  83699. this.onTriggerStateChangedObservable.clear();
  83700. this.onMainButtonStateChangedObservable.clear();
  83701. this.onSecondaryButtonStateChangedObservable.clear();
  83702. this.onPadStateChangedObservable.clear();
  83703. this.onPadValuesChangedObservable.clear();
  83704. };
  83705. return WebVRController;
  83706. }(BABYLON.PoseEnabledController));
  83707. BABYLON.WebVRController = WebVRController;
  83708. })(BABYLON || (BABYLON = {}));
  83709. //# sourceMappingURL=babylon.webVRController.js.map
  83710. var BABYLON;
  83711. (function (BABYLON) {
  83712. /**
  83713. * Oculus Touch Controller
  83714. */
  83715. var OculusTouchController = /** @class */ (function (_super) {
  83716. __extends(OculusTouchController, _super);
  83717. /**
  83718. * Creates a new OculusTouchController from a gamepad
  83719. * @param vrGamepad the gamepad that the controller should be created from
  83720. */
  83721. function OculusTouchController(vrGamepad) {
  83722. var _this = _super.call(this, vrGamepad) || this;
  83723. /**
  83724. * Fired when the secondary trigger on this controller is modified
  83725. */
  83726. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  83727. /**
  83728. * Fired when the thumb rest on this controller is modified
  83729. */
  83730. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  83731. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  83732. return _this;
  83733. }
  83734. /**
  83735. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83736. * @param scene scene in which to add meshes
  83737. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83738. */
  83739. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83740. var _this = this;
  83741. var meshName;
  83742. // Hand
  83743. if (this.hand === 'left') {
  83744. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  83745. }
  83746. else { // Right is the default if no hand is specified
  83747. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  83748. }
  83749. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  83750. /*
  83751. Parent Mesh name: oculus_touch_left
  83752. - body
  83753. - trigger
  83754. - thumbstick
  83755. - grip
  83756. - button_y
  83757. - button_x
  83758. - button_enter
  83759. */
  83760. _this._defaultModel = newMeshes[1];
  83761. _this.attachToMesh(_this._defaultModel);
  83762. if (meshLoaded) {
  83763. meshLoaded(_this._defaultModel);
  83764. }
  83765. });
  83766. };
  83767. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  83768. /**
  83769. * Fired when the A button on this controller is modified
  83770. */
  83771. get: function () {
  83772. if (this.hand === 'right') {
  83773. return this.onMainButtonStateChangedObservable;
  83774. }
  83775. else {
  83776. throw new Error('No A button on left hand');
  83777. }
  83778. },
  83779. enumerable: true,
  83780. configurable: true
  83781. });
  83782. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  83783. /**
  83784. * Fired when the B button on this controller is modified
  83785. */
  83786. get: function () {
  83787. if (this.hand === 'right') {
  83788. return this.onSecondaryButtonStateChangedObservable;
  83789. }
  83790. else {
  83791. throw new Error('No B button on left hand');
  83792. }
  83793. },
  83794. enumerable: true,
  83795. configurable: true
  83796. });
  83797. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  83798. /**
  83799. * Fired when the X button on this controller is modified
  83800. */
  83801. get: function () {
  83802. if (this.hand === 'left') {
  83803. return this.onMainButtonStateChangedObservable;
  83804. }
  83805. else {
  83806. throw new Error('No X button on right hand');
  83807. }
  83808. },
  83809. enumerable: true,
  83810. configurable: true
  83811. });
  83812. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  83813. /**
  83814. * Fired when the Y button on this controller is modified
  83815. */
  83816. get: function () {
  83817. if (this.hand === 'left') {
  83818. return this.onSecondaryButtonStateChangedObservable;
  83819. }
  83820. else {
  83821. throw new Error('No Y button on right hand');
  83822. }
  83823. },
  83824. enumerable: true,
  83825. configurable: true
  83826. });
  83827. /**
  83828. * Called once for each button that changed state since the last frame
  83829. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  83830. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  83831. * 2) secondary trigger (same)
  83832. * 3) A (right) X (left), touch, pressed = value
  83833. * 4) B / Y
  83834. * 5) thumb rest
  83835. * @param buttonIdx Which button index changed
  83836. * @param state New state of the button
  83837. * @param changes Which properties on the state changed since last frame
  83838. */
  83839. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83840. var notifyObject = state; //{ state: state, changes: changes };
  83841. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83842. switch (buttonIdx) {
  83843. case 0:
  83844. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83845. return;
  83846. case 1: // index trigger
  83847. if (this._defaultModel) {
  83848. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83849. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83850. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83851. }
  83852. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83853. return;
  83854. case 2: // secondary trigger
  83855. if (this._defaultModel) {
  83856. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83857. }
  83858. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83859. return;
  83860. case 3:
  83861. if (this._defaultModel) {
  83862. if (notifyObject.pressed) {
  83863. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83864. }
  83865. else {
  83866. (this._defaultModel.getChildren()[1]).position.y = 0;
  83867. }
  83868. }
  83869. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83870. return;
  83871. case 4:
  83872. if (this._defaultModel) {
  83873. if (notifyObject.pressed) {
  83874. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83875. }
  83876. else {
  83877. (this._defaultModel.getChildren()[2]).position.y = 0;
  83878. }
  83879. }
  83880. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83881. return;
  83882. case 5:
  83883. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83884. return;
  83885. }
  83886. };
  83887. /**
  83888. * Base Url for the controller model.
  83889. */
  83890. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83891. /**
  83892. * File name for the left controller model.
  83893. */
  83894. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83895. /**
  83896. * File name for the right controller model.
  83897. */
  83898. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83899. return OculusTouchController;
  83900. }(BABYLON.WebVRController));
  83901. BABYLON.OculusTouchController = OculusTouchController;
  83902. })(BABYLON || (BABYLON = {}));
  83903. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83904. var BABYLON;
  83905. (function (BABYLON) {
  83906. /**
  83907. * Vive Controller
  83908. */
  83909. var ViveController = /** @class */ (function (_super) {
  83910. __extends(ViveController, _super);
  83911. /**
  83912. * Creates a new ViveController from a gamepad
  83913. * @param vrGamepad the gamepad that the controller should be created from
  83914. */
  83915. function ViveController(vrGamepad) {
  83916. var _this = _super.call(this, vrGamepad) || this;
  83917. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83918. _this._invertLeftStickY = true;
  83919. return _this;
  83920. }
  83921. /**
  83922. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83923. * @param scene scene in which to add meshes
  83924. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83925. */
  83926. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83927. var _this = this;
  83928. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83929. /*
  83930. Parent Mesh name: ViveWand
  83931. - body
  83932. - r_gripper
  83933. - l_gripper
  83934. - menu_button
  83935. - system_button
  83936. - trackpad
  83937. - trigger
  83938. - LED
  83939. */
  83940. _this._defaultModel = newMeshes[1];
  83941. _this.attachToMesh(_this._defaultModel);
  83942. if (meshLoaded) {
  83943. meshLoaded(_this._defaultModel);
  83944. }
  83945. });
  83946. };
  83947. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83948. /**
  83949. * Fired when the left button on this controller is modified
  83950. */
  83951. get: function () {
  83952. return this.onMainButtonStateChangedObservable;
  83953. },
  83954. enumerable: true,
  83955. configurable: true
  83956. });
  83957. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83958. /**
  83959. * Fired when the right button on this controller is modified
  83960. */
  83961. get: function () {
  83962. return this.onMainButtonStateChangedObservable;
  83963. },
  83964. enumerable: true,
  83965. configurable: true
  83966. });
  83967. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83968. /**
  83969. * Fired when the menu button on this controller is modified
  83970. */
  83971. get: function () {
  83972. return this.onSecondaryButtonStateChangedObservable;
  83973. },
  83974. enumerable: true,
  83975. configurable: true
  83976. });
  83977. /**
  83978. * Called once for each button that changed state since the last frame
  83979. * Vive mapping:
  83980. * 0: touchpad
  83981. * 1: trigger
  83982. * 2: left AND right buttons
  83983. * 3: menu button
  83984. * @param buttonIdx Which button index changed
  83985. * @param state New state of the button
  83986. * @param changes Which properties on the state changed since last frame
  83987. */
  83988. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83989. var notifyObject = state; //{ state: state, changes: changes };
  83990. switch (buttonIdx) {
  83991. case 0:
  83992. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83993. return;
  83994. case 1: // index trigger
  83995. if (this._defaultModel) {
  83996. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83997. }
  83998. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83999. return;
  84000. case 2: // left AND right button
  84001. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  84002. return;
  84003. case 3:
  84004. if (this._defaultModel) {
  84005. if (notifyObject.pressed) {
  84006. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  84007. }
  84008. else {
  84009. (this._defaultModel.getChildren()[2]).position.y = 0;
  84010. }
  84011. }
  84012. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  84013. return;
  84014. }
  84015. };
  84016. /**
  84017. * Base Url for the controller model.
  84018. */
  84019. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  84020. /**
  84021. * File name for the controller model.
  84022. */
  84023. ViveController.MODEL_FILENAME = 'wand.babylon';
  84024. return ViveController;
  84025. }(BABYLON.WebVRController));
  84026. BABYLON.ViveController = ViveController;
  84027. })(BABYLON || (BABYLON = {}));
  84028. //# sourceMappingURL=babylon.viveController.js.map
  84029. var BABYLON;
  84030. (function (BABYLON) {
  84031. /**
  84032. * Generic Controller
  84033. */
  84034. var GenericController = /** @class */ (function (_super) {
  84035. __extends(GenericController, _super);
  84036. /**
  84037. * Creates a new GenericController from a gamepad
  84038. * @param vrGamepad the gamepad that the controller should be created from
  84039. */
  84040. function GenericController(vrGamepad) {
  84041. return _super.call(this, vrGamepad) || this;
  84042. }
  84043. /**
  84044. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84045. * @param scene scene in which to add meshes
  84046. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84047. */
  84048. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84049. var _this = this;
  84050. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  84051. _this._defaultModel = newMeshes[1];
  84052. _this.attachToMesh(_this._defaultModel);
  84053. if (meshLoaded) {
  84054. meshLoaded(_this._defaultModel);
  84055. }
  84056. });
  84057. };
  84058. /**
  84059. * Called once for each button that changed state since the last frame
  84060. * @param buttonIdx Which button index changed
  84061. * @param state New state of the button
  84062. * @param changes Which properties on the state changed since last frame
  84063. */
  84064. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84065. console.log("Button id: " + buttonIdx + "state: ");
  84066. console.dir(state);
  84067. };
  84068. /**
  84069. * Base Url for the controller model.
  84070. */
  84071. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84072. /**
  84073. * File name for the controller model.
  84074. */
  84075. GenericController.MODEL_FILENAME = 'generic.babylon';
  84076. return GenericController;
  84077. }(BABYLON.WebVRController));
  84078. BABYLON.GenericController = GenericController;
  84079. })(BABYLON || (BABYLON = {}));
  84080. //# sourceMappingURL=babylon.genericController.js.map
  84081. var BABYLON;
  84082. (function (BABYLON) {
  84083. /**
  84084. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  84085. */
  84086. var LoadedMeshInfo = /** @class */ (function () {
  84087. function LoadedMeshInfo() {
  84088. /**
  84089. * Map of the button meshes contained in the controller
  84090. */
  84091. this.buttonMeshes = {};
  84092. /**
  84093. * Map of the axis meshes contained in the controller
  84094. */
  84095. this.axisMeshes = {};
  84096. }
  84097. return LoadedMeshInfo;
  84098. }());
  84099. /**
  84100. * Defines the WindowsMotionController object that the state of the windows motion controller
  84101. */
  84102. var WindowsMotionController = /** @class */ (function (_super) {
  84103. __extends(WindowsMotionController, _super);
  84104. /**
  84105. * Creates a new WindowsMotionController from a gamepad
  84106. * @param vrGamepad the gamepad that the controller should be created from
  84107. */
  84108. function WindowsMotionController(vrGamepad) {
  84109. var _this = _super.call(this, vrGamepad) || this;
  84110. _this._mapping = {
  84111. // Semantic button names
  84112. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  84113. // A mapping of the button name to glTF model node name
  84114. // that should be transformed by button value.
  84115. buttonMeshNames: {
  84116. 'trigger': 'SELECT',
  84117. 'menu': 'MENU',
  84118. 'grip': 'GRASP',
  84119. 'thumbstick': 'THUMBSTICK_PRESS',
  84120. 'trackpad': 'TOUCHPAD_PRESS'
  84121. },
  84122. // This mapping is used to translate from the Motion Controller to Babylon semantics
  84123. buttonObservableNames: {
  84124. 'trigger': 'onTriggerStateChangedObservable',
  84125. 'menu': 'onSecondaryButtonStateChangedObservable',
  84126. 'grip': 'onMainButtonStateChangedObservable',
  84127. 'thumbstick': 'onPadStateChangedObservable',
  84128. 'trackpad': 'onTrackpadChangedObservable'
  84129. },
  84130. // A mapping of the axis name to glTF model node name
  84131. // that should be transformed by axis value.
  84132. // This array mirrors the browserGamepad.axes array, such that
  84133. // the mesh corresponding to axis 0 is in this array index 0.
  84134. axisMeshNames: [
  84135. 'THUMBSTICK_X',
  84136. 'THUMBSTICK_Y',
  84137. 'TOUCHPAD_TOUCH_X',
  84138. 'TOUCHPAD_TOUCH_Y'
  84139. ],
  84140. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  84141. };
  84142. /**
  84143. * Fired when the trackpad on this controller is clicked
  84144. */
  84145. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  84146. /**
  84147. * Fired when the trackpad on this controller is modified
  84148. */
  84149. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  84150. /**
  84151. * The current x and y values of this controller's trackpad
  84152. */
  84153. _this.trackpad = { x: 0, y: 0 };
  84154. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  84155. _this._loadedMeshInfo = null;
  84156. return _this;
  84157. }
  84158. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  84159. /**
  84160. * Fired when the trigger on this controller is modified
  84161. */
  84162. get: function () {
  84163. return this.onTriggerStateChangedObservable;
  84164. },
  84165. enumerable: true,
  84166. configurable: true
  84167. });
  84168. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  84169. /**
  84170. * Fired when the menu button on this controller is modified
  84171. */
  84172. get: function () {
  84173. return this.onSecondaryButtonStateChangedObservable;
  84174. },
  84175. enumerable: true,
  84176. configurable: true
  84177. });
  84178. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  84179. /**
  84180. * Fired when the grip button on this controller is modified
  84181. */
  84182. get: function () {
  84183. return this.onMainButtonStateChangedObservable;
  84184. },
  84185. enumerable: true,
  84186. configurable: true
  84187. });
  84188. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  84189. /**
  84190. * Fired when the thumbstick button on this controller is modified
  84191. */
  84192. get: function () {
  84193. return this.onPadStateChangedObservable;
  84194. },
  84195. enumerable: true,
  84196. configurable: true
  84197. });
  84198. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  84199. /**
  84200. * Fired when the touchpad button on this controller is modified
  84201. */
  84202. get: function () {
  84203. return this.onTrackpadChangedObservable;
  84204. },
  84205. enumerable: true,
  84206. configurable: true
  84207. });
  84208. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  84209. /**
  84210. * Fired when the touchpad values on this controller are modified
  84211. */
  84212. get: function () {
  84213. return this.onTrackpadValuesChangedObservable;
  84214. },
  84215. enumerable: true,
  84216. configurable: true
  84217. });
  84218. WindowsMotionController.prototype._updateTrackpad = function () {
  84219. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  84220. this.trackpad.x = this.browserGamepad["axes"][2];
  84221. this.trackpad.y = this.browserGamepad["axes"][3];
  84222. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  84223. }
  84224. };
  84225. /**
  84226. * Called once per frame by the engine.
  84227. */
  84228. WindowsMotionController.prototype.update = function () {
  84229. _super.prototype.update.call(this);
  84230. if (this.browserGamepad.axes) {
  84231. this._updateTrackpad();
  84232. // Only need to animate axes if there is a loaded mesh
  84233. if (this._loadedMeshInfo) {
  84234. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  84235. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  84236. }
  84237. }
  84238. }
  84239. };
  84240. /**
  84241. * Called once for each button that changed state since the last frame
  84242. * @param buttonIdx Which button index changed
  84243. * @param state New state of the button
  84244. * @param changes Which properties on the state changed since last frame
  84245. */
  84246. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84247. var buttonName = this._mapping.buttons[buttonIdx];
  84248. if (!buttonName) {
  84249. return;
  84250. }
  84251. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  84252. this._updateTrackpad();
  84253. // Only emit events for buttons that we know how to map from index to name
  84254. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  84255. if (observable) {
  84256. observable.notifyObservers(state);
  84257. }
  84258. this._lerpButtonTransform(buttonName, state.value);
  84259. };
  84260. /**
  84261. * Moves the buttons on the controller mesh based on their current state
  84262. * @param buttonName the name of the button to move
  84263. * @param buttonValue the value of the button which determines the buttons new position
  84264. */
  84265. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  84266. // If there is no loaded mesh, there is nothing to transform.
  84267. if (!this._loadedMeshInfo) {
  84268. return;
  84269. }
  84270. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  84271. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84272. return;
  84273. }
  84274. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  84275. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  84276. };
  84277. /**
  84278. * Moves the axis on the controller mesh based on its current state
  84279. * @param axis the index of the axis
  84280. * @param axisValue the value of the axis which determines the meshes new position
  84281. * @hidden
  84282. */
  84283. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  84284. if (!this._loadedMeshInfo) {
  84285. return;
  84286. }
  84287. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  84288. if (!meshInfo) {
  84289. return;
  84290. }
  84291. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84292. return;
  84293. }
  84294. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  84295. var lerpValue = axisValue * 0.5 + 0.5;
  84296. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  84297. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  84298. };
  84299. /**
  84300. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84301. * @param scene scene in which to add meshes
  84302. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84303. */
  84304. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  84305. var _this = this;
  84306. if (forceDefault === void 0) { forceDefault = false; }
  84307. var path;
  84308. var filename;
  84309. // Checking if GLB loader is present
  84310. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  84311. // Determine the device specific folder based on the ID suffix
  84312. var device = 'default';
  84313. if (this.id && !forceDefault) {
  84314. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  84315. device = ((match && match[0]) || device);
  84316. }
  84317. // Hand
  84318. if (this.hand === 'left') {
  84319. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  84320. }
  84321. else { // Right is the default if no hand is specified
  84322. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  84323. }
  84324. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  84325. }
  84326. else {
  84327. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  84328. path = BABYLON.GenericController.MODEL_BASE_URL;
  84329. filename = BABYLON.GenericController.MODEL_FILENAME;
  84330. }
  84331. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  84332. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  84333. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  84334. if (!_this._loadedMeshInfo) {
  84335. return;
  84336. }
  84337. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  84338. _this.attachToMesh(_this._defaultModel);
  84339. if (meshLoaded) {
  84340. meshLoaded(_this._defaultModel);
  84341. }
  84342. }, null, function (scene, message) {
  84343. BABYLON.Tools.Log(message);
  84344. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  84345. if (!forceDefault) {
  84346. _this.initControllerMesh(scene, meshLoaded, true);
  84347. }
  84348. });
  84349. };
  84350. /**
  84351. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  84352. * can be transformed by button presses and axes values, based on this._mapping.
  84353. *
  84354. * @param scene scene in which the meshes exist
  84355. * @param meshes list of meshes that make up the controller model to process
  84356. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  84357. */
  84358. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  84359. var loadedMeshInfo = null;
  84360. // Create a new mesh to contain the glTF hierarchy
  84361. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  84362. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  84363. var childMesh = null;
  84364. for (var i = 0; i < meshes.length; i++) {
  84365. var mesh = meshes[i];
  84366. if (!mesh.parent) {
  84367. // Exclude controller meshes from picking results
  84368. mesh.isPickable = false;
  84369. // Handle root node, attach to the new parentMesh
  84370. childMesh = mesh;
  84371. break;
  84372. }
  84373. }
  84374. if (childMesh) {
  84375. childMesh.setParent(parentMesh);
  84376. // Create our mesh info. Note that this method will always return non-null.
  84377. loadedMeshInfo = this.createMeshInfo(parentMesh);
  84378. }
  84379. else {
  84380. BABYLON.Tools.Warn('Could not find root node in model file.');
  84381. }
  84382. return loadedMeshInfo;
  84383. };
  84384. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  84385. var loadedMeshInfo = new LoadedMeshInfo();
  84386. var i;
  84387. loadedMeshInfo.rootNode = rootNode;
  84388. // Reset the caches
  84389. loadedMeshInfo.buttonMeshes = {};
  84390. loadedMeshInfo.axisMeshes = {};
  84391. // Button Meshes
  84392. for (i = 0; i < this._mapping.buttons.length; i++) {
  84393. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  84394. if (!buttonMeshName) {
  84395. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  84396. continue;
  84397. }
  84398. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  84399. if (!buttonMesh) {
  84400. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  84401. continue;
  84402. }
  84403. var buttonMeshInfo = {
  84404. index: i,
  84405. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  84406. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  84407. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  84408. };
  84409. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  84410. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  84411. }
  84412. else {
  84413. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  84414. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  84415. '(VALUE: ' + !!buttonMeshInfo.value +
  84416. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  84417. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  84418. ')');
  84419. }
  84420. }
  84421. // Axis Meshes
  84422. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  84423. var axisMeshName = this._mapping.axisMeshNames[i];
  84424. if (!axisMeshName) {
  84425. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  84426. continue;
  84427. }
  84428. var axisMesh = getChildByName(rootNode, axisMeshName);
  84429. if (!axisMesh) {
  84430. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  84431. continue;
  84432. }
  84433. var axisMeshInfo = {
  84434. index: i,
  84435. value: getImmediateChildByName(axisMesh, 'VALUE'),
  84436. min: getImmediateChildByName(axisMesh, 'MIN'),
  84437. max: getImmediateChildByName(axisMesh, 'MAX')
  84438. };
  84439. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  84440. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  84441. }
  84442. else {
  84443. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  84444. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  84445. '(VALUE: ' + !!axisMeshInfo.value +
  84446. ', MIN: ' + !!axisMeshInfo.min +
  84447. ', MAX:' + !!axisMeshInfo.max +
  84448. ')');
  84449. }
  84450. }
  84451. // Pointing Ray
  84452. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  84453. if (!loadedMeshInfo.pointingPoseNode) {
  84454. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  84455. }
  84456. else {
  84457. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  84458. }
  84459. return loadedMeshInfo;
  84460. // Look through all children recursively. This will return null if no mesh exists with the given name.
  84461. function getChildByName(node, name) {
  84462. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  84463. }
  84464. // Look through only immediate children. This will return null if no mesh exists with the given name.
  84465. function getImmediateChildByName(node, name) {
  84466. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  84467. }
  84468. };
  84469. /**
  84470. * Gets the ray of the controller in the direction the controller is pointing
  84471. * @param length the length the resulting ray should be
  84472. * @returns a ray in the direction the controller is pointing
  84473. */
  84474. WindowsMotionController.prototype.getForwardRay = function (length) {
  84475. if (length === void 0) { length = 100; }
  84476. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  84477. return _super.prototype.getForwardRay.call(this, length);
  84478. }
  84479. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  84480. var origin = m.getTranslation();
  84481. var forward = new BABYLON.Vector3(0, 0, -1);
  84482. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  84483. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  84484. return new BABYLON.Ray(origin, direction, length);
  84485. };
  84486. /**
  84487. * Disposes of the controller
  84488. */
  84489. WindowsMotionController.prototype.dispose = function () {
  84490. _super.prototype.dispose.call(this);
  84491. this.onTrackpadChangedObservable.clear();
  84492. };
  84493. /**
  84494. * The base url used to load the left and right controller models
  84495. */
  84496. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  84497. /**
  84498. * The name of the left controller model file
  84499. */
  84500. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  84501. /**
  84502. * The name of the right controller model file
  84503. */
  84504. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  84505. /**
  84506. * The controller name prefix for this controller type
  84507. */
  84508. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  84509. /**
  84510. * The controller id pattern for this controller type
  84511. */
  84512. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  84513. return WindowsMotionController;
  84514. }(BABYLON.WebVRController));
  84515. BABYLON.WindowsMotionController = WindowsMotionController;
  84516. })(BABYLON || (BABYLON = {}));
  84517. //# sourceMappingURL=babylon.windowsMotionController.js.map
  84518. var BABYLON;
  84519. (function (BABYLON) {
  84520. /**
  84521. * Gear VR Controller
  84522. */
  84523. var GearVRController = /** @class */ (function (_super) {
  84524. __extends(GearVRController, _super);
  84525. /**
  84526. * Creates a new GearVRController from a gamepad
  84527. * @param vrGamepad the gamepad that the controller should be created from
  84528. */
  84529. function GearVRController(vrGamepad) {
  84530. var _this = _super.call(this, vrGamepad) || this;
  84531. _this._buttonIndexToObservableNameMap = [
  84532. 'onTrackpadChangedObservable',
  84533. 'onTriggerStateChangedObservable' // Trigger
  84534. ];
  84535. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  84536. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  84537. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  84538. _this._disableTrackPosition(_this._calculatedPosition);
  84539. return _this;
  84540. }
  84541. /**
  84542. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84543. * @param scene scene in which to add meshes
  84544. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84545. */
  84546. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84547. var _this = this;
  84548. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  84549. // Offset the controller so it will rotate around the users wrist
  84550. var mesh = new BABYLON.Mesh("", scene);
  84551. newMeshes[1].parent = mesh;
  84552. newMeshes[1].position.z = -0.15;
  84553. _this._defaultModel = mesh;
  84554. _this.attachToMesh(_this._defaultModel);
  84555. if (meshLoaded) {
  84556. meshLoaded(_this._defaultModel);
  84557. }
  84558. });
  84559. };
  84560. /**
  84561. * Called once for each button that changed state since the last frame
  84562. * @param buttonIdx Which button index changed
  84563. * @param state New state of the button
  84564. * @param changes Which properties on the state changed since last frame
  84565. */
  84566. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84567. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  84568. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  84569. // Only emit events for buttons that we know how to map from index to observable
  84570. var observable = this[observableName];
  84571. if (observable) {
  84572. observable.notifyObservers(state);
  84573. }
  84574. }
  84575. };
  84576. /**
  84577. * Base Url for the controller model.
  84578. */
  84579. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84580. /**
  84581. * File name for the controller model.
  84582. */
  84583. GearVRController.MODEL_FILENAME = 'generic.babylon';
  84584. /**
  84585. * Gamepad Id prefix used to identify this controller.
  84586. */
  84587. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  84588. return GearVRController;
  84589. }(BABYLON.WebVRController));
  84590. BABYLON.GearVRController = GearVRController;
  84591. })(BABYLON || (BABYLON = {}));
  84592. //# sourceMappingURL=babylon.gearVRController.js.map
  84593. var BABYLON;
  84594. (function (BABYLON) {
  84595. /**
  84596. * Google Daydream controller
  84597. */
  84598. var DaydreamController = /** @class */ (function (_super) {
  84599. __extends(DaydreamController, _super);
  84600. /**
  84601. * Creates a new DaydreamController from a gamepad
  84602. * @param vrGamepad the gamepad that the controller should be created from
  84603. */
  84604. function DaydreamController(vrGamepad) {
  84605. var _this = _super.call(this, vrGamepad) || this;
  84606. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  84607. return _this;
  84608. }
  84609. /**
  84610. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84611. * @param scene scene in which to add meshes
  84612. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84613. */
  84614. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84615. var _this = this;
  84616. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  84617. _this._defaultModel = newMeshes[1];
  84618. _this.attachToMesh(_this._defaultModel);
  84619. if (meshLoaded) {
  84620. meshLoaded(_this._defaultModel);
  84621. }
  84622. });
  84623. };
  84624. /**
  84625. * Called once for each button that changed state since the last frame
  84626. * @param buttonIdx Which button index changed
  84627. * @param state New state of the button
  84628. * @param changes Which properties on the state changed since last frame
  84629. */
  84630. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84631. // Daydream controller only has 1 GamepadButton (on the trackpad).
  84632. if (buttonIdx === 0) {
  84633. var observable = this.onTriggerStateChangedObservable;
  84634. if (observable) {
  84635. observable.notifyObservers(state);
  84636. }
  84637. }
  84638. else {
  84639. // If the app or home buttons are ever made available
  84640. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  84641. }
  84642. };
  84643. /**
  84644. * Base Url for the controller model.
  84645. */
  84646. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84647. /**
  84648. * File name for the controller model.
  84649. */
  84650. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  84651. /**
  84652. * Gamepad Id prefix used to identify Daydream Controller.
  84653. */
  84654. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  84655. return DaydreamController;
  84656. }(BABYLON.WebVRController));
  84657. BABYLON.DaydreamController = DaydreamController;
  84658. })(BABYLON || (BABYLON = {}));
  84659. //# sourceMappingURL=babylon.daydreamController.js.map
  84660. var BABYLON;
  84661. (function (BABYLON) {
  84662. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  84663. get: function () {
  84664. if (!this._gamepadManager) {
  84665. this._gamepadManager = new BABYLON.GamepadManager(this);
  84666. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  84667. if (!component) {
  84668. component = new GamepadSystemSceneComponent(this);
  84669. this._addComponent(component);
  84670. }
  84671. }
  84672. return this._gamepadManager;
  84673. },
  84674. enumerable: true,
  84675. configurable: true
  84676. });
  84677. /**
  84678. * Adds a gamepad to the free camera inputs manager
  84679. */
  84680. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  84681. this.add(new BABYLON.FreeCameraGamepadInput());
  84682. return this;
  84683. };
  84684. /**
  84685. * Adds a gamepad to the arc rotate camera inputs manager
  84686. */
  84687. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  84688. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  84689. return this;
  84690. };
  84691. /**
  84692. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  84693. */
  84694. var GamepadSystemSceneComponent = /** @class */ (function () {
  84695. /**
  84696. * Creates a new instance of the component for the given scene
  84697. * @param scene Defines the scene to register the component in
  84698. */
  84699. function GamepadSystemSceneComponent(scene) {
  84700. /**
  84701. * The component name helpfull to identify the component in the list of scene components.
  84702. */
  84703. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  84704. this.scene = scene;
  84705. }
  84706. /**
  84707. * Registers the component in a given scene
  84708. */
  84709. GamepadSystemSceneComponent.prototype.register = function () {
  84710. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  84711. };
  84712. /**
  84713. * Rebuilds the elements related to this component in case of
  84714. * context lost for instance.
  84715. */
  84716. GamepadSystemSceneComponent.prototype.rebuild = function () {
  84717. // Nothing to do for gamepads
  84718. };
  84719. /**
  84720. * Disposes the component and the associated ressources
  84721. */
  84722. GamepadSystemSceneComponent.prototype.dispose = function () {
  84723. var gamepadManager = this.scene._gamepadManager;
  84724. if (gamepadManager) {
  84725. gamepadManager.dispose();
  84726. this.scene._gamepadManager = null;
  84727. }
  84728. };
  84729. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  84730. var gamepadManager = this.scene._gamepadManager;
  84731. if (gamepadManager && gamepadManager._isMonitoring) {
  84732. gamepadManager._checkGamepadsStatus();
  84733. }
  84734. };
  84735. return GamepadSystemSceneComponent;
  84736. }());
  84737. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  84738. })(BABYLON || (BABYLON = {}));
  84739. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  84740. var BABYLON;
  84741. (function (BABYLON) {
  84742. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  84743. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  84744. });
  84745. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  84746. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  84747. });
  84748. /**
  84749. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  84750. * an arc rotate version arcFollowCamera are available.
  84751. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84752. */
  84753. var FollowCamera = /** @class */ (function (_super) {
  84754. __extends(FollowCamera, _super);
  84755. /**
  84756. * Instantiates the follow camera.
  84757. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84758. * @param name Define the name of the camera in the scene
  84759. * @param position Define the position of the camera
  84760. * @param scene Define the scene the camera belong to
  84761. * @param lockedTarget Define the target of the camera
  84762. */
  84763. function FollowCamera(name, position, scene, lockedTarget) {
  84764. if (lockedTarget === void 0) { lockedTarget = null; }
  84765. var _this = _super.call(this, name, position, scene) || this;
  84766. /**
  84767. * Distance the follow camera should follow an object at
  84768. */
  84769. _this.radius = 12;
  84770. /**
  84771. * Define a rotation offset between the camera and the object it follows
  84772. */
  84773. _this.rotationOffset = 0;
  84774. /**
  84775. * Define a height offset between the camera and the object it follows.
  84776. * It can help following an object from the top (like a car chaing a plane)
  84777. */
  84778. _this.heightOffset = 4;
  84779. /**
  84780. * Define how fast the camera can accelerate to follow it s target.
  84781. */
  84782. _this.cameraAcceleration = 0.05;
  84783. /**
  84784. * Define the speed limit of the camera following an object.
  84785. */
  84786. _this.maxCameraSpeed = 20;
  84787. _this.lockedTarget = lockedTarget;
  84788. return _this;
  84789. }
  84790. FollowCamera.prototype._follow = function (cameraTarget) {
  84791. if (!cameraTarget) {
  84792. return;
  84793. }
  84794. var yRotation;
  84795. if (cameraTarget.rotationQuaternion) {
  84796. var rotMatrix = new BABYLON.Matrix();
  84797. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  84798. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  84799. }
  84800. else {
  84801. yRotation = cameraTarget.rotation.y;
  84802. }
  84803. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  84804. var targetPosition = cameraTarget.getAbsolutePosition();
  84805. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  84806. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  84807. var dx = targetX - this.position.x;
  84808. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  84809. var dz = (targetZ) - this.position.z;
  84810. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  84811. var vy = dy * this.cameraAcceleration;
  84812. var vz = dz * this.cameraAcceleration * 2;
  84813. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  84814. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84815. }
  84816. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  84817. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84818. }
  84819. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  84820. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84821. }
  84822. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  84823. this.setTarget(targetPosition);
  84824. };
  84825. /** @hidden */
  84826. FollowCamera.prototype._checkInputs = function () {
  84827. _super.prototype._checkInputs.call(this);
  84828. if (this.lockedTarget) {
  84829. this._follow(this.lockedTarget);
  84830. }
  84831. };
  84832. /**
  84833. * Gets the camera class name.
  84834. * @returns the class name
  84835. */
  84836. FollowCamera.prototype.getClassName = function () {
  84837. return "FollowCamera";
  84838. };
  84839. __decorate([
  84840. BABYLON.serialize()
  84841. ], FollowCamera.prototype, "radius", void 0);
  84842. __decorate([
  84843. BABYLON.serialize()
  84844. ], FollowCamera.prototype, "rotationOffset", void 0);
  84845. __decorate([
  84846. BABYLON.serialize()
  84847. ], FollowCamera.prototype, "heightOffset", void 0);
  84848. __decorate([
  84849. BABYLON.serialize()
  84850. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84851. __decorate([
  84852. BABYLON.serialize()
  84853. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84854. __decorate([
  84855. BABYLON.serializeAsMeshReference("lockedTargetId")
  84856. ], FollowCamera.prototype, "lockedTarget", void 0);
  84857. return FollowCamera;
  84858. }(BABYLON.TargetCamera));
  84859. BABYLON.FollowCamera = FollowCamera;
  84860. /**
  84861. * Arc Rotate version of the follow camera.
  84862. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84863. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84864. */
  84865. var ArcFollowCamera = /** @class */ (function (_super) {
  84866. __extends(ArcFollowCamera, _super);
  84867. /**
  84868. * Instantiates a new ArcFollowCamera
  84869. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84870. * @param name Define the name of the camera
  84871. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84872. * @param beta Define the rotation angle of the camera around the elevation axis
  84873. * @param radius Define the radius of the camera from its target point
  84874. * @param target Define the target of the camera
  84875. * @param scene Define the scene the camera belongs to
  84876. */
  84877. function ArcFollowCamera(name,
  84878. /** The longitudinal angle of the camera */
  84879. alpha,
  84880. /** The latitudinal angle of the camera */
  84881. beta,
  84882. /** The radius of the camera from its target */
  84883. radius,
  84884. /** Define the camera target (the messh it should follow) */
  84885. target, scene) {
  84886. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84887. _this.alpha = alpha;
  84888. _this.beta = beta;
  84889. _this.radius = radius;
  84890. _this.target = target;
  84891. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84892. _this._follow();
  84893. return _this;
  84894. }
  84895. ArcFollowCamera.prototype._follow = function () {
  84896. if (!this.target) {
  84897. return;
  84898. }
  84899. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84900. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84901. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84902. var targetPosition = this.target.getAbsolutePosition();
  84903. this.position = targetPosition.add(this._cartesianCoordinates);
  84904. this.setTarget(targetPosition);
  84905. };
  84906. /** @hidden */
  84907. ArcFollowCamera.prototype._checkInputs = function () {
  84908. _super.prototype._checkInputs.call(this);
  84909. this._follow();
  84910. };
  84911. /**
  84912. * Returns the class name of the object.
  84913. * It is mostly used internally for serialization purposes.
  84914. */
  84915. ArcFollowCamera.prototype.getClassName = function () {
  84916. return "ArcFollowCamera";
  84917. };
  84918. return ArcFollowCamera;
  84919. }(BABYLON.TargetCamera));
  84920. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84921. })(BABYLON || (BABYLON = {}));
  84922. //# sourceMappingURL=babylon.followCamera.js.map
  84923. var BABYLON;
  84924. (function (BABYLON) {
  84925. /**
  84926. * 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,
  84927. * which still works and will still be found in many Playgrounds.
  84928. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84929. */
  84930. var UniversalCamera = /** @class */ (function (_super) {
  84931. __extends(UniversalCamera, _super);
  84932. /**
  84933. * 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,
  84934. * which still works and will still be found in many Playgrounds.
  84935. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84936. * @param name Define the name of the camera in the scene
  84937. * @param position Define the start position of the camera in the scene
  84938. * @param scene Define the scene the camera belongs to
  84939. */
  84940. function UniversalCamera(name, position, scene) {
  84941. var _this = _super.call(this, name, position, scene) || this;
  84942. _this.inputs.addGamepad();
  84943. return _this;
  84944. }
  84945. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84946. /**
  84947. * Defines the gamepad rotation sensiblity.
  84948. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84949. */
  84950. get: function () {
  84951. var gamepad = this.inputs.attached["gamepad"];
  84952. if (gamepad) {
  84953. return gamepad.gamepadAngularSensibility;
  84954. }
  84955. return 0;
  84956. },
  84957. set: function (value) {
  84958. var gamepad = this.inputs.attached["gamepad"];
  84959. if (gamepad) {
  84960. gamepad.gamepadAngularSensibility = value;
  84961. }
  84962. },
  84963. enumerable: true,
  84964. configurable: true
  84965. });
  84966. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84967. /**
  84968. * Defines the gamepad move sensiblity.
  84969. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84970. */
  84971. get: function () {
  84972. var gamepad = this.inputs.attached["gamepad"];
  84973. if (gamepad) {
  84974. return gamepad.gamepadMoveSensibility;
  84975. }
  84976. return 0;
  84977. },
  84978. set: function (value) {
  84979. var gamepad = this.inputs.attached["gamepad"];
  84980. if (gamepad) {
  84981. gamepad.gamepadMoveSensibility = value;
  84982. }
  84983. },
  84984. enumerable: true,
  84985. configurable: true
  84986. });
  84987. /**
  84988. * Gets the current object class name.
  84989. * @return the class name
  84990. */
  84991. UniversalCamera.prototype.getClassName = function () {
  84992. return "UniversalCamera";
  84993. };
  84994. return UniversalCamera;
  84995. }(BABYLON.TouchCamera));
  84996. BABYLON.UniversalCamera = UniversalCamera;
  84997. })(BABYLON || (BABYLON = {}));
  84998. //# sourceMappingURL=babylon.universalCamera.js.map
  84999. var BABYLON;
  85000. (function (BABYLON) {
  85001. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  85002. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  85003. });
  85004. /**
  85005. * This represents a FPS type of camera. This is only here for back compat purpose.
  85006. * Please use the UniversalCamera instead as both are identical.
  85007. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  85008. */
  85009. var GamepadCamera = /** @class */ (function (_super) {
  85010. __extends(GamepadCamera, _super);
  85011. /**
  85012. * Instantiates a new Gamepad Camera
  85013. * This represents a FPS type of camera. This is only here for back compat purpose.
  85014. * Please use the UniversalCamera instead as both are identical.
  85015. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  85016. * @param name Define the name of the camera in the scene
  85017. * @param position Define the start position of the camera in the scene
  85018. * @param scene Define the scene the camera belongs to
  85019. */
  85020. function GamepadCamera(name, position, scene) {
  85021. return _super.call(this, name, position, scene) || this;
  85022. }
  85023. /**
  85024. * Gets the current object class name.
  85025. * @return the class name
  85026. */
  85027. GamepadCamera.prototype.getClassName = function () {
  85028. return "GamepadCamera";
  85029. };
  85030. return GamepadCamera;
  85031. }(BABYLON.UniversalCamera));
  85032. BABYLON.GamepadCamera = GamepadCamera;
  85033. })(BABYLON || (BABYLON = {}));
  85034. //# sourceMappingURL=babylon.gamepadCamera.js.map
  85035. var BABYLON;
  85036. (function (BABYLON) {
  85037. /**
  85038. * PostProcessRenderPipelineManager class
  85039. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85040. */
  85041. var PostProcessRenderPipelineManager = /** @class */ (function () {
  85042. /**
  85043. * Initializes a PostProcessRenderPipelineManager
  85044. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85045. */
  85046. function PostProcessRenderPipelineManager() {
  85047. this._renderPipelines = {};
  85048. }
  85049. /**
  85050. * Adds a pipeline to the manager
  85051. * @param renderPipeline The pipeline to add
  85052. */
  85053. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  85054. this._renderPipelines[renderPipeline._name] = renderPipeline;
  85055. };
  85056. /**
  85057. * Attaches a camera to the pipeline
  85058. * @param renderPipelineName The name of the pipeline to attach to
  85059. * @param cameras the camera to attach
  85060. * @param unique if the camera can be attached multiple times to the pipeline
  85061. */
  85062. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  85063. if (unique === void 0) { unique = false; }
  85064. var renderPipeline = this._renderPipelines[renderPipelineName];
  85065. if (!renderPipeline) {
  85066. return;
  85067. }
  85068. renderPipeline._attachCameras(cameras, unique);
  85069. };
  85070. /**
  85071. * Detaches a camera from the pipeline
  85072. * @param renderPipelineName The name of the pipeline to detach from
  85073. * @param cameras the camera to detach
  85074. */
  85075. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  85076. var renderPipeline = this._renderPipelines[renderPipelineName];
  85077. if (!renderPipeline) {
  85078. return;
  85079. }
  85080. renderPipeline._detachCameras(cameras);
  85081. };
  85082. /**
  85083. * Enables an effect by name on a pipeline
  85084. * @param renderPipelineName the name of the pipeline to enable the effect in
  85085. * @param renderEffectName the name of the effect to enable
  85086. * @param cameras the cameras that the effect should be enabled on
  85087. */
  85088. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  85089. var renderPipeline = this._renderPipelines[renderPipelineName];
  85090. if (!renderPipeline) {
  85091. return;
  85092. }
  85093. renderPipeline._enableEffect(renderEffectName, cameras);
  85094. };
  85095. /**
  85096. * Disables an effect by name on a pipeline
  85097. * @param renderPipelineName the name of the pipeline to disable the effect in
  85098. * @param renderEffectName the name of the effect to disable
  85099. * @param cameras the cameras that the effect should be disabled on
  85100. */
  85101. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  85102. var renderPipeline = this._renderPipelines[renderPipelineName];
  85103. if (!renderPipeline) {
  85104. return;
  85105. }
  85106. renderPipeline._disableEffect(renderEffectName, cameras);
  85107. };
  85108. /**
  85109. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  85110. */
  85111. PostProcessRenderPipelineManager.prototype.update = function () {
  85112. for (var renderPipelineName in this._renderPipelines) {
  85113. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  85114. var pipeline = this._renderPipelines[renderPipelineName];
  85115. if (!pipeline.isSupported) {
  85116. pipeline.dispose();
  85117. delete this._renderPipelines[renderPipelineName];
  85118. }
  85119. else {
  85120. pipeline._update();
  85121. }
  85122. }
  85123. }
  85124. };
  85125. /** @hidden */
  85126. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  85127. for (var renderPipelineName in this._renderPipelines) {
  85128. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  85129. var pipeline = this._renderPipelines[renderPipelineName];
  85130. pipeline._rebuild();
  85131. }
  85132. }
  85133. };
  85134. /**
  85135. * Disposes of the manager and pipelines
  85136. */
  85137. PostProcessRenderPipelineManager.prototype.dispose = function () {
  85138. for (var renderPipelineName in this._renderPipelines) {
  85139. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  85140. var pipeline = this._renderPipelines[renderPipelineName];
  85141. pipeline.dispose();
  85142. }
  85143. }
  85144. };
  85145. return PostProcessRenderPipelineManager;
  85146. }());
  85147. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  85148. })(BABYLON || (BABYLON = {}));
  85149. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  85150. var BABYLON;
  85151. (function (BABYLON) {
  85152. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  85153. get: function () {
  85154. if (!this._postProcessRenderPipelineManager) {
  85155. // Register the G Buffer component to the scene.
  85156. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  85157. if (!component) {
  85158. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  85159. this._addComponent(component);
  85160. }
  85161. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  85162. }
  85163. return this._postProcessRenderPipelineManager;
  85164. },
  85165. enumerable: true,
  85166. configurable: true
  85167. });
  85168. /**
  85169. * Defines the Render Pipeline scene component responsible to rendering pipelines
  85170. */
  85171. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  85172. /**
  85173. * Creates a new instance of the component for the given scene
  85174. * @param scene Defines the scene to register the component in
  85175. */
  85176. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  85177. /**
  85178. * The component name helpfull to identify the component in the list of scene components.
  85179. */
  85180. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  85181. this.scene = scene;
  85182. }
  85183. /**
  85184. * Registers the component in a given scene
  85185. */
  85186. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  85187. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  85188. };
  85189. /**
  85190. * Rebuilds the elements related to this component in case of
  85191. * context lost for instance.
  85192. */
  85193. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  85194. if (this.scene._postProcessRenderPipelineManager) {
  85195. this.scene._postProcessRenderPipelineManager._rebuild();
  85196. }
  85197. };
  85198. /**
  85199. * Disposes the component and the associated ressources
  85200. */
  85201. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  85202. if (this.scene._postProcessRenderPipelineManager) {
  85203. this.scene._postProcessRenderPipelineManager.dispose();
  85204. }
  85205. };
  85206. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85207. if (this.scene._postProcessRenderPipelineManager) {
  85208. this.scene._postProcessRenderPipelineManager.update();
  85209. }
  85210. };
  85211. return PostProcessRenderPipelineManagerSceneComponent;
  85212. }());
  85213. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  85214. })(BABYLON || (BABYLON = {}));
  85215. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  85216. var BABYLON;
  85217. (function (BABYLON) {
  85218. /**
  85219. * This represents a set of one or more post processes in Babylon.
  85220. * A post process can be used to apply a shader to a texture after it is rendered.
  85221. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85222. */
  85223. var PostProcessRenderEffect = /** @class */ (function () {
  85224. /**
  85225. * Instantiates a post process render effect.
  85226. * A post process can be used to apply a shader to a texture after it is rendered.
  85227. * @param engine The engine the effect is tied to
  85228. * @param name The name of the effect
  85229. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  85230. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  85231. */
  85232. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  85233. this._name = name;
  85234. this._singleInstance = singleInstance || true;
  85235. this._getPostProcesses = getPostProcesses;
  85236. this._cameras = {};
  85237. this._indicesForCamera = {};
  85238. this._postProcesses = {};
  85239. }
  85240. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  85241. /**
  85242. * Checks if all the post processes in the effect are supported.
  85243. */
  85244. get: function () {
  85245. for (var index in this._postProcesses) {
  85246. if (this._postProcesses.hasOwnProperty(index)) {
  85247. var pps = this._postProcesses[index];
  85248. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  85249. if (!pps[ppIndex].isSupported) {
  85250. return false;
  85251. }
  85252. }
  85253. }
  85254. }
  85255. return true;
  85256. },
  85257. enumerable: true,
  85258. configurable: true
  85259. });
  85260. /**
  85261. * Updates the current state of the effect
  85262. * @hidden
  85263. */
  85264. PostProcessRenderEffect.prototype._update = function () {
  85265. };
  85266. /**
  85267. * Attaches the effect on cameras
  85268. * @param cameras The camera to attach to.
  85269. * @hidden
  85270. */
  85271. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  85272. var _this = this;
  85273. var cameraKey;
  85274. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85275. if (!cams) {
  85276. return;
  85277. }
  85278. for (var i = 0; i < cams.length; i++) {
  85279. var camera = cams[i];
  85280. var cameraName = camera.name;
  85281. if (this._singleInstance) {
  85282. cameraKey = 0;
  85283. }
  85284. else {
  85285. cameraKey = cameraName;
  85286. }
  85287. if (!this._postProcesses[cameraKey]) {
  85288. var postProcess = this._getPostProcesses();
  85289. if (postProcess) {
  85290. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  85291. }
  85292. }
  85293. if (!this._indicesForCamera[cameraName]) {
  85294. this._indicesForCamera[cameraName] = [];
  85295. }
  85296. this._postProcesses[cameraKey].forEach(function (postProcess) {
  85297. var index = camera.attachPostProcess(postProcess);
  85298. _this._indicesForCamera[cameraName].push(index);
  85299. });
  85300. if (!this._cameras[cameraName]) {
  85301. this._cameras[cameraName] = camera;
  85302. }
  85303. }
  85304. };
  85305. /**
  85306. * Detatches the effect on cameras
  85307. * @param cameras The camera to detatch from.
  85308. * @hidden
  85309. */
  85310. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  85311. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85312. if (!cams) {
  85313. return;
  85314. }
  85315. for (var i = 0; i < cams.length; i++) {
  85316. var camera = cams[i];
  85317. var cameraName = camera.name;
  85318. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  85319. if (postProcesses) {
  85320. postProcesses.forEach(function (postProcess) {
  85321. camera.detachPostProcess(postProcess);
  85322. });
  85323. }
  85324. if (this._cameras[cameraName]) {
  85325. this._cameras[cameraName] = null;
  85326. }
  85327. }
  85328. };
  85329. /**
  85330. * Enables the effect on given cameras
  85331. * @param cameras The camera to enable.
  85332. * @hidden
  85333. */
  85334. PostProcessRenderEffect.prototype._enable = function (cameras) {
  85335. var _this = this;
  85336. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85337. if (!cams) {
  85338. return;
  85339. }
  85340. for (var i = 0; i < cams.length; i++) {
  85341. var camera = cams[i];
  85342. var cameraName = camera.name;
  85343. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  85344. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  85345. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85346. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  85347. });
  85348. }
  85349. }
  85350. }
  85351. };
  85352. /**
  85353. * Disables the effect on the given cameras
  85354. * @param cameras The camera to disable.
  85355. * @hidden
  85356. */
  85357. PostProcessRenderEffect.prototype._disable = function (cameras) {
  85358. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85359. if (!cams) {
  85360. return;
  85361. }
  85362. for (var i = 0; i < cams.length; i++) {
  85363. var camera = cams[i];
  85364. var cameraName = camera.name;
  85365. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85366. camera.detachPostProcess(postProcess);
  85367. });
  85368. }
  85369. };
  85370. /**
  85371. * Gets a list of the post processes contained in the effect.
  85372. * @param camera The camera to get the post processes on.
  85373. * @returns The list of the post processes in the effect.
  85374. */
  85375. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  85376. if (this._singleInstance) {
  85377. return this._postProcesses[0];
  85378. }
  85379. else {
  85380. if (!camera) {
  85381. return null;
  85382. }
  85383. return this._postProcesses[camera.name];
  85384. }
  85385. };
  85386. return PostProcessRenderEffect;
  85387. }());
  85388. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  85389. })(BABYLON || (BABYLON = {}));
  85390. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  85391. var BABYLON;
  85392. (function (BABYLON) {
  85393. /**
  85394. * PostProcessRenderPipeline
  85395. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85396. */
  85397. var PostProcessRenderPipeline = /** @class */ (function () {
  85398. /**
  85399. * Initializes a PostProcessRenderPipeline
  85400. * @param engine engine to add the pipeline to
  85401. * @param name name of the pipeline
  85402. */
  85403. function PostProcessRenderPipeline(engine, name) {
  85404. this.engine = engine;
  85405. this._name = name;
  85406. this._renderEffects = {};
  85407. this._renderEffectsForIsolatedPass = new Array();
  85408. this._cameras = [];
  85409. }
  85410. /**
  85411. * "PostProcessRenderPipeline"
  85412. * @returns "PostProcessRenderPipeline"
  85413. */
  85414. PostProcessRenderPipeline.prototype.getClassName = function () {
  85415. return "PostProcessRenderPipeline";
  85416. };
  85417. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  85418. /**
  85419. * If all the render effects in the pipeline are support
  85420. */
  85421. get: function () {
  85422. for (var renderEffectName in this._renderEffects) {
  85423. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85424. if (!this._renderEffects[renderEffectName].isSupported) {
  85425. return false;
  85426. }
  85427. }
  85428. }
  85429. return true;
  85430. },
  85431. enumerable: true,
  85432. configurable: true
  85433. });
  85434. /**
  85435. * Adds an effect to the pipeline
  85436. * @param renderEffect the effect to add
  85437. */
  85438. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  85439. this._renderEffects[renderEffect._name] = renderEffect;
  85440. };
  85441. // private
  85442. /** @hidden */
  85443. PostProcessRenderPipeline.prototype._rebuild = function () {
  85444. };
  85445. /** @hidden */
  85446. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  85447. var renderEffects = this._renderEffects[renderEffectName];
  85448. if (!renderEffects) {
  85449. return;
  85450. }
  85451. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85452. };
  85453. /** @hidden */
  85454. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  85455. var renderEffects = this._renderEffects[renderEffectName];
  85456. if (!renderEffects) {
  85457. return;
  85458. }
  85459. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85460. };
  85461. /** @hidden */
  85462. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  85463. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85464. if (!cams) {
  85465. return;
  85466. }
  85467. var indicesToDelete = [];
  85468. var i;
  85469. for (i = 0; i < cams.length; i++) {
  85470. var camera = cams[i];
  85471. var cameraName = camera.name;
  85472. if (this._cameras.indexOf(camera) === -1) {
  85473. this._cameras[cameraName] = camera;
  85474. }
  85475. else if (unique) {
  85476. indicesToDelete.push(i);
  85477. }
  85478. }
  85479. for (i = 0; i < indicesToDelete.length; i++) {
  85480. cameras.splice(indicesToDelete[i], 1);
  85481. }
  85482. for (var renderEffectName in this._renderEffects) {
  85483. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85484. this._renderEffects[renderEffectName]._attachCameras(cams);
  85485. }
  85486. }
  85487. };
  85488. /** @hidden */
  85489. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  85490. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85491. if (!cams) {
  85492. return;
  85493. }
  85494. for (var renderEffectName in this._renderEffects) {
  85495. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85496. this._renderEffects[renderEffectName]._detachCameras(cams);
  85497. }
  85498. }
  85499. for (var i = 0; i < cams.length; i++) {
  85500. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  85501. }
  85502. };
  85503. /** @hidden */
  85504. PostProcessRenderPipeline.prototype._update = function () {
  85505. for (var renderEffectName in this._renderEffects) {
  85506. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85507. this._renderEffects[renderEffectName]._update();
  85508. }
  85509. }
  85510. for (var i = 0; i < this._cameras.length; i++) {
  85511. var cameraName = this._cameras[i].name;
  85512. if (this._renderEffectsForIsolatedPass[cameraName]) {
  85513. this._renderEffectsForIsolatedPass[cameraName]._update();
  85514. }
  85515. }
  85516. };
  85517. /** @hidden */
  85518. PostProcessRenderPipeline.prototype._reset = function () {
  85519. this._renderEffects = {};
  85520. this._renderEffectsForIsolatedPass = new Array();
  85521. };
  85522. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  85523. // 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)
  85524. var effectKeys = Object.keys(this._renderEffects);
  85525. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  85526. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  85527. if (postProcesses) {
  85528. postProcesses[0].samples = sampleCount;
  85529. return true;
  85530. }
  85531. }
  85532. return false;
  85533. };
  85534. /**
  85535. * Disposes of the pipeline
  85536. */
  85537. PostProcessRenderPipeline.prototype.dispose = function () {
  85538. // Must be implemented by children
  85539. };
  85540. __decorate([
  85541. BABYLON.serialize()
  85542. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  85543. return PostProcessRenderPipeline;
  85544. }());
  85545. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  85546. })(BABYLON || (BABYLON = {}));
  85547. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  85548. var BABYLON;
  85549. (function (BABYLON) {
  85550. /**
  85551. * This represents a depth renderer in Babylon.
  85552. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  85553. */
  85554. var DepthRenderer = /** @class */ (function () {
  85555. /**
  85556. * Instantiates a depth renderer
  85557. * @param scene The scene the renderer belongs to
  85558. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  85559. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  85560. */
  85561. function DepthRenderer(scene, type, camera) {
  85562. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  85563. if (camera === void 0) { camera = null; }
  85564. var _this = this;
  85565. /**
  85566. * Specifiess that the depth renderer will only be used within
  85567. * the camera it is created for.
  85568. * This can help forcing its rendering during the camera processing.
  85569. */
  85570. this.useOnlyInActiveCamera = false;
  85571. this._scene = scene;
  85572. // Register the G Buffer component to the scene.
  85573. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  85574. if (!component) {
  85575. component = new BABYLON.DepthRendererSceneComponent(scene);
  85576. scene._addComponent(component);
  85577. }
  85578. this._camera = camera;
  85579. var engine = scene.getEngine();
  85580. // Render target
  85581. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  85582. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85583. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85584. this._depthMap.refreshRate = 1;
  85585. this._depthMap.renderParticles = false;
  85586. this._depthMap.renderList = null;
  85587. // Camera to get depth map from to support multiple concurrent cameras
  85588. this._depthMap.activeCamera = this._camera;
  85589. this._depthMap.ignoreCameraViewport = true;
  85590. this._depthMap.useCameraPostProcesses = false;
  85591. // set default depth value to 1.0 (far away)
  85592. this._depthMap.onClearObservable.add(function (engine) {
  85593. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  85594. });
  85595. // Custom render function
  85596. var renderSubMesh = function (subMesh) {
  85597. var mesh = subMesh.getRenderingMesh();
  85598. var scene = _this._scene;
  85599. var engine = scene.getEngine();
  85600. var material = subMesh.getMaterial();
  85601. if (!material) {
  85602. return;
  85603. }
  85604. // Culling and reverse (right handed system)
  85605. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85606. // Managing instances
  85607. var batch = mesh._getInstancesRenderList(subMesh._id);
  85608. if (batch.mustReturn) {
  85609. return;
  85610. }
  85611. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85612. var camera = _this._camera || scene.activeCamera;
  85613. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  85614. engine.enableEffect(_this._effect);
  85615. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85616. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85617. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  85618. // Alpha test
  85619. if (material && material.needAlphaTesting()) {
  85620. var alphaTexture = material.getAlphaTestTexture();
  85621. if (alphaTexture) {
  85622. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85623. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85624. }
  85625. }
  85626. // Bones
  85627. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85628. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85629. }
  85630. // Draw
  85631. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85632. }
  85633. };
  85634. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85635. var index;
  85636. if (depthOnlySubMeshes.length) {
  85637. engine.setColorWrite(false);
  85638. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85639. renderSubMesh(depthOnlySubMeshes.data[index]);
  85640. }
  85641. engine.setColorWrite(true);
  85642. }
  85643. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85644. renderSubMesh(opaqueSubMeshes.data[index]);
  85645. }
  85646. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85647. renderSubMesh(alphaTestSubMeshes.data[index]);
  85648. }
  85649. };
  85650. }
  85651. /**
  85652. * Creates the depth rendering effect and checks if the effect is ready.
  85653. * @param subMesh The submesh to be used to render the depth map of
  85654. * @param useInstances If multiple world instances should be used
  85655. * @returns if the depth renderer is ready to render the depth map
  85656. */
  85657. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  85658. var material = subMesh.getMaterial();
  85659. if (material.disableDepthWrite) {
  85660. return false;
  85661. }
  85662. var defines = [];
  85663. var attribs = [BABYLON.VertexBuffer.PositionKind];
  85664. var mesh = subMesh.getMesh();
  85665. // Alpha test
  85666. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  85667. defines.push("#define ALPHATEST");
  85668. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85669. attribs.push(BABYLON.VertexBuffer.UVKind);
  85670. defines.push("#define UV1");
  85671. }
  85672. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85673. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85674. defines.push("#define UV2");
  85675. }
  85676. }
  85677. // Bones
  85678. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85679. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85680. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85681. if (mesh.numBoneInfluencers > 4) {
  85682. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85683. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85684. }
  85685. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85686. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85687. }
  85688. else {
  85689. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85690. }
  85691. // Instances
  85692. if (useInstances) {
  85693. defines.push("#define INSTANCES");
  85694. attribs.push("world0");
  85695. attribs.push("world1");
  85696. attribs.push("world2");
  85697. attribs.push("world3");
  85698. }
  85699. // Get correct effect
  85700. var join = defines.join("\n");
  85701. if (this._cachedDefines !== join) {
  85702. this._cachedDefines = join;
  85703. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  85704. }
  85705. return this._effect.isReady();
  85706. };
  85707. /**
  85708. * Gets the texture which the depth map will be written to.
  85709. * @returns The depth map texture
  85710. */
  85711. DepthRenderer.prototype.getDepthMap = function () {
  85712. return this._depthMap;
  85713. };
  85714. /**
  85715. * Disposes of the depth renderer.
  85716. */
  85717. DepthRenderer.prototype.dispose = function () {
  85718. this._depthMap.dispose();
  85719. };
  85720. return DepthRenderer;
  85721. }());
  85722. BABYLON.DepthRenderer = DepthRenderer;
  85723. })(BABYLON || (BABYLON = {}));
  85724. //# sourceMappingURL=babylon.depthRenderer.js.map
  85725. var BABYLON;
  85726. (function (BABYLON) {
  85727. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  85728. camera = camera || this.activeCamera;
  85729. if (!camera) {
  85730. throw "No camera available to enable depth renderer";
  85731. }
  85732. if (!this._depthRenderer) {
  85733. this._depthRenderer = {};
  85734. }
  85735. if (!this._depthRenderer[camera.id]) {
  85736. var textureType = 0;
  85737. if (this.getEngine().getCaps().textureHalfFloatRender) {
  85738. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  85739. }
  85740. else if (this.getEngine().getCaps().textureFloatRender) {
  85741. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  85742. }
  85743. else {
  85744. throw "Depth renderer does not support int texture type";
  85745. }
  85746. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  85747. }
  85748. return this._depthRenderer[camera.id];
  85749. };
  85750. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  85751. camera = camera || this.activeCamera;
  85752. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  85753. return;
  85754. }
  85755. this._depthRenderer[camera.id].dispose();
  85756. delete this._depthRenderer[camera.id];
  85757. };
  85758. /**
  85759. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  85760. * in several rendering techniques.
  85761. */
  85762. var DepthRendererSceneComponent = /** @class */ (function () {
  85763. /**
  85764. * Creates a new instance of the component for the given scene
  85765. * @param scene Defines the scene to register the component in
  85766. */
  85767. function DepthRendererSceneComponent(scene) {
  85768. /**
  85769. * The component name helpfull to identify the component in the list of scene components.
  85770. */
  85771. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  85772. this.scene = scene;
  85773. }
  85774. /**
  85775. * Registers the component in a given scene
  85776. */
  85777. DepthRendererSceneComponent.prototype.register = function () {
  85778. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  85779. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  85780. };
  85781. /**
  85782. * Rebuilds the elements related to this component in case of
  85783. * context lost for instance.
  85784. */
  85785. DepthRendererSceneComponent.prototype.rebuild = function () {
  85786. // Nothing to do for this component
  85787. };
  85788. /**
  85789. * Disposes the component and the associated ressources
  85790. */
  85791. DepthRendererSceneComponent.prototype.dispose = function () {
  85792. for (var key in this.scene._depthRenderer) {
  85793. this.scene._depthRenderer[key].dispose();
  85794. }
  85795. };
  85796. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85797. if (this.scene._depthRenderer) {
  85798. for (var key in this.scene._depthRenderer) {
  85799. var depthRenderer = this.scene._depthRenderer[key];
  85800. if (!depthRenderer.useOnlyInActiveCamera) {
  85801. renderTargets.push(depthRenderer.getDepthMap());
  85802. }
  85803. }
  85804. }
  85805. };
  85806. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  85807. if (this.scene._depthRenderer) {
  85808. for (var key in this.scene._depthRenderer) {
  85809. var depthRenderer = this.scene._depthRenderer[key];
  85810. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  85811. renderTargets.push(depthRenderer.getDepthMap());
  85812. }
  85813. }
  85814. }
  85815. };
  85816. return DepthRendererSceneComponent;
  85817. }());
  85818. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  85819. })(BABYLON || (BABYLON = {}));
  85820. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  85821. var BABYLON;
  85822. (function (BABYLON) {
  85823. /**
  85824. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  85825. */
  85826. var GeometryBufferRenderer = /** @class */ (function () {
  85827. /**
  85828. * Creates a new G Buffer for the scene
  85829. * @param scene The scene the buffer belongs to
  85830. * @param ratio How big is the buffer related to the main canvas.
  85831. */
  85832. function GeometryBufferRenderer(scene, ratio) {
  85833. if (ratio === void 0) { ratio = 1; }
  85834. /**
  85835. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85836. * in order to compute objects velocities when enableVelocity is set to "true"
  85837. * @hidden
  85838. */
  85839. this._previousTransformationMatrices = {};
  85840. this._enablePosition = false;
  85841. this._enableVelocity = false;
  85842. this._positionIndex = -1;
  85843. this._velocityIndex = -1;
  85844. this._scene = scene;
  85845. this._ratio = ratio;
  85846. // Register the G Buffer component to the scene.
  85847. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85848. if (!component) {
  85849. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85850. scene._addComponent(component);
  85851. }
  85852. // Render target
  85853. this._createRenderTargets();
  85854. }
  85855. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85856. /**
  85857. * Set the render list (meshes to be rendered) used in the G buffer.
  85858. */
  85859. set: function (meshes) {
  85860. this._multiRenderTarget.renderList = meshes;
  85861. },
  85862. enumerable: true,
  85863. configurable: true
  85864. });
  85865. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85866. /**
  85867. * Gets wether or not G buffer are supported by the running hardware.
  85868. * This requires draw buffer supports
  85869. */
  85870. get: function () {
  85871. return this._multiRenderTarget.isSupported;
  85872. },
  85873. enumerable: true,
  85874. configurable: true
  85875. });
  85876. /**
  85877. * Returns the index of the given texture type in the G-Buffer textures array
  85878. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85879. * @returns the index of the given texture type in the G-Buffer textures array
  85880. */
  85881. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85882. switch (textureType) {
  85883. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85884. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85885. default: return -1;
  85886. }
  85887. };
  85888. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85889. /**
  85890. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85891. */
  85892. get: function () {
  85893. return this._enablePosition;
  85894. },
  85895. /**
  85896. * Sets whether or not objects positions are enabled for the G buffer.
  85897. */
  85898. set: function (enable) {
  85899. this._enablePosition = enable;
  85900. this.dispose();
  85901. this._createRenderTargets();
  85902. },
  85903. enumerable: true,
  85904. configurable: true
  85905. });
  85906. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85907. /**
  85908. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85909. */
  85910. get: function () {
  85911. return this._enableVelocity;
  85912. },
  85913. /**
  85914. * Sets wether or not objects velocities are enabled for the G buffer.
  85915. */
  85916. set: function (enable) {
  85917. this._enableVelocity = enable;
  85918. this.dispose();
  85919. this._createRenderTargets();
  85920. },
  85921. enumerable: true,
  85922. configurable: true
  85923. });
  85924. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85925. /**
  85926. * Gets the scene associated with the buffer.
  85927. */
  85928. get: function () {
  85929. return this._scene;
  85930. },
  85931. enumerable: true,
  85932. configurable: true
  85933. });
  85934. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85935. /**
  85936. * Gets the ratio used by the buffer during its creation.
  85937. * How big is the buffer related to the main canvas.
  85938. */
  85939. get: function () {
  85940. return this._ratio;
  85941. },
  85942. enumerable: true,
  85943. configurable: true
  85944. });
  85945. /**
  85946. * Checks wether everything is ready to render a submesh to the G buffer.
  85947. * @param subMesh the submesh to check readiness for
  85948. * @param useInstances is the mesh drawn using instance or not
  85949. * @returns true if ready otherwise false
  85950. */
  85951. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85952. var material = subMesh.getMaterial();
  85953. if (material && material.disableDepthWrite) {
  85954. return false;
  85955. }
  85956. var defines = [];
  85957. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85958. var mesh = subMesh.getMesh();
  85959. // Alpha test
  85960. if (material && material.needAlphaTesting()) {
  85961. defines.push("#define ALPHATEST");
  85962. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85963. attribs.push(BABYLON.VertexBuffer.UVKind);
  85964. defines.push("#define UV1");
  85965. }
  85966. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85967. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85968. defines.push("#define UV2");
  85969. }
  85970. }
  85971. // Buffers
  85972. if (this._enablePosition) {
  85973. defines.push("#define POSITION");
  85974. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85975. }
  85976. if (this._enableVelocity) {
  85977. defines.push("#define VELOCITY");
  85978. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85979. }
  85980. // Bones
  85981. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85982. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85983. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85984. if (mesh.numBoneInfluencers > 4) {
  85985. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85986. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85987. }
  85988. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85989. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85990. }
  85991. else {
  85992. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85993. }
  85994. // Instances
  85995. if (useInstances) {
  85996. defines.push("#define INSTANCES");
  85997. attribs.push("world0");
  85998. attribs.push("world1");
  85999. attribs.push("world2");
  86000. attribs.push("world3");
  86001. }
  86002. // Setup textures count
  86003. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  86004. // Get correct effect
  86005. var join = defines.join("\n");
  86006. if (this._cachedDefines !== join) {
  86007. this._cachedDefines = join;
  86008. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  86009. }
  86010. return this._effect.isReady();
  86011. };
  86012. /**
  86013. * Gets the current underlying G Buffer.
  86014. * @returns the buffer
  86015. */
  86016. GeometryBufferRenderer.prototype.getGBuffer = function () {
  86017. return this._multiRenderTarget;
  86018. };
  86019. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  86020. /**
  86021. * Gets the number of samples used to render the buffer (anti aliasing).
  86022. */
  86023. get: function () {
  86024. return this._multiRenderTarget.samples;
  86025. },
  86026. /**
  86027. * Sets the number of samples used to render the buffer (anti aliasing).
  86028. */
  86029. set: function (value) {
  86030. this._multiRenderTarget.samples = value;
  86031. },
  86032. enumerable: true,
  86033. configurable: true
  86034. });
  86035. /**
  86036. * Disposes the renderer and frees up associated resources.
  86037. */
  86038. GeometryBufferRenderer.prototype.dispose = function () {
  86039. this.getGBuffer().dispose();
  86040. };
  86041. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  86042. var _this = this;
  86043. var engine = this._scene.getEngine();
  86044. var count = 2;
  86045. if (this._enablePosition) {
  86046. this._positionIndex = count;
  86047. count++;
  86048. }
  86049. if (this._enableVelocity) {
  86050. this._velocityIndex = count;
  86051. count++;
  86052. }
  86053. 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 });
  86054. if (!this.isSupported) {
  86055. return;
  86056. }
  86057. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  86058. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  86059. this._multiRenderTarget.refreshRate = 1;
  86060. this._multiRenderTarget.renderParticles = false;
  86061. this._multiRenderTarget.renderList = null;
  86062. // set default depth value to 1.0 (far away)
  86063. this._multiRenderTarget.onClearObservable.add(function (engine) {
  86064. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  86065. });
  86066. // Custom render function
  86067. var renderSubMesh = function (subMesh) {
  86068. var mesh = subMesh.getRenderingMesh();
  86069. var scene = _this._scene;
  86070. var engine = scene.getEngine();
  86071. var material = subMesh.getMaterial();
  86072. if (!material) {
  86073. return;
  86074. }
  86075. // Velocity
  86076. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  86077. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  86078. }
  86079. // Culling
  86080. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  86081. // Managing instances
  86082. var batch = mesh._getInstancesRenderList(subMesh._id);
  86083. if (batch.mustReturn) {
  86084. return;
  86085. }
  86086. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  86087. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  86088. engine.enableEffect(_this._effect);
  86089. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  86090. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  86091. _this._effect.setMatrix("view", scene.getViewMatrix());
  86092. // Alpha test
  86093. if (material && material.needAlphaTesting()) {
  86094. var alphaTexture = material.getAlphaTestTexture();
  86095. if (alphaTexture) {
  86096. _this._effect.setTexture("diffuseSampler", alphaTexture);
  86097. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  86098. }
  86099. }
  86100. // Bones
  86101. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  86102. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  86103. }
  86104. // Velocity
  86105. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  86106. // Draw
  86107. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  86108. }
  86109. // Velocity
  86110. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  86111. };
  86112. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  86113. var index;
  86114. if (depthOnlySubMeshes.length) {
  86115. engine.setColorWrite(false);
  86116. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  86117. renderSubMesh(depthOnlySubMeshes.data[index]);
  86118. }
  86119. engine.setColorWrite(true);
  86120. }
  86121. for (index = 0; index < opaqueSubMeshes.length; index++) {
  86122. renderSubMesh(opaqueSubMeshes.data[index]);
  86123. }
  86124. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  86125. renderSubMesh(alphaTestSubMeshes.data[index]);
  86126. }
  86127. };
  86128. };
  86129. /**
  86130. * Constant used to retrieve the position texture index in the G-Buffer textures array
  86131. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  86132. */
  86133. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  86134. /**
  86135. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  86136. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  86137. */
  86138. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  86139. return GeometryBufferRenderer;
  86140. }());
  86141. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  86142. })(BABYLON || (BABYLON = {}));
  86143. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  86144. var BABYLON;
  86145. (function (BABYLON) {
  86146. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  86147. get: function () {
  86148. this._geometryBufferRenderer;
  86149. },
  86150. set: function (value) {
  86151. if (value && value.isSupported) {
  86152. this._geometryBufferRenderer = value;
  86153. }
  86154. },
  86155. enumerable: true,
  86156. configurable: true
  86157. });
  86158. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  86159. if (ratio === void 0) { ratio = 1; }
  86160. if (this._geometryBufferRenderer) {
  86161. return this._geometryBufferRenderer;
  86162. }
  86163. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  86164. if (!this._geometryBufferRenderer.isSupported) {
  86165. this._geometryBufferRenderer = null;
  86166. }
  86167. return this._geometryBufferRenderer;
  86168. };
  86169. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  86170. if (!this._geometryBufferRenderer) {
  86171. return;
  86172. }
  86173. this._geometryBufferRenderer.dispose();
  86174. this._geometryBufferRenderer = null;
  86175. };
  86176. /**
  86177. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  86178. * in several rendering techniques.
  86179. */
  86180. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  86181. /**
  86182. * Creates a new instance of the component for the given scene
  86183. * @param scene Defines the scene to register the component in
  86184. */
  86185. function GeometryBufferRendererSceneComponent(scene) {
  86186. /**
  86187. * The component name helpful to identify the component in the list of scene components.
  86188. */
  86189. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  86190. this.scene = scene;
  86191. }
  86192. /**
  86193. * Registers the component in a given scene
  86194. */
  86195. GeometryBufferRendererSceneComponent.prototype.register = function () {
  86196. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  86197. };
  86198. /**
  86199. * Rebuilds the elements related to this component in case of
  86200. * context lost for instance.
  86201. */
  86202. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  86203. // Nothing to do for this component
  86204. };
  86205. /**
  86206. * Disposes the component and the associated ressources
  86207. */
  86208. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  86209. // Nothing to do for this component
  86210. };
  86211. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  86212. if (this.scene._geometryBufferRenderer) {
  86213. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  86214. }
  86215. };
  86216. return GeometryBufferRendererSceneComponent;
  86217. }());
  86218. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  86219. })(BABYLON || (BABYLON = {}));
  86220. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  86221. var BABYLON;
  86222. (function (BABYLON) {
  86223. /**
  86224. * Render pipeline to produce ssao effect
  86225. */
  86226. var SSAORenderingPipeline = /** @class */ (function (_super) {
  86227. __extends(SSAORenderingPipeline, _super);
  86228. /**
  86229. * @constructor
  86230. * @param name - The rendering pipeline name
  86231. * @param scene - The scene linked to this pipeline
  86232. * @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 }
  86233. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  86234. */
  86235. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  86236. var _this = _super.call(this, scene.getEngine(), name) || this;
  86237. // Members
  86238. /**
  86239. * @ignore
  86240. * The PassPostProcess id in the pipeline that contains the original scene color
  86241. */
  86242. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86243. /**
  86244. * @ignore
  86245. * The SSAO PostProcess id in the pipeline
  86246. */
  86247. _this.SSAORenderEffect = "SSAORenderEffect";
  86248. /**
  86249. * @ignore
  86250. * The horizontal blur PostProcess id in the pipeline
  86251. */
  86252. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86253. /**
  86254. * @ignore
  86255. * The vertical blur PostProcess id in the pipeline
  86256. */
  86257. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86258. /**
  86259. * @ignore
  86260. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86261. */
  86262. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86263. /**
  86264. * The output strength of the SSAO post-process. Default value is 1.0.
  86265. */
  86266. _this.totalStrength = 1.0;
  86267. /**
  86268. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  86269. */
  86270. _this.radius = 0.0001;
  86271. /**
  86272. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  86273. * Must not be equal to fallOff and superior to fallOff.
  86274. * Default value is 0.975
  86275. */
  86276. _this.area = 0.0075;
  86277. /**
  86278. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  86279. * Must not be equal to area and inferior to area.
  86280. * Default value is 0.0
  86281. */
  86282. _this.fallOff = 0.000001;
  86283. /**
  86284. * The base color of the SSAO post-process
  86285. * The final result is "base + ssao" between [0, 1]
  86286. */
  86287. _this.base = 0.5;
  86288. _this._firstUpdate = true;
  86289. _this._scene = scene;
  86290. // Set up assets
  86291. _this._createRandomTexture();
  86292. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86293. var ssaoRatio = ratio.ssaoRatio || ratio;
  86294. var combineRatio = ratio.combineRatio || ratio;
  86295. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86296. _this._createSSAOPostProcess(ssaoRatio);
  86297. _this._createBlurPostProcess(ssaoRatio);
  86298. _this._createSSAOCombinePostProcess(combineRatio);
  86299. // Set up pipeline
  86300. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86301. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86302. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86303. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86304. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86305. // Finish
  86306. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86307. if (cameras) {
  86308. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86309. }
  86310. return _this;
  86311. }
  86312. // Public Methods
  86313. /**
  86314. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86315. */
  86316. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86317. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86318. for (var i = 0; i < this._scene.cameras.length; i++) {
  86319. var camera = this._scene.cameras[i];
  86320. this._originalColorPostProcess.dispose(camera);
  86321. this._ssaoPostProcess.dispose(camera);
  86322. this._blurHPostProcess.dispose(camera);
  86323. this._blurVPostProcess.dispose(camera);
  86324. this._ssaoCombinePostProcess.dispose(camera);
  86325. }
  86326. this._randomTexture.dispose();
  86327. if (disableDepthRender) {
  86328. this._scene.disableDepthRenderer();
  86329. }
  86330. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86331. _super.prototype.dispose.call(this);
  86332. };
  86333. // Private Methods
  86334. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  86335. var _this = this;
  86336. var size = 16;
  86337. 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);
  86338. 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);
  86339. this._blurHPostProcess.onActivateObservable.add(function () {
  86340. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  86341. _this._blurHPostProcess.kernel = size * dw;
  86342. });
  86343. this._blurVPostProcess.onActivateObservable.add(function () {
  86344. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  86345. _this._blurVPostProcess.kernel = size * dw;
  86346. });
  86347. };
  86348. /** @hidden */
  86349. SSAORenderingPipeline.prototype._rebuild = function () {
  86350. this._firstUpdate = true;
  86351. _super.prototype._rebuild.call(this);
  86352. };
  86353. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86354. var _this = this;
  86355. var numSamples = 16;
  86356. var sampleSphere = [
  86357. 0.5381, 0.1856, -0.4319,
  86358. 0.1379, 0.2486, 0.4430,
  86359. 0.3371, 0.5679, -0.0057,
  86360. -0.6999, -0.0451, -0.0019,
  86361. 0.0689, -0.1598, -0.8547,
  86362. 0.0560, 0.0069, -0.1843,
  86363. -0.0146, 0.1402, 0.0762,
  86364. 0.0100, -0.1924, -0.0344,
  86365. -0.3577, -0.5301, -0.4358,
  86366. -0.3169, 0.1063, 0.0158,
  86367. 0.0103, -0.5869, 0.0046,
  86368. -0.0897, -0.4940, 0.3287,
  86369. 0.7119, -0.0154, -0.0918,
  86370. -0.0533, 0.0596, -0.5411,
  86371. 0.0352, -0.0631, 0.5460,
  86372. -0.4776, 0.2847, -0.0271
  86373. ];
  86374. var samplesFactor = 1.0 / numSamples;
  86375. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  86376. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86377. "area", "fallOff", "base", "range", "viewport"
  86378. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86379. this._ssaoPostProcess.onApply = function (effect) {
  86380. if (_this._firstUpdate) {
  86381. effect.setArray3("sampleSphere", sampleSphere);
  86382. effect.setFloat("samplesFactor", samplesFactor);
  86383. effect.setFloat("randTextureTiles", 4.0);
  86384. }
  86385. effect.setFloat("totalStrength", _this.totalStrength);
  86386. effect.setFloat("radius", _this.radius);
  86387. effect.setFloat("area", _this.area);
  86388. effect.setFloat("fallOff", _this.fallOff);
  86389. effect.setFloat("base", _this.base);
  86390. effect.setTexture("textureSampler", _this._depthTexture);
  86391. effect.setTexture("randomSampler", _this._randomTexture);
  86392. };
  86393. };
  86394. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86395. var _this = this;
  86396. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86397. this._ssaoCombinePostProcess.onApply = function (effect) {
  86398. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  86399. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86400. };
  86401. };
  86402. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  86403. var size = 512;
  86404. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86405. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86406. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86407. var context = this._randomTexture.getContext();
  86408. var rand = function (min, max) {
  86409. return Math.random() * (max - min) + min;
  86410. };
  86411. var randVector = BABYLON.Vector3.Zero();
  86412. for (var x = 0; x < size; x++) {
  86413. for (var y = 0; y < size; y++) {
  86414. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  86415. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  86416. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  86417. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86418. context.fillRect(x, y, 1, 1);
  86419. }
  86420. }
  86421. this._randomTexture.update(false);
  86422. };
  86423. __decorate([
  86424. BABYLON.serialize()
  86425. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  86426. __decorate([
  86427. BABYLON.serialize()
  86428. ], SSAORenderingPipeline.prototype, "radius", void 0);
  86429. __decorate([
  86430. BABYLON.serialize()
  86431. ], SSAORenderingPipeline.prototype, "area", void 0);
  86432. __decorate([
  86433. BABYLON.serialize()
  86434. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  86435. __decorate([
  86436. BABYLON.serialize()
  86437. ], SSAORenderingPipeline.prototype, "base", void 0);
  86438. return SSAORenderingPipeline;
  86439. }(BABYLON.PostProcessRenderPipeline));
  86440. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  86441. })(BABYLON || (BABYLON = {}));
  86442. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  86443. var BABYLON;
  86444. (function (BABYLON) {
  86445. /**
  86446. * Render pipeline to produce ssao effect
  86447. */
  86448. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  86449. __extends(SSAO2RenderingPipeline, _super);
  86450. /**
  86451. * @constructor
  86452. * @param name The rendering pipeline name
  86453. * @param scene The scene linked to this pipeline
  86454. * @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 }
  86455. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86456. */
  86457. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  86458. var _this = _super.call(this, scene.getEngine(), name) || this;
  86459. // Members
  86460. /**
  86461. * @ignore
  86462. * The PassPostProcess id in the pipeline that contains the original scene color
  86463. */
  86464. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86465. /**
  86466. * @ignore
  86467. * The SSAO PostProcess id in the pipeline
  86468. */
  86469. _this.SSAORenderEffect = "SSAORenderEffect";
  86470. /**
  86471. * @ignore
  86472. * The horizontal blur PostProcess id in the pipeline
  86473. */
  86474. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86475. /**
  86476. * @ignore
  86477. * The vertical blur PostProcess id in the pipeline
  86478. */
  86479. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86480. /**
  86481. * @ignore
  86482. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86483. */
  86484. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86485. /**
  86486. * The output strength of the SSAO post-process. Default value is 1.0.
  86487. */
  86488. _this.totalStrength = 1.0;
  86489. /**
  86490. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  86491. */
  86492. _this.maxZ = 100.0;
  86493. /**
  86494. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  86495. */
  86496. _this.minZAspect = 0.2;
  86497. _this._samples = 8;
  86498. _this._textureSamples = 1;
  86499. _this._expensiveBlur = true;
  86500. /**
  86501. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  86502. */
  86503. _this.radius = 2.0;
  86504. /**
  86505. * The base color of the SSAO post-process
  86506. * The final result is "base + ssao" between [0, 1]
  86507. */
  86508. _this.base = 0;
  86509. _this._firstUpdate = true;
  86510. _this._bits = new Uint32Array(1);
  86511. _this._scene = scene;
  86512. _this._ratio = ratio;
  86513. if (!_this.isSupported) {
  86514. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  86515. return _this;
  86516. }
  86517. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  86518. var blurRatio = _this._ratio.blurRatio || ratio;
  86519. // Set up assets
  86520. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  86521. _this._createRandomTexture();
  86522. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  86523. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  86524. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86525. _this._originalColorPostProcess.samples = _this.textureSamples;
  86526. _this._createSSAOPostProcess(1.0);
  86527. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  86528. _this._createSSAOCombinePostProcess(blurRatio);
  86529. // Set up pipeline
  86530. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86531. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86532. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86533. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86534. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86535. // Finish
  86536. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86537. if (cameras) {
  86538. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86539. }
  86540. return _this;
  86541. }
  86542. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  86543. get: function () {
  86544. return this._samples;
  86545. },
  86546. /**
  86547. * Number of samples used for the SSAO calculations. Default value is 8
  86548. */
  86549. set: function (n) {
  86550. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  86551. this._samples = n;
  86552. this._sampleSphere = this._generateHemisphere();
  86553. this._firstUpdate = true;
  86554. },
  86555. enumerable: true,
  86556. configurable: true
  86557. });
  86558. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  86559. get: function () {
  86560. return this._textureSamples;
  86561. },
  86562. /**
  86563. * Number of samples to use for antialiasing
  86564. */
  86565. set: function (n) {
  86566. this._textureSamples = n;
  86567. this._originalColorPostProcess.samples = n;
  86568. this._blurHPostProcess.samples = n;
  86569. this._blurVPostProcess.samples = n;
  86570. this._ssaoPostProcess.samples = n;
  86571. this._ssaoCombinePostProcess.samples = n;
  86572. },
  86573. enumerable: true,
  86574. configurable: true
  86575. });
  86576. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  86577. get: function () {
  86578. return this._expensiveBlur;
  86579. },
  86580. /**
  86581. * If bilateral blur should be used
  86582. */
  86583. set: function (b) {
  86584. 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"]);
  86585. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  86586. this._expensiveBlur = b;
  86587. this._firstUpdate = true;
  86588. },
  86589. enumerable: true,
  86590. configurable: true
  86591. });
  86592. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  86593. /**
  86594. * Support test.
  86595. */
  86596. get: function () {
  86597. var engine = BABYLON.Engine.LastCreatedEngine;
  86598. if (!engine) {
  86599. return false;
  86600. }
  86601. return engine.getCaps().drawBuffersExtension;
  86602. },
  86603. enumerable: true,
  86604. configurable: true
  86605. });
  86606. // Public Methods
  86607. /**
  86608. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86609. */
  86610. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  86611. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  86612. for (var i = 0; i < this._scene.cameras.length; i++) {
  86613. var camera = this._scene.cameras[i];
  86614. this._originalColorPostProcess.dispose(camera);
  86615. this._ssaoPostProcess.dispose(camera);
  86616. this._blurHPostProcess.dispose(camera);
  86617. this._blurVPostProcess.dispose(camera);
  86618. this._ssaoCombinePostProcess.dispose(camera);
  86619. }
  86620. this._randomTexture.dispose();
  86621. if (disableGeometryBufferRenderer) {
  86622. this._scene.disableGeometryBufferRenderer();
  86623. }
  86624. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86625. _super.prototype.dispose.call(this);
  86626. };
  86627. // Private Methods
  86628. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  86629. var _this = this;
  86630. this._samplerOffsets = [];
  86631. var expensive = this.expensiveBlur;
  86632. for (var i = -8; i < 8; i++) {
  86633. this._samplerOffsets.push(i * 2 + 0.5);
  86634. }
  86635. 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");
  86636. this._blurHPostProcess.onApply = function (effect) {
  86637. if (!_this._scene.activeCamera) {
  86638. return;
  86639. }
  86640. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  86641. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86642. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86643. effect.setFloat("radius", _this.radius);
  86644. effect.setTexture("depthSampler", _this._depthTexture);
  86645. if (_this._firstUpdate) {
  86646. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86647. }
  86648. };
  86649. 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");
  86650. this._blurVPostProcess.onApply = function (effect) {
  86651. if (!_this._scene.activeCamera) {
  86652. return;
  86653. }
  86654. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  86655. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86656. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86657. effect.setFloat("radius", _this.radius);
  86658. effect.setTexture("depthSampler", _this._depthTexture);
  86659. if (_this._firstUpdate) {
  86660. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86661. _this._firstUpdate = false;
  86662. }
  86663. };
  86664. this._blurHPostProcess.samples = this.textureSamples;
  86665. this._blurVPostProcess.samples = this.textureSamples;
  86666. };
  86667. /** @hidden */
  86668. SSAO2RenderingPipeline.prototype._rebuild = function () {
  86669. this._firstUpdate = true;
  86670. _super.prototype._rebuild.call(this);
  86671. };
  86672. //Van der Corput radical inverse
  86673. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  86674. this._bits[0] = i;
  86675. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  86676. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  86677. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  86678. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  86679. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  86680. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  86681. };
  86682. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  86683. return [i / n, this._radicalInverse_VdC(i)];
  86684. };
  86685. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  86686. var phi = v * 2.0 * Math.PI;
  86687. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  86688. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  86689. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  86690. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  86691. };
  86692. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  86693. var numSamples = this.samples;
  86694. var result = [];
  86695. var vector;
  86696. var i = 0;
  86697. while (i < numSamples) {
  86698. if (numSamples < 16) {
  86699. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  86700. }
  86701. else {
  86702. var rand = this._hammersley(i, numSamples);
  86703. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  86704. }
  86705. result.push(vector.x, vector.y, vector.z);
  86706. i++;
  86707. }
  86708. return result;
  86709. };
  86710. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86711. var _this = this;
  86712. var numSamples = this.samples;
  86713. this._sampleSphere = this._generateHemisphere();
  86714. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  86715. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86716. "base", "range", "projection", "near", "far", "texelSize",
  86717. "xViewport", "yViewport", "maxZ", "minZAspect"
  86718. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86719. this._ssaoPostProcess.onApply = function (effect) {
  86720. if (_this._firstUpdate) {
  86721. effect.setArray3("sampleSphere", _this._sampleSphere);
  86722. effect.setFloat("randTextureTiles", 32.0);
  86723. }
  86724. if (!_this._scene.activeCamera) {
  86725. return;
  86726. }
  86727. effect.setFloat("samplesFactor", 1 / _this.samples);
  86728. effect.setFloat("totalStrength", _this.totalStrength);
  86729. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  86730. effect.setFloat("radius", _this.radius);
  86731. effect.setFloat("maxZ", _this.maxZ);
  86732. effect.setFloat("minZAspect", _this.minZAspect);
  86733. effect.setFloat("base", _this.base);
  86734. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86735. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86736. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  86737. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  86738. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  86739. effect.setTexture("textureSampler", _this._depthTexture);
  86740. effect.setTexture("normalSampler", _this._normalTexture);
  86741. effect.setTexture("randomSampler", _this._randomTexture);
  86742. };
  86743. this._ssaoPostProcess.samples = this.textureSamples;
  86744. };
  86745. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86746. var _this = this;
  86747. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86748. this._ssaoCombinePostProcess.onApply = function (effect) {
  86749. var viewport = _this._scene.activeCamera.viewport;
  86750. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  86751. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86752. };
  86753. this._ssaoCombinePostProcess.samples = this.textureSamples;
  86754. };
  86755. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  86756. var size = 128;
  86757. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86758. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86759. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86760. var context = this._randomTexture.getContext();
  86761. var rand = function (min, max) {
  86762. return Math.random() * (max - min) + min;
  86763. };
  86764. var randVector = BABYLON.Vector3.Zero();
  86765. for (var x = 0; x < size; x++) {
  86766. for (var y = 0; y < size; y++) {
  86767. randVector.x = rand(0.0, 1.0);
  86768. randVector.y = rand(0.0, 1.0);
  86769. randVector.z = 0.0;
  86770. randVector.normalize();
  86771. randVector.scaleInPlace(255);
  86772. randVector.x = Math.floor(randVector.x);
  86773. randVector.y = Math.floor(randVector.y);
  86774. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86775. context.fillRect(x, y, 1, 1);
  86776. }
  86777. }
  86778. this._randomTexture.update(false);
  86779. };
  86780. /**
  86781. * Serialize the rendering pipeline (Used when exporting)
  86782. * @returns the serialized object
  86783. */
  86784. SSAO2RenderingPipeline.prototype.serialize = function () {
  86785. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86786. serializationObject.customType = "SSAO2RenderingPipeline";
  86787. return serializationObject;
  86788. };
  86789. /**
  86790. * Parse the serialized pipeline
  86791. * @param source Source pipeline.
  86792. * @param scene The scene to load the pipeline to.
  86793. * @param rootUrl The URL of the serialized pipeline.
  86794. * @returns An instantiated pipeline from the serialized object.
  86795. */
  86796. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  86797. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86798. };
  86799. __decorate([
  86800. BABYLON.serialize()
  86801. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  86802. __decorate([
  86803. BABYLON.serialize()
  86804. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  86805. __decorate([
  86806. BABYLON.serialize()
  86807. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  86808. __decorate([
  86809. BABYLON.serialize("samples")
  86810. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  86811. __decorate([
  86812. BABYLON.serialize("textureSamples")
  86813. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  86814. __decorate([
  86815. BABYLON.serialize()
  86816. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  86817. __decorate([
  86818. BABYLON.serialize("expensiveBlur")
  86819. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  86820. __decorate([
  86821. BABYLON.serialize()
  86822. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  86823. __decorate([
  86824. BABYLON.serialize()
  86825. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  86826. return SSAO2RenderingPipeline;
  86827. }(BABYLON.PostProcessRenderPipeline));
  86828. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  86829. })(BABYLON || (BABYLON = {}));
  86830. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  86831. var BABYLON;
  86832. (function (BABYLON) {
  86833. /**
  86834. * BABYLON.JS Chromatic Aberration GLSL Shader
  86835. * Author: Olivier Guyot
  86836. * Separates very slightly R, G and B colors on the edges of the screen
  86837. * Inspired by Francois Tarlier & Martins Upitis
  86838. */
  86839. var LensRenderingPipeline = /** @class */ (function (_super) {
  86840. __extends(LensRenderingPipeline, _super);
  86841. /**
  86842. * @constructor
  86843. *
  86844. * Effect parameters are as follow:
  86845. * {
  86846. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86847. * edge_blur: number; // from 0 to x (1 for realism)
  86848. * distortion: number; // from 0 to x (1 for realism)
  86849. * grain_amount: number; // from 0 to 1
  86850. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86851. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86852. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86853. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86854. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86855. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86856. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86857. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86858. * }
  86859. * Note: if an effect parameter is unset, effect is disabled
  86860. *
  86861. * @param name The rendering pipeline name
  86862. * @param parameters - An object containing all parameters (see above)
  86863. * @param scene The scene linked to this pipeline
  86864. * @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)
  86865. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86866. */
  86867. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86868. if (ratio === void 0) { ratio = 1.0; }
  86869. var _this = _super.call(this, scene.getEngine(), name) || this;
  86870. // Lens effects can be of the following:
  86871. // - chromatic aberration (slight shift of RGB colors)
  86872. // - blur on the edge of the lens
  86873. // - lens distortion
  86874. // - depth-of-field blur & highlights enhancing
  86875. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86876. // - grain effect (noise or custom texture)
  86877. // Two additional texture samplers are needed:
  86878. // - depth map (for depth-of-field)
  86879. // - grain texture
  86880. /**
  86881. * @ignore
  86882. * The chromatic aberration PostProcess id in the pipeline
  86883. */
  86884. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86885. /**
  86886. * @ignore
  86887. * The highlights enhancing PostProcess id in the pipeline
  86888. */
  86889. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86890. /**
  86891. * @ignore
  86892. * The depth-of-field PostProcess id in the pipeline
  86893. */
  86894. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86895. _this._scene = scene;
  86896. // Fetch texture samplers
  86897. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86898. if (parameters.grain_texture) {
  86899. _this._grainTexture = parameters.grain_texture;
  86900. }
  86901. else {
  86902. _this._createGrainTexture();
  86903. }
  86904. // save parameters
  86905. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86906. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86907. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86908. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86909. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86910. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86911. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86912. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86913. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86914. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86915. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86916. // Create effects
  86917. _this._createChromaticAberrationPostProcess(ratio);
  86918. _this._createHighlightsPostProcess(ratio);
  86919. _this._createDepthOfFieldPostProcess(ratio / 4);
  86920. // Set up pipeline
  86921. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86922. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86923. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86924. if (_this._highlightsGain === -1) {
  86925. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86926. }
  86927. // Finish
  86928. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86929. if (cameras) {
  86930. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86931. }
  86932. return _this;
  86933. }
  86934. // public methods (self explanatory)
  86935. /**
  86936. * Sets the amount of blur at the edges
  86937. * @param amount blur amount
  86938. */
  86939. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86940. /**
  86941. * Sets edge blur to 0
  86942. */
  86943. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86944. /**
  86945. * Sets the amout of grain
  86946. * @param amount Amount of grain
  86947. */
  86948. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86949. /**
  86950. * Set grain amount to 0
  86951. */
  86952. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86953. /**
  86954. * Sets the chromatic aberration amount
  86955. * @param amount amount of chromatic aberration
  86956. */
  86957. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86958. /**
  86959. * Sets chromatic aberration amount to 0
  86960. */
  86961. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86962. /**
  86963. * Sets the EdgeDistortion amount
  86964. * @param amount amount of EdgeDistortion
  86965. */
  86966. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86967. /**
  86968. * Sets edge distortion to 0
  86969. */
  86970. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86971. /**
  86972. * Sets the FocusDistance amount
  86973. * @param amount amount of FocusDistance
  86974. */
  86975. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86976. /**
  86977. * Disables depth of field
  86978. */
  86979. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86980. /**
  86981. * Sets the Aperture amount
  86982. * @param amount amount of Aperture
  86983. */
  86984. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86985. /**
  86986. * Sets the DarkenOutOfFocus amount
  86987. * @param amount amount of DarkenOutOfFocus
  86988. */
  86989. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86990. /**
  86991. * Creates a pentagon bokeh effect
  86992. */
  86993. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86994. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86995. };
  86996. /**
  86997. * Disables the pentagon bokeh effect
  86998. */
  86999. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  87000. this._highlightsPostProcess.updateEffect();
  87001. };
  87002. /**
  87003. * Enables noise blur
  87004. */
  87005. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  87006. /**
  87007. * Disables noise blur
  87008. */
  87009. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  87010. /**
  87011. * Sets the HighlightsGain amount
  87012. * @param amount amount of HighlightsGain
  87013. */
  87014. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  87015. this._highlightsGain = amount;
  87016. };
  87017. /**
  87018. * Sets the HighlightsThreshold amount
  87019. * @param amount amount of HighlightsThreshold
  87020. */
  87021. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  87022. if (this._highlightsGain === -1) {
  87023. this._highlightsGain = 1.0;
  87024. }
  87025. this._highlightsThreshold = amount;
  87026. };
  87027. /**
  87028. * Disables highlights
  87029. */
  87030. LensRenderingPipeline.prototype.disableHighlights = function () {
  87031. this._highlightsGain = -1;
  87032. };
  87033. /**
  87034. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  87035. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  87036. */
  87037. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  87038. if (disableDepthRender === void 0) { disableDepthRender = false; }
  87039. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  87040. this._chromaticAberrationPostProcess = null;
  87041. this._highlightsPostProcess = null;
  87042. this._depthOfFieldPostProcess = null;
  87043. this._grainTexture.dispose();
  87044. if (disableDepthRender) {
  87045. this._scene.disableDepthRenderer();
  87046. }
  87047. };
  87048. // colors shifting and distortion
  87049. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  87050. var _this = this;
  87051. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  87052. [], // samplers
  87053. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  87054. this._chromaticAberrationPostProcess.onApply = function (effect) {
  87055. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  87056. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  87057. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  87058. effect.setFloat('radialIntensity', 1);
  87059. effect.setFloat2('direction', 17, 17);
  87060. effect.setFloat2('centerPosition', 0.5, 0.5);
  87061. };
  87062. };
  87063. // highlights enhancing
  87064. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  87065. var _this = this;
  87066. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  87067. [], // samplers
  87068. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  87069. this._highlightsPostProcess.onApply = function (effect) {
  87070. effect.setFloat('gain', _this._highlightsGain);
  87071. effect.setFloat('threshold', _this._highlightsThreshold);
  87072. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  87073. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  87074. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  87075. };
  87076. };
  87077. // colors shifting and distortion
  87078. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  87079. var _this = this;
  87080. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  87081. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  87082. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  87083. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  87084. this._depthOfFieldPostProcess.onApply = function (effect) {
  87085. effect.setTexture("depthSampler", _this._depthTexture);
  87086. effect.setTexture("grainSampler", _this._grainTexture);
  87087. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  87088. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  87089. effect.setFloat('grain_amount', _this._grainAmount);
  87090. effect.setBool('blur_noise', _this._blurNoise);
  87091. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  87092. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  87093. effect.setFloat('distortion', _this._distortion);
  87094. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  87095. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  87096. effect.setFloat('aperture', _this._dofAperture);
  87097. effect.setFloat('darken', _this._dofDarken);
  87098. effect.setFloat('edge_blur', _this._edgeBlur);
  87099. effect.setBool('highlights', (_this._highlightsGain !== -1));
  87100. if (_this._scene.activeCamera) {
  87101. effect.setFloat('near', _this._scene.activeCamera.minZ);
  87102. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  87103. }
  87104. };
  87105. };
  87106. // creates a black and white random noise texture, 512x512
  87107. LensRenderingPipeline.prototype._createGrainTexture = function () {
  87108. var size = 512;
  87109. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  87110. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  87111. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  87112. var context = this._grainTexture.getContext();
  87113. var rand = function (min, max) {
  87114. return Math.random() * (max - min) + min;
  87115. };
  87116. var value;
  87117. for (var x = 0; x < size; x++) {
  87118. for (var y = 0; y < size; y++) {
  87119. value = Math.floor(rand(0.42, 0.58) * 255);
  87120. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  87121. context.fillRect(x, y, 1, 1);
  87122. }
  87123. }
  87124. this._grainTexture.update(false);
  87125. };
  87126. return LensRenderingPipeline;
  87127. }(BABYLON.PostProcessRenderPipeline));
  87128. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  87129. })(BABYLON || (BABYLON = {}));
  87130. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  87131. var BABYLON;
  87132. (function (BABYLON) {
  87133. /**
  87134. * Standard rendering pipeline
  87135. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  87136. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  87137. */
  87138. var StandardRenderingPipeline = /** @class */ (function (_super) {
  87139. __extends(StandardRenderingPipeline, _super);
  87140. /**
  87141. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  87142. * @constructor
  87143. * @param name The rendering pipeline name
  87144. * @param scene The scene linked to this pipeline
  87145. * @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)
  87146. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  87147. * @param cameras The array of cameras that the rendering pipeline will be attached to
  87148. */
  87149. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  87150. if (originalPostProcess === void 0) { originalPostProcess = null; }
  87151. var _this = _super.call(this, scene.getEngine(), name) || this;
  87152. /**
  87153. * Post-process used to down scale an image x4
  87154. */
  87155. _this.downSampleX4PostProcess = null;
  87156. /**
  87157. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  87158. */
  87159. _this.brightPassPostProcess = null;
  87160. /**
  87161. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  87162. */
  87163. _this.blurHPostProcesses = [];
  87164. /**
  87165. * Post-process array storing all the vertical blur post-processes used by the pipeline
  87166. */
  87167. _this.blurVPostProcesses = [];
  87168. /**
  87169. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  87170. */
  87171. _this.textureAdderPostProcess = null;
  87172. /**
  87173. * Post-process used to create volumetric lighting effect
  87174. */
  87175. _this.volumetricLightPostProcess = null;
  87176. /**
  87177. * Post-process used to smooth the previous volumetric light post-process on the X axis
  87178. */
  87179. _this.volumetricLightSmoothXPostProcess = null;
  87180. /**
  87181. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  87182. */
  87183. _this.volumetricLightSmoothYPostProcess = null;
  87184. /**
  87185. * Post-process used to merge the volumetric light effect and the real scene color
  87186. */
  87187. _this.volumetricLightMergePostProces = null;
  87188. /**
  87189. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  87190. */
  87191. _this.volumetricLightFinalPostProcess = null;
  87192. /**
  87193. * Base post-process used to calculate the average luminance of the final image for HDR
  87194. */
  87195. _this.luminancePostProcess = null;
  87196. /**
  87197. * Post-processes used to create down sample post-processes in order to get
  87198. * the average luminance of the final image for HDR
  87199. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  87200. */
  87201. _this.luminanceDownSamplePostProcesses = [];
  87202. /**
  87203. * Post-process used to create a HDR effect (light adaptation)
  87204. */
  87205. _this.hdrPostProcess = null;
  87206. /**
  87207. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  87208. */
  87209. _this.textureAdderFinalPostProcess = null;
  87210. /**
  87211. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  87212. */
  87213. _this.lensFlareFinalPostProcess = null;
  87214. /**
  87215. * Post-process used to merge the final HDR post-process and the real scene color
  87216. */
  87217. _this.hdrFinalPostProcess = null;
  87218. /**
  87219. * Post-process used to create a lens flare effect
  87220. */
  87221. _this.lensFlarePostProcess = null;
  87222. /**
  87223. * Post-process that merges the result of the lens flare post-process and the real scene color
  87224. */
  87225. _this.lensFlareComposePostProcess = null;
  87226. /**
  87227. * Post-process used to create a motion blur effect
  87228. */
  87229. _this.motionBlurPostProcess = null;
  87230. /**
  87231. * Post-process used to create a depth of field effect
  87232. */
  87233. _this.depthOfFieldPostProcess = null;
  87234. /**
  87235. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  87236. */
  87237. _this.fxaaPostProcess = null;
  87238. // Values
  87239. /**
  87240. * Represents the brightness threshold in order to configure the illuminated surfaces
  87241. */
  87242. _this.brightThreshold = 1.0;
  87243. /**
  87244. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  87245. */
  87246. _this.blurWidth = 512.0;
  87247. /**
  87248. * Sets if the blur for highlighted surfaces must be only horizontal
  87249. */
  87250. _this.horizontalBlur = false;
  87251. /**
  87252. * Sets the overall exposure used by the pipeline
  87253. */
  87254. _this.exposure = 1.0;
  87255. /**
  87256. * Texture used typically to simulate "dirty" on camera lens
  87257. */
  87258. _this.lensTexture = null;
  87259. /**
  87260. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  87261. */
  87262. _this.volumetricLightCoefficient = 0.2;
  87263. /**
  87264. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  87265. */
  87266. _this.volumetricLightPower = 4.0;
  87267. /**
  87268. * Used the set the blur intensity to smooth the volumetric lights
  87269. */
  87270. _this.volumetricLightBlurScale = 64.0;
  87271. /**
  87272. * Light (spot or directional) used to generate the volumetric lights rays
  87273. * The source light must have a shadow generate so the pipeline can get its
  87274. * depth map
  87275. */
  87276. _this.sourceLight = null;
  87277. /**
  87278. * For eye adaptation, represents the minimum luminance the eye can see
  87279. */
  87280. _this.hdrMinimumLuminance = 1.0;
  87281. /**
  87282. * For eye adaptation, represents the decrease luminance speed
  87283. */
  87284. _this.hdrDecreaseRate = 0.5;
  87285. /**
  87286. * For eye adaptation, represents the increase luminance speed
  87287. */
  87288. _this.hdrIncreaseRate = 0.5;
  87289. /**
  87290. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  87291. */
  87292. _this.lensColorTexture = null;
  87293. /**
  87294. * The overall strengh for the lens flare effect
  87295. */
  87296. _this.lensFlareStrength = 20.0;
  87297. /**
  87298. * Dispersion coefficient for lens flare ghosts
  87299. */
  87300. _this.lensFlareGhostDispersal = 1.4;
  87301. /**
  87302. * Main lens flare halo width
  87303. */
  87304. _this.lensFlareHaloWidth = 0.7;
  87305. /**
  87306. * Based on the lens distortion effect, defines how much the lens flare result
  87307. * is distorted
  87308. */
  87309. _this.lensFlareDistortionStrength = 16.0;
  87310. /**
  87311. * Lens star texture must be used to simulate rays on the flares and is available
  87312. * in the documentation
  87313. */
  87314. _this.lensStarTexture = null;
  87315. /**
  87316. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  87317. * flare effect by taking account of the dirt texture
  87318. */
  87319. _this.lensFlareDirtTexture = null;
  87320. /**
  87321. * Represents the focal length for the depth of field effect
  87322. */
  87323. _this.depthOfFieldDistance = 10.0;
  87324. /**
  87325. * Represents the blur intensity for the blurred part of the depth of field effect
  87326. */
  87327. _this.depthOfFieldBlurWidth = 64.0;
  87328. /**
  87329. * For motion blur, defines how much the image is blurred by the movement
  87330. */
  87331. _this.motionStrength = 1.0;
  87332. /**
  87333. * List of animations for the pipeline (IAnimatable implementation)
  87334. */
  87335. _this.animations = [];
  87336. _this._currentDepthOfFieldSource = null;
  87337. _this._hdrCurrentLuminance = 1.0;
  87338. // Getters and setters
  87339. _this._bloomEnabled = false;
  87340. _this._depthOfFieldEnabled = false;
  87341. _this._vlsEnabled = false;
  87342. _this._lensFlareEnabled = false;
  87343. _this._hdrEnabled = false;
  87344. _this._motionBlurEnabled = false;
  87345. _this._fxaaEnabled = false;
  87346. _this._motionBlurSamples = 64.0;
  87347. _this._volumetricLightStepsCount = 50.0;
  87348. _this._samples = 1;
  87349. _this._cameras = cameras || [];
  87350. // Initialize
  87351. _this._scene = scene;
  87352. _this._basePostProcess = originalPostProcess;
  87353. _this._ratio = ratio;
  87354. // Misc
  87355. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  87356. // Finish
  87357. scene.postProcessRenderPipelineManager.addPipeline(_this);
  87358. _this._buildPipeline();
  87359. return _this;
  87360. }
  87361. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  87362. /**
  87363. * @ignore
  87364. * Specifies if the bloom pipeline is enabled
  87365. */
  87366. get: function () {
  87367. return this._bloomEnabled;
  87368. },
  87369. set: function (enabled) {
  87370. if (this._bloomEnabled === enabled) {
  87371. return;
  87372. }
  87373. this._bloomEnabled = enabled;
  87374. this._buildPipeline();
  87375. },
  87376. enumerable: true,
  87377. configurable: true
  87378. });
  87379. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  87380. /**
  87381. * @ignore
  87382. * Specifies if the depth of field pipeline is enabed
  87383. */
  87384. get: function () {
  87385. return this._depthOfFieldEnabled;
  87386. },
  87387. set: function (enabled) {
  87388. if (this._depthOfFieldEnabled === enabled) {
  87389. return;
  87390. }
  87391. this._depthOfFieldEnabled = enabled;
  87392. this._buildPipeline();
  87393. },
  87394. enumerable: true,
  87395. configurable: true
  87396. });
  87397. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  87398. /**
  87399. * @ignore
  87400. * Specifies if the lens flare pipeline is enabed
  87401. */
  87402. get: function () {
  87403. return this._lensFlareEnabled;
  87404. },
  87405. set: function (enabled) {
  87406. if (this._lensFlareEnabled === enabled) {
  87407. return;
  87408. }
  87409. this._lensFlareEnabled = enabled;
  87410. this._buildPipeline();
  87411. },
  87412. enumerable: true,
  87413. configurable: true
  87414. });
  87415. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  87416. /**
  87417. * @ignore
  87418. * Specifies if the HDR pipeline is enabled
  87419. */
  87420. get: function () {
  87421. return this._hdrEnabled;
  87422. },
  87423. set: function (enabled) {
  87424. if (this._hdrEnabled === enabled) {
  87425. return;
  87426. }
  87427. this._hdrEnabled = enabled;
  87428. this._buildPipeline();
  87429. },
  87430. enumerable: true,
  87431. configurable: true
  87432. });
  87433. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  87434. /**
  87435. * @ignore
  87436. * Specifies if the volumetric lights scattering effect is enabled
  87437. */
  87438. get: function () {
  87439. return this._vlsEnabled;
  87440. },
  87441. set: function (enabled) {
  87442. if (this._vlsEnabled === enabled) {
  87443. return;
  87444. }
  87445. if (enabled) {
  87446. var geometry = this._scene.enableGeometryBufferRenderer();
  87447. if (!geometry) {
  87448. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  87449. return;
  87450. }
  87451. }
  87452. this._vlsEnabled = enabled;
  87453. this._buildPipeline();
  87454. },
  87455. enumerable: true,
  87456. configurable: true
  87457. });
  87458. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  87459. /**
  87460. * @ignore
  87461. * Specifies if the motion blur effect is enabled
  87462. */
  87463. get: function () {
  87464. return this._motionBlurEnabled;
  87465. },
  87466. set: function (enabled) {
  87467. if (this._motionBlurEnabled === enabled) {
  87468. return;
  87469. }
  87470. this._motionBlurEnabled = enabled;
  87471. this._buildPipeline();
  87472. },
  87473. enumerable: true,
  87474. configurable: true
  87475. });
  87476. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  87477. /**
  87478. * Specifies if anti-aliasing is enabled
  87479. */
  87480. get: function () {
  87481. return this._fxaaEnabled;
  87482. },
  87483. set: function (enabled) {
  87484. if (this._fxaaEnabled === enabled) {
  87485. return;
  87486. }
  87487. this._fxaaEnabled = enabled;
  87488. this._buildPipeline();
  87489. },
  87490. enumerable: true,
  87491. configurable: true
  87492. });
  87493. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  87494. /**
  87495. * Specifies the number of steps used to calculate the volumetric lights
  87496. * Typically in interval [50, 200]
  87497. */
  87498. get: function () {
  87499. return this._volumetricLightStepsCount;
  87500. },
  87501. set: function (count) {
  87502. if (this.volumetricLightPostProcess) {
  87503. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  87504. }
  87505. this._volumetricLightStepsCount = count;
  87506. },
  87507. enumerable: true,
  87508. configurable: true
  87509. });
  87510. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  87511. /**
  87512. * Specifies the number of samples used for the motion blur effect
  87513. * Typically in interval [16, 64]
  87514. */
  87515. get: function () {
  87516. return this._motionBlurSamples;
  87517. },
  87518. set: function (samples) {
  87519. if (this.motionBlurPostProcess) {
  87520. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  87521. }
  87522. this._motionBlurSamples = samples;
  87523. },
  87524. enumerable: true,
  87525. configurable: true
  87526. });
  87527. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  87528. /**
  87529. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  87530. */
  87531. get: function () {
  87532. return this._samples;
  87533. },
  87534. set: function (sampleCount) {
  87535. if (this._samples === sampleCount) {
  87536. return;
  87537. }
  87538. this._samples = sampleCount;
  87539. this._buildPipeline();
  87540. },
  87541. enumerable: true,
  87542. configurable: true
  87543. });
  87544. StandardRenderingPipeline.prototype._buildPipeline = function () {
  87545. var _this = this;
  87546. var ratio = this._ratio;
  87547. var scene = this._scene;
  87548. this._disposePostProcesses();
  87549. this._reset();
  87550. // Create pass post-process
  87551. if (!this._basePostProcess) {
  87552. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  87553. this.originalPostProcess.onApply = function (effect) {
  87554. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  87555. };
  87556. }
  87557. else {
  87558. this.originalPostProcess = this._basePostProcess;
  87559. }
  87560. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  87561. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  87562. }
  87563. this._currentDepthOfFieldSource = this.originalPostProcess;
  87564. if (this._bloomEnabled) {
  87565. // Create down sample X4 post-process
  87566. this._createDownSampleX4PostProcess(scene, ratio / 2);
  87567. // Create bright pass post-process
  87568. this._createBrightPassPostProcess(scene, ratio / 2);
  87569. // Create gaussian blur post-processes (down sampling blurs)
  87570. this._createBlurPostProcesses(scene, ratio / 4, 1);
  87571. // Create texture adder post-process
  87572. this._createTextureAdderPostProcess(scene, ratio);
  87573. // Create depth-of-field source post-process
  87574. 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);
  87575. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  87576. }
  87577. if (this._vlsEnabled) {
  87578. // Create volumetric light
  87579. this._createVolumetricLightPostProcess(scene, ratio);
  87580. // Create volumetric light final post-process
  87581. 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);
  87582. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  87583. }
  87584. if (this._lensFlareEnabled) {
  87585. // Create lens flare post-process
  87586. this._createLensFlarePostProcess(scene, ratio);
  87587. // Create depth-of-field source post-process post lens-flare and disable it now
  87588. 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);
  87589. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  87590. }
  87591. if (this._hdrEnabled) {
  87592. // Create luminance
  87593. this._createLuminancePostProcesses(scene, this._floatTextureType);
  87594. // Create HDR
  87595. this._createHdrPostProcess(scene, ratio);
  87596. // Create depth-of-field source post-process post hdr and disable it now
  87597. 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);
  87598. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  87599. }
  87600. if (this._depthOfFieldEnabled) {
  87601. // Create gaussian blur used by depth-of-field
  87602. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  87603. // Create depth-of-field post-process
  87604. this._createDepthOfFieldPostProcess(scene, ratio);
  87605. }
  87606. if (this._motionBlurEnabled) {
  87607. // Create motion blur post-process
  87608. this._createMotionBlurPostProcess(scene, ratio);
  87609. }
  87610. if (this._fxaaEnabled) {
  87611. // Create fxaa post-process
  87612. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87613. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  87614. }
  87615. if (this._cameras !== null) {
  87616. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  87617. }
  87618. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  87619. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  87620. }
  87621. };
  87622. // Down Sample X4 Post-Processs
  87623. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  87624. var _this = this;
  87625. var downSampleX4Offsets = new Array(32);
  87626. 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);
  87627. this.downSampleX4PostProcess.onApply = function (effect) {
  87628. var id = 0;
  87629. var width = _this.downSampleX4PostProcess.width;
  87630. var height = _this.downSampleX4PostProcess.height;
  87631. for (var i = -2; i < 2; i++) {
  87632. for (var j = -2; j < 2; j++) {
  87633. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  87634. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  87635. id += 2;
  87636. }
  87637. }
  87638. effect.setArray2("dsOffsets", downSampleX4Offsets);
  87639. };
  87640. // Add to pipeline
  87641. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  87642. };
  87643. // Brightpass Post-Process
  87644. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  87645. var _this = this;
  87646. var brightOffsets = new Array(8);
  87647. 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);
  87648. this.brightPassPostProcess.onApply = function (effect) {
  87649. var sU = (1.0 / _this.brightPassPostProcess.width);
  87650. var sV = (1.0 / _this.brightPassPostProcess.height);
  87651. brightOffsets[0] = -0.5 * sU;
  87652. brightOffsets[1] = 0.5 * sV;
  87653. brightOffsets[2] = 0.5 * sU;
  87654. brightOffsets[3] = 0.5 * sV;
  87655. brightOffsets[4] = -0.5 * sU;
  87656. brightOffsets[5] = -0.5 * sV;
  87657. brightOffsets[6] = 0.5 * sU;
  87658. brightOffsets[7] = -0.5 * sV;
  87659. effect.setArray2("dsOffsets", brightOffsets);
  87660. effect.setFloat("brightThreshold", _this.brightThreshold);
  87661. };
  87662. // Add to pipeline
  87663. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  87664. };
  87665. // Create blur H&V post-processes
  87666. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  87667. var _this = this;
  87668. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  87669. var engine = scene.getEngine();
  87670. 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);
  87671. 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);
  87672. blurX.onActivateObservable.add(function () {
  87673. var dw = blurX.width / engine.getRenderWidth();
  87674. blurX.kernel = _this[blurWidthKey] * dw;
  87675. });
  87676. blurY.onActivateObservable.add(function () {
  87677. var dw = blurY.height / engine.getRenderHeight();
  87678. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  87679. });
  87680. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  87681. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  87682. this.blurHPostProcesses.push(blurX);
  87683. this.blurVPostProcesses.push(blurY);
  87684. };
  87685. // Create texture adder post-process
  87686. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  87687. var _this = this;
  87688. 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);
  87689. this.textureAdderPostProcess.onApply = function (effect) {
  87690. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  87691. effect.setTexture("lensSampler", _this.lensTexture);
  87692. effect.setFloat("exposure", _this.exposure);
  87693. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  87694. };
  87695. // Add to pipeline
  87696. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  87697. };
  87698. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  87699. var _this = this;
  87700. var geometryRenderer = scene.enableGeometryBufferRenderer();
  87701. geometryRenderer.enablePosition = true;
  87702. var geometry = geometryRenderer.getGBuffer();
  87703. // Base post-process
  87704. 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));
  87705. var depthValues = BABYLON.Vector2.Zero();
  87706. this.volumetricLightPostProcess.onApply = function (effect) {
  87707. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  87708. var generator = _this.sourceLight.getShadowGenerator();
  87709. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  87710. effect.setTexture("positionSampler", geometry.textures[2]);
  87711. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  87712. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  87713. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  87714. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  87715. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  87716. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  87717. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  87718. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  87719. effect.setVector2("depthValues", depthValues);
  87720. }
  87721. };
  87722. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  87723. // Smooth
  87724. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  87725. // Merge
  87726. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  87727. this.volumetricLightMergePostProces.onApply = function (effect) {
  87728. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  87729. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  87730. };
  87731. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  87732. };
  87733. // Create luminance
  87734. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  87735. var _this = this;
  87736. // Create luminance
  87737. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  87738. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  87739. var offsets = [];
  87740. this.luminancePostProcess.onApply = function (effect) {
  87741. var sU = (1.0 / _this.luminancePostProcess.width);
  87742. var sV = (1.0 / _this.luminancePostProcess.height);
  87743. offsets[0] = -0.5 * sU;
  87744. offsets[1] = 0.5 * sV;
  87745. offsets[2] = 0.5 * sU;
  87746. offsets[3] = 0.5 * sV;
  87747. offsets[4] = -0.5 * sU;
  87748. offsets[5] = -0.5 * sV;
  87749. offsets[6] = 0.5 * sU;
  87750. offsets[7] = -0.5 * sV;
  87751. effect.setArray2("lumOffsets", offsets);
  87752. };
  87753. // Add to pipeline
  87754. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  87755. // Create down sample luminance
  87756. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  87757. var size = Math.pow(3, i);
  87758. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  87759. if (i === 0) {
  87760. defines += "#define FINAL_DOWN_SAMPLER";
  87761. }
  87762. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  87763. this.luminanceDownSamplePostProcesses.push(postProcess);
  87764. }
  87765. // Create callbacks and add effects
  87766. var lastLuminance = this.luminancePostProcess;
  87767. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  87768. var downSampleOffsets = new Array(18);
  87769. pp.onApply = function (effect) {
  87770. if (!lastLuminance) {
  87771. return;
  87772. }
  87773. var id = 0;
  87774. for (var x = -1; x < 2; x++) {
  87775. for (var y = -1; y < 2; y++) {
  87776. downSampleOffsets[id] = x / lastLuminance.width;
  87777. downSampleOffsets[id + 1] = y / lastLuminance.height;
  87778. id += 2;
  87779. }
  87780. }
  87781. effect.setArray2("dsOffsets", downSampleOffsets);
  87782. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  87783. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87784. lastLuminance = _this.luminancePostProcess;
  87785. }
  87786. else {
  87787. lastLuminance = pp;
  87788. }
  87789. };
  87790. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87791. pp.onAfterRender = function (effect) {
  87792. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  87793. 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);
  87794. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  87795. };
  87796. }
  87797. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  87798. });
  87799. };
  87800. // Create HDR post-process
  87801. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  87802. var _this = this;
  87803. 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);
  87804. var outputLiminance = 1;
  87805. var time = 0;
  87806. var lastTime = 0;
  87807. this.hdrPostProcess.onApply = function (effect) {
  87808. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  87809. time += scene.getEngine().getDeltaTime();
  87810. if (outputLiminance < 0) {
  87811. outputLiminance = _this._hdrCurrentLuminance;
  87812. }
  87813. else {
  87814. var dt = (lastTime - time) / 1000.0;
  87815. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  87816. outputLiminance += _this.hdrDecreaseRate * dt;
  87817. }
  87818. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  87819. outputLiminance -= _this.hdrIncreaseRate * dt;
  87820. }
  87821. else {
  87822. outputLiminance = _this._hdrCurrentLuminance;
  87823. }
  87824. }
  87825. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  87826. effect.setFloat("averageLuminance", outputLiminance);
  87827. lastTime = time;
  87828. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  87829. };
  87830. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  87831. };
  87832. // Create lens flare post-process
  87833. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87834. var _this = this;
  87835. 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);
  87836. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87837. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87838. 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);
  87839. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87840. var resolution = new BABYLON.Vector2(0, 0);
  87841. // Lens flare
  87842. this.lensFlarePostProcess.onApply = function (effect) {
  87843. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87844. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87845. effect.setFloat("strength", _this.lensFlareStrength);
  87846. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87847. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87848. // Shift
  87849. resolution.x = _this.lensFlarePostProcess.width;
  87850. resolution.y = _this.lensFlarePostProcess.height;
  87851. effect.setVector2("resolution", resolution);
  87852. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87853. };
  87854. // Compose
  87855. 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);
  87856. 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);
  87857. this.lensFlareComposePostProcess.onApply = function (effect) {
  87858. if (!_this._scene.activeCamera) {
  87859. return;
  87860. }
  87861. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87862. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87863. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87864. // Lens start rotation matrix
  87865. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87866. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87867. 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));
  87868. camRot *= 4.0;
  87869. 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);
  87870. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87871. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87872. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87873. };
  87874. };
  87875. // Create depth-of-field post-process
  87876. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87877. var _this = this;
  87878. 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);
  87879. this.depthOfFieldPostProcess.onApply = function (effect) {
  87880. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87881. effect.setTexture("depthSampler", _this._getDepthTexture());
  87882. effect.setFloat("distance", _this.depthOfFieldDistance);
  87883. };
  87884. // Add to pipeline
  87885. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87886. };
  87887. // Create motion blur post-process
  87888. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87889. var _this = this;
  87890. 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);
  87891. var motionScale = 0;
  87892. var prevViewProjection = BABYLON.Matrix.Identity();
  87893. var invViewProjection = BABYLON.Matrix.Identity();
  87894. var viewProjection = BABYLON.Matrix.Identity();
  87895. var screenSize = BABYLON.Vector2.Zero();
  87896. this.motionBlurPostProcess.onApply = function (effect) {
  87897. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87898. viewProjection.invertToRef(invViewProjection);
  87899. effect.setMatrix("inverseViewProjection", invViewProjection);
  87900. effect.setMatrix("prevViewProjection", prevViewProjection);
  87901. prevViewProjection = viewProjection;
  87902. screenSize.x = _this.motionBlurPostProcess.width;
  87903. screenSize.y = _this.motionBlurPostProcess.height;
  87904. effect.setVector2("screenSize", screenSize);
  87905. motionScale = scene.getEngine().getFps() / 60.0;
  87906. effect.setFloat("motionScale", motionScale);
  87907. effect.setFloat("motionStrength", _this.motionStrength);
  87908. effect.setTexture("depthSampler", _this._getDepthTexture());
  87909. };
  87910. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87911. };
  87912. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87913. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87914. var renderer = this._scene.enableGeometryBufferRenderer();
  87915. return renderer.getGBuffer().textures[0];
  87916. }
  87917. return this._scene.enableDepthRenderer().getDepthMap();
  87918. };
  87919. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87920. for (var i = 0; i < this._cameras.length; i++) {
  87921. var camera = this._cameras[i];
  87922. if (this.originalPostProcess) {
  87923. this.originalPostProcess.dispose(camera);
  87924. }
  87925. if (this.downSampleX4PostProcess) {
  87926. this.downSampleX4PostProcess.dispose(camera);
  87927. }
  87928. if (this.brightPassPostProcess) {
  87929. this.brightPassPostProcess.dispose(camera);
  87930. }
  87931. if (this.textureAdderPostProcess) {
  87932. this.textureAdderPostProcess.dispose(camera);
  87933. }
  87934. if (this.textureAdderFinalPostProcess) {
  87935. this.textureAdderFinalPostProcess.dispose(camera);
  87936. }
  87937. if (this.volumetricLightPostProcess) {
  87938. this.volumetricLightPostProcess.dispose(camera);
  87939. }
  87940. if (this.volumetricLightSmoothXPostProcess) {
  87941. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87942. }
  87943. if (this.volumetricLightSmoothYPostProcess) {
  87944. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87945. }
  87946. if (this.volumetricLightMergePostProces) {
  87947. this.volumetricLightMergePostProces.dispose(camera);
  87948. }
  87949. if (this.volumetricLightFinalPostProcess) {
  87950. this.volumetricLightFinalPostProcess.dispose(camera);
  87951. }
  87952. if (this.lensFlarePostProcess) {
  87953. this.lensFlarePostProcess.dispose(camera);
  87954. }
  87955. if (this.lensFlareComposePostProcess) {
  87956. this.lensFlareComposePostProcess.dispose(camera);
  87957. }
  87958. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87959. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87960. }
  87961. if (this.luminancePostProcess) {
  87962. this.luminancePostProcess.dispose(camera);
  87963. }
  87964. if (this.hdrPostProcess) {
  87965. this.hdrPostProcess.dispose(camera);
  87966. }
  87967. if (this.hdrFinalPostProcess) {
  87968. this.hdrFinalPostProcess.dispose(camera);
  87969. }
  87970. if (this.depthOfFieldPostProcess) {
  87971. this.depthOfFieldPostProcess.dispose(camera);
  87972. }
  87973. if (this.motionBlurPostProcess) {
  87974. this.motionBlurPostProcess.dispose(camera);
  87975. }
  87976. if (this.fxaaPostProcess) {
  87977. this.fxaaPostProcess.dispose(camera);
  87978. }
  87979. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87980. this.blurHPostProcesses[j].dispose(camera);
  87981. }
  87982. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87983. this.blurVPostProcesses[j].dispose(camera);
  87984. }
  87985. }
  87986. this.originalPostProcess = null;
  87987. this.downSampleX4PostProcess = null;
  87988. this.brightPassPostProcess = null;
  87989. this.textureAdderPostProcess = null;
  87990. this.textureAdderFinalPostProcess = null;
  87991. this.volumetricLightPostProcess = null;
  87992. this.volumetricLightSmoothXPostProcess = null;
  87993. this.volumetricLightSmoothYPostProcess = null;
  87994. this.volumetricLightMergePostProces = null;
  87995. this.volumetricLightFinalPostProcess = null;
  87996. this.lensFlarePostProcess = null;
  87997. this.lensFlareComposePostProcess = null;
  87998. this.luminancePostProcess = null;
  87999. this.hdrPostProcess = null;
  88000. this.hdrFinalPostProcess = null;
  88001. this.depthOfFieldPostProcess = null;
  88002. this.motionBlurPostProcess = null;
  88003. this.fxaaPostProcess = null;
  88004. this.luminanceDownSamplePostProcesses = [];
  88005. this.blurHPostProcesses = [];
  88006. this.blurVPostProcesses = [];
  88007. };
  88008. /**
  88009. * Dispose of the pipeline and stop all post processes
  88010. */
  88011. StandardRenderingPipeline.prototype.dispose = function () {
  88012. this._disposePostProcesses();
  88013. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88014. _super.prototype.dispose.call(this);
  88015. };
  88016. /**
  88017. * Serialize the rendering pipeline (Used when exporting)
  88018. * @returns the serialized object
  88019. */
  88020. StandardRenderingPipeline.prototype.serialize = function () {
  88021. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  88022. if (this.sourceLight) {
  88023. serializationObject.sourceLightId = this.sourceLight.id;
  88024. }
  88025. serializationObject.customType = "StandardRenderingPipeline";
  88026. return serializationObject;
  88027. };
  88028. /**
  88029. * Parse the serialized pipeline
  88030. * @param source Source pipeline.
  88031. * @param scene The scene to load the pipeline to.
  88032. * @param rootUrl The URL of the serialized pipeline.
  88033. * @returns An instantiated pipeline from the serialized object.
  88034. */
  88035. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  88036. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  88037. if (source.sourceLightId) {
  88038. p.sourceLight = scene.getLightByID(source.sourceLightId);
  88039. }
  88040. return p;
  88041. };
  88042. /**
  88043. * Luminance steps
  88044. */
  88045. StandardRenderingPipeline.LuminanceSteps = 6;
  88046. __decorate([
  88047. BABYLON.serialize()
  88048. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  88049. __decorate([
  88050. BABYLON.serialize()
  88051. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  88052. __decorate([
  88053. BABYLON.serialize()
  88054. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  88055. __decorate([
  88056. BABYLON.serialize()
  88057. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  88058. __decorate([
  88059. BABYLON.serializeAsTexture("lensTexture")
  88060. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  88061. __decorate([
  88062. BABYLON.serialize()
  88063. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  88064. __decorate([
  88065. BABYLON.serialize()
  88066. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  88067. __decorate([
  88068. BABYLON.serialize()
  88069. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  88070. __decorate([
  88071. BABYLON.serialize()
  88072. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  88073. __decorate([
  88074. BABYLON.serialize()
  88075. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  88076. __decorate([
  88077. BABYLON.serialize()
  88078. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  88079. __decorate([
  88080. BABYLON.serializeAsTexture("lensColorTexture")
  88081. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  88082. __decorate([
  88083. BABYLON.serialize()
  88084. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  88085. __decorate([
  88086. BABYLON.serialize()
  88087. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  88088. __decorate([
  88089. BABYLON.serialize()
  88090. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  88091. __decorate([
  88092. BABYLON.serialize()
  88093. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  88094. __decorate([
  88095. BABYLON.serializeAsTexture("lensStarTexture")
  88096. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  88097. __decorate([
  88098. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  88099. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  88100. __decorate([
  88101. BABYLON.serialize()
  88102. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  88103. __decorate([
  88104. BABYLON.serialize()
  88105. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  88106. __decorate([
  88107. BABYLON.serialize()
  88108. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  88109. __decorate([
  88110. BABYLON.serialize()
  88111. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  88112. __decorate([
  88113. BABYLON.serialize()
  88114. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  88115. __decorate([
  88116. BABYLON.serialize()
  88117. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  88118. __decorate([
  88119. BABYLON.serialize()
  88120. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  88121. __decorate([
  88122. BABYLON.serialize()
  88123. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  88124. __decorate([
  88125. BABYLON.serialize()
  88126. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  88127. __decorate([
  88128. BABYLON.serialize()
  88129. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  88130. __decorate([
  88131. BABYLON.serialize()
  88132. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  88133. __decorate([
  88134. BABYLON.serialize()
  88135. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  88136. __decorate([
  88137. BABYLON.serialize()
  88138. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  88139. __decorate([
  88140. BABYLON.serialize()
  88141. ], StandardRenderingPipeline.prototype, "samples", null);
  88142. return StandardRenderingPipeline;
  88143. }(BABYLON.PostProcessRenderPipeline));
  88144. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  88145. })(BABYLON || (BABYLON = {}));
  88146. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  88147. var BABYLON;
  88148. (function (BABYLON) {
  88149. /**
  88150. * Fxaa post process
  88151. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  88152. */
  88153. var FxaaPostProcess = /** @class */ (function (_super) {
  88154. __extends(FxaaPostProcess, _super);
  88155. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  88156. if (camera === void 0) { camera = null; }
  88157. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88158. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  88159. var defines = _this._getDefines();
  88160. _this.updateEffect(defines);
  88161. _this.onApplyObservable.add(function (effect) {
  88162. var texelSize = _this.texelSize;
  88163. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  88164. });
  88165. return _this;
  88166. }
  88167. FxaaPostProcess.prototype._getDefines = function () {
  88168. var engine = this.getEngine();
  88169. if (!engine) {
  88170. return null;
  88171. }
  88172. var glInfo = engine.getGlInfo();
  88173. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  88174. return "#define MALI 1\n";
  88175. }
  88176. return null;
  88177. };
  88178. return FxaaPostProcess;
  88179. }(BABYLON.PostProcess));
  88180. BABYLON.FxaaPostProcess = FxaaPostProcess;
  88181. })(BABYLON || (BABYLON = {}));
  88182. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  88183. var BABYLON;
  88184. (function (BABYLON) {
  88185. /**
  88186. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  88187. */
  88188. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  88189. __extends(ChromaticAberrationPostProcess, _super);
  88190. /**
  88191. * Creates a new instance ChromaticAberrationPostProcess
  88192. * @param name The name of the effect.
  88193. * @param screenWidth The width of the screen to apply the effect on.
  88194. * @param screenHeight The height of the screen to apply the effect on.
  88195. * @param options The required width/height ratio to downsize to before computing the render pass.
  88196. * @param camera The camera to apply the render pass to.
  88197. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88198. * @param engine The engine which the post process will be applied. (default: current engine)
  88199. * @param reusable If the post process can be reused on the same frame. (default: false)
  88200. * @param textureType Type of textures used when performing the post process. (default: 0)
  88201. * @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)
  88202. */
  88203. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88204. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88205. if (blockCompilation === void 0) { blockCompilation = false; }
  88206. 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;
  88207. /**
  88208. * The amount of seperation of rgb channels (default: 30)
  88209. */
  88210. _this.aberrationAmount = 30;
  88211. /**
  88212. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  88213. */
  88214. _this.radialIntensity = 0;
  88215. /**
  88216. * 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))
  88217. */
  88218. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  88219. /**
  88220. * 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))
  88221. */
  88222. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  88223. _this.onApplyObservable.add(function (effect) {
  88224. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  88225. effect.setFloat('screen_width', screenWidth);
  88226. effect.setFloat('screen_height', screenHeight);
  88227. effect.setFloat('radialIntensity', _this.radialIntensity);
  88228. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  88229. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  88230. });
  88231. return _this;
  88232. }
  88233. return ChromaticAberrationPostProcess;
  88234. }(BABYLON.PostProcess));
  88235. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  88236. })(BABYLON || (BABYLON = {}));
  88237. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  88238. var BABYLON;
  88239. (function (BABYLON) {
  88240. /**
  88241. * The GrainPostProcess adds noise to the image at mid luminance levels
  88242. */
  88243. var GrainPostProcess = /** @class */ (function (_super) {
  88244. __extends(GrainPostProcess, _super);
  88245. /**
  88246. * Creates a new instance of @see GrainPostProcess
  88247. * @param name The name of the effect.
  88248. * @param options The required width/height ratio to downsize to before computing the render pass.
  88249. * @param camera The camera to apply the render pass to.
  88250. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88251. * @param engine The engine which the post process will be applied. (default: current engine)
  88252. * @param reusable If the post process can be reused on the same frame. (default: false)
  88253. * @param textureType Type of textures used when performing the post process. (default: 0)
  88254. * @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)
  88255. */
  88256. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88257. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88258. if (blockCompilation === void 0) { blockCompilation = false; }
  88259. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88260. /**
  88261. * The intensity of the grain added (default: 30)
  88262. */
  88263. _this.intensity = 30;
  88264. /**
  88265. * If the grain should be randomized on every frame
  88266. */
  88267. _this.animated = false;
  88268. _this.onApplyObservable.add(function (effect) {
  88269. effect.setFloat('intensity', _this.intensity);
  88270. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  88271. });
  88272. return _this;
  88273. }
  88274. return GrainPostProcess;
  88275. }(BABYLON.PostProcess));
  88276. BABYLON.GrainPostProcess = GrainPostProcess;
  88277. })(BABYLON || (BABYLON = {}));
  88278. //# sourceMappingURL=babylon.grainPostProcess.js.map
  88279. var BABYLON;
  88280. (function (BABYLON) {
  88281. /**
  88282. * The SharpenPostProcess applies a sharpen kernel to every pixel
  88283. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  88284. */
  88285. var SharpenPostProcess = /** @class */ (function (_super) {
  88286. __extends(SharpenPostProcess, _super);
  88287. /**
  88288. * Creates a new instance ConvolutionPostProcess
  88289. * @param name The name of the effect.
  88290. * @param options The required width/height ratio to downsize to before computing the render pass.
  88291. * @param camera The camera to apply the render pass to.
  88292. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88293. * @param engine The engine which the post process will be applied. (default: current engine)
  88294. * @param reusable If the post process can be reused on the same frame. (default: false)
  88295. * @param textureType Type of textures used when performing the post process. (default: 0)
  88296. * @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)
  88297. */
  88298. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88299. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88300. if (blockCompilation === void 0) { blockCompilation = false; }
  88301. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88302. /**
  88303. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  88304. */
  88305. _this.colorAmount = 1.0;
  88306. /**
  88307. * How much sharpness should be applied (default: 0.3)
  88308. */
  88309. _this.edgeAmount = 0.3;
  88310. _this.onApply = function (effect) {
  88311. effect.setFloat2("screenSize", _this.width, _this.height);
  88312. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  88313. };
  88314. return _this;
  88315. }
  88316. return SharpenPostProcess;
  88317. }(BABYLON.PostProcess));
  88318. BABYLON.SharpenPostProcess = SharpenPostProcess;
  88319. })(BABYLON || (BABYLON = {}));
  88320. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  88321. var BABYLON;
  88322. (function (BABYLON) {
  88323. /**
  88324. * The Blur Post Process which blurs an image based on a kernel and direction.
  88325. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  88326. */
  88327. var BlurPostProcess = /** @class */ (function (_super) {
  88328. __extends(BlurPostProcess, _super);
  88329. /**
  88330. * Creates a new instance BlurPostProcess
  88331. * @param name The name of the effect.
  88332. * @param direction The direction in which to blur the image.
  88333. * @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.
  88334. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  88335. * @param camera The camera to apply the render pass to.
  88336. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88337. * @param engine The engine which the post process will be applied. (default: current engine)
  88338. * @param reusable If the post process can be reused on the same frame. (default: false)
  88339. * @param textureType Type of textures used when performing the post process. (default: 0)
  88340. * @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)
  88341. */
  88342. function BlurPostProcess(name,
  88343. /** The direction in which to blur the image. */
  88344. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  88345. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88346. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88347. if (defines === void 0) { defines = ""; }
  88348. if (blockCompilation === void 0) { blockCompilation = false; }
  88349. 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;
  88350. _this.direction = direction;
  88351. _this.blockCompilation = blockCompilation;
  88352. _this._packedFloat = false;
  88353. _this._staticDefines = "";
  88354. _this._staticDefines = defines;
  88355. _this.onApplyObservable.add(function (effect) {
  88356. if (_this._outputTexture) {
  88357. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  88358. }
  88359. else {
  88360. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  88361. }
  88362. });
  88363. _this.kernel = kernel;
  88364. return _this;
  88365. }
  88366. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  88367. /**
  88368. * Gets the length in pixels of the blur sample region
  88369. */
  88370. get: function () {
  88371. return this._idealKernel;
  88372. },
  88373. /**
  88374. * Sets the length in pixels of the blur sample region
  88375. */
  88376. set: function (v) {
  88377. if (this._idealKernel === v) {
  88378. return;
  88379. }
  88380. v = Math.max(v, 1);
  88381. this._idealKernel = v;
  88382. this._kernel = this._nearestBestKernel(v);
  88383. if (!this.blockCompilation) {
  88384. this._updateParameters();
  88385. }
  88386. },
  88387. enumerable: true,
  88388. configurable: true
  88389. });
  88390. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  88391. /**
  88392. * Gets wether or not the blur is unpacking/repacking floats
  88393. */
  88394. get: function () {
  88395. return this._packedFloat;
  88396. },
  88397. /**
  88398. * Sets wether or not the blur needs to unpack/repack floats
  88399. */
  88400. set: function (v) {
  88401. if (this._packedFloat === v) {
  88402. return;
  88403. }
  88404. this._packedFloat = v;
  88405. if (!this.blockCompilation) {
  88406. this._updateParameters();
  88407. }
  88408. },
  88409. enumerable: true,
  88410. configurable: true
  88411. });
  88412. /**
  88413. * Updates the effect with the current post process compile time values and recompiles the shader.
  88414. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88415. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88416. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88417. * @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
  88418. * @param onCompiled Called when the shader has been compiled.
  88419. * @param onError Called if there is an error when compiling a shader.
  88420. */
  88421. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88422. if (defines === void 0) { defines = null; }
  88423. if (uniforms === void 0) { uniforms = null; }
  88424. if (samplers === void 0) { samplers = null; }
  88425. this._updateParameters(onCompiled, onError);
  88426. };
  88427. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  88428. // Generate sampling offsets and weights
  88429. var N = this._kernel;
  88430. var centerIndex = (N - 1) / 2;
  88431. // Generate Gaussian sampling weights over kernel
  88432. var offsets = [];
  88433. var weights = [];
  88434. var totalWeight = 0;
  88435. for (var i = 0; i < N; i++) {
  88436. var u = i / (N - 1);
  88437. var w = this._gaussianWeight(u * 2.0 - 1);
  88438. offsets[i] = (i - centerIndex);
  88439. weights[i] = w;
  88440. totalWeight += w;
  88441. }
  88442. // Normalize weights
  88443. for (var i = 0; i < weights.length; i++) {
  88444. weights[i] /= totalWeight;
  88445. }
  88446. // Optimize: combine samples to take advantage of hardware linear sampling
  88447. // Walk from left to center, combining pairs (symmetrically)
  88448. var linearSamplingWeights = [];
  88449. var linearSamplingOffsets = [];
  88450. var linearSamplingMap = [];
  88451. for (var i = 0; i <= centerIndex; i += 2) {
  88452. var j = Math.min(i + 1, Math.floor(centerIndex));
  88453. var singleCenterSample = i === j;
  88454. if (singleCenterSample) {
  88455. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88456. }
  88457. else {
  88458. var sharedCell = j === centerIndex;
  88459. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  88460. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  88461. if (offsetLinear === 0) {
  88462. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88463. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  88464. }
  88465. else {
  88466. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  88467. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  88468. }
  88469. }
  88470. }
  88471. for (var i = 0; i < linearSamplingMap.length; i++) {
  88472. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  88473. linearSamplingWeights[i] = linearSamplingMap[i].w;
  88474. }
  88475. // Replace with optimized
  88476. offsets = linearSamplingOffsets;
  88477. weights = linearSamplingWeights;
  88478. // Generate shaders
  88479. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  88480. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  88481. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  88482. var defines = "";
  88483. defines += this._staticDefines;
  88484. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  88485. if (this._staticDefines.indexOf("DOF") != -1) {
  88486. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  88487. varyingCount--;
  88488. }
  88489. for (var i = 0; i < varyingCount; i++) {
  88490. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  88491. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  88492. }
  88493. var depCount = 0;
  88494. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  88495. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  88496. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  88497. depCount++;
  88498. }
  88499. if (this.packedFloat) {
  88500. defines += "#define PACKEDFLOAT 1";
  88501. }
  88502. this.blockCompilation = false;
  88503. _super.prototype.updateEffect.call(this, defines, null, null, {
  88504. varyingCount: varyingCount,
  88505. depCount: depCount
  88506. }, onCompiled, onError);
  88507. };
  88508. /**
  88509. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  88510. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  88511. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  88512. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  88513. * The gaps between physical kernels are compensated for in the weighting of the samples
  88514. * @param idealKernel Ideal blur kernel.
  88515. * @return Nearest best kernel.
  88516. */
  88517. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  88518. var v = Math.round(idealKernel);
  88519. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  88520. var k = _a[_i];
  88521. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  88522. return Math.max(k, 3);
  88523. }
  88524. }
  88525. return Math.max(v, 3);
  88526. };
  88527. /**
  88528. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  88529. * @param x The point on the Gaussian distribution to sample.
  88530. * @return the value of the Gaussian function at x.
  88531. */
  88532. BlurPostProcess.prototype._gaussianWeight = function (x) {
  88533. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  88534. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  88535. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  88536. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  88537. // truncated at around 1.3% of peak strength.
  88538. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  88539. var sigma = (1 / 3);
  88540. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  88541. var exponent = -((x * x) / (2.0 * sigma * sigma));
  88542. var weight = (1.0 / denominator) * Math.exp(exponent);
  88543. return weight;
  88544. };
  88545. /**
  88546. * Generates a string that can be used as a floating point number in GLSL.
  88547. * @param x Value to print.
  88548. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  88549. * @return GLSL float string.
  88550. */
  88551. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  88552. if (decimalFigures === void 0) { decimalFigures = 8; }
  88553. return x.toFixed(decimalFigures).replace(/0+$/, '');
  88554. };
  88555. return BlurPostProcess;
  88556. }(BABYLON.PostProcess));
  88557. BABYLON.BlurPostProcess = BlurPostProcess;
  88558. })(BABYLON || (BABYLON = {}));
  88559. //# sourceMappingURL=babylon.blurPostProcess.js.map
  88560. var BABYLON;
  88561. (function (BABYLON) {
  88562. /**
  88563. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  88564. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  88565. * based on samples that have a large difference in distance than the center pixel.
  88566. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88567. */
  88568. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  88569. __extends(DepthOfFieldBlurPostProcess, _super);
  88570. /**
  88571. * Creates a new instance CircleOfConfusionPostProcess
  88572. * @param name The name of the effect.
  88573. * @param scene The scene the effect belongs to.
  88574. * @param direction The direction the blur should be applied.
  88575. * @param kernel The size of the kernel used to blur.
  88576. * @param options The required width/height ratio to downsize to before computing the render pass.
  88577. * @param camera The camera to apply the render pass to.
  88578. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  88579. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  88580. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88581. * @param engine The engine which the post process will be applied. (default: current engine)
  88582. * @param reusable If the post process can be reused on the same frame. (default: false)
  88583. * @param textureType Type of textures used when performing the post process. (default: 0)
  88584. * @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)
  88585. */
  88586. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  88587. if (imageToBlur === void 0) { imageToBlur = null; }
  88588. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88589. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88590. if (blockCompilation === void 0) { blockCompilation = false; }
  88591. 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;
  88592. _this.direction = direction;
  88593. _this.onApplyObservable.add(function (effect) {
  88594. if (imageToBlur != null) {
  88595. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  88596. }
  88597. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88598. if (scene.activeCamera) {
  88599. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  88600. }
  88601. });
  88602. return _this;
  88603. }
  88604. return DepthOfFieldBlurPostProcess;
  88605. }(BABYLON.BlurPostProcess));
  88606. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  88607. })(BABYLON || (BABYLON = {}));
  88608. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  88609. var BABYLON;
  88610. (function (BABYLON) {
  88611. /**
  88612. * Options to be set when merging outputs from the default pipeline.
  88613. */
  88614. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  88615. function DepthOfFieldMergePostProcessOptions() {
  88616. }
  88617. return DepthOfFieldMergePostProcessOptions;
  88618. }());
  88619. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  88620. /**
  88621. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88622. */
  88623. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  88624. __extends(DepthOfFieldMergePostProcess, _super);
  88625. /**
  88626. * Creates a new instance of DepthOfFieldMergePostProcess
  88627. * @param name The name of the effect.
  88628. * @param originalFromInput Post process which's input will be used for the merge.
  88629. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  88630. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  88631. * @param options The required width/height ratio to downsize to before computing the render pass.
  88632. * @param camera The camera to apply the render pass to.
  88633. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88634. * @param engine The engine which the post process will be applied. (default: current engine)
  88635. * @param reusable If the post process can be reused on the same frame. (default: false)
  88636. * @param textureType Type of textures used when performing the post process. (default: 0)
  88637. * @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)
  88638. */
  88639. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88640. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88641. if (blockCompilation === void 0) { blockCompilation = false; }
  88642. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88643. _this.blurSteps = blurSteps;
  88644. _this.onApplyObservable.add(function (effect) {
  88645. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88646. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88647. blurSteps.forEach(function (step, index) {
  88648. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  88649. });
  88650. });
  88651. if (!blockCompilation) {
  88652. _this.updateEffect();
  88653. }
  88654. return _this;
  88655. }
  88656. /**
  88657. * Updates the effect with the current post process compile time values and recompiles the shader.
  88658. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88659. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88660. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88661. * @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
  88662. * @param onCompiled Called when the shader has been compiled.
  88663. * @param onError Called if there is an error when compiling a shader.
  88664. */
  88665. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88666. if (defines === void 0) { defines = null; }
  88667. if (uniforms === void 0) { uniforms = null; }
  88668. if (samplers === void 0) { samplers = null; }
  88669. if (!defines) {
  88670. defines = "";
  88671. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  88672. }
  88673. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  88674. };
  88675. return DepthOfFieldMergePostProcess;
  88676. }(BABYLON.PostProcess));
  88677. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  88678. })(BABYLON || (BABYLON = {}));
  88679. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  88680. var BABYLON;
  88681. (function (BABYLON) {
  88682. /**
  88683. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  88684. */
  88685. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  88686. __extends(CircleOfConfusionPostProcess, _super);
  88687. /**
  88688. * Creates a new instance CircleOfConfusionPostProcess
  88689. * @param name The name of the effect.
  88690. * @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.
  88691. * @param options The required width/height ratio to downsize to before computing the render pass.
  88692. * @param camera The camera to apply the render pass to.
  88693. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88694. * @param engine The engine which the post process will be applied. (default: current engine)
  88695. * @param reusable If the post process can be reused on the same frame. (default: false)
  88696. * @param textureType Type of textures used when performing the post process. (default: 0)
  88697. * @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)
  88698. */
  88699. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88700. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88701. if (blockCompilation === void 0) { blockCompilation = false; }
  88702. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88703. /**
  88704. * 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.
  88705. */
  88706. _this.lensSize = 50;
  88707. /**
  88708. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88709. */
  88710. _this.fStop = 1.4;
  88711. /**
  88712. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88713. */
  88714. _this.focusDistance = 2000;
  88715. /**
  88716. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  88717. */
  88718. _this.focalLength = 50;
  88719. _this._depthTexture = null;
  88720. _this._depthTexture = depthTexture;
  88721. _this.onApplyObservable.add(function (effect) {
  88722. if (!_this._depthTexture) {
  88723. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  88724. return;
  88725. }
  88726. effect.setTexture("depthSampler", _this._depthTexture);
  88727. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  88728. var aperture = _this.lensSize / _this.fStop;
  88729. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  88730. effect.setFloat('focusDistance', _this.focusDistance);
  88731. effect.setFloat('cocPrecalculation', cocPrecalculation);
  88732. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  88733. });
  88734. return _this;
  88735. }
  88736. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  88737. /**
  88738. * 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.
  88739. */
  88740. set: function (value) {
  88741. this._depthTexture = value;
  88742. },
  88743. enumerable: true,
  88744. configurable: true
  88745. });
  88746. return CircleOfConfusionPostProcess;
  88747. }(BABYLON.PostProcess));
  88748. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  88749. })(BABYLON || (BABYLON = {}));
  88750. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  88751. var BABYLON;
  88752. (function (BABYLON) {
  88753. /**
  88754. * Specifies the level of max blur that should be applied when using the depth of field effect
  88755. */
  88756. var DepthOfFieldEffectBlurLevel;
  88757. (function (DepthOfFieldEffectBlurLevel) {
  88758. /**
  88759. * Subtle blur
  88760. */
  88761. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  88762. /**
  88763. * Medium blur
  88764. */
  88765. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  88766. /**
  88767. * Large blur
  88768. */
  88769. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  88770. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  88771. /**
  88772. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  88773. */
  88774. var DepthOfFieldEffect = /** @class */ (function (_super) {
  88775. __extends(DepthOfFieldEffect, _super);
  88776. /**
  88777. * Creates a new instance DepthOfFieldEffect
  88778. * @param scene The scene the effect belongs to.
  88779. * @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.
  88780. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88781. * @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)
  88782. */
  88783. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  88784. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  88785. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88786. if (blockCompilation === void 0) { blockCompilation = false; }
  88787. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  88788. return _this._effects;
  88789. }, true) || this;
  88790. /**
  88791. * @hidden Internal post processes in depth of field effect
  88792. */
  88793. _this._effects = [];
  88794. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  88795. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88796. // 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)
  88797. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  88798. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88799. _this._depthOfFieldBlurY = [];
  88800. _this._depthOfFieldBlurX = [];
  88801. var blurCount = 1;
  88802. var kernelSize = 15;
  88803. switch (blurLevel) {
  88804. case DepthOfFieldEffectBlurLevel.High: {
  88805. blurCount = 3;
  88806. kernelSize = 51;
  88807. break;
  88808. }
  88809. case DepthOfFieldEffectBlurLevel.Medium: {
  88810. blurCount = 2;
  88811. kernelSize = 31;
  88812. break;
  88813. }
  88814. default: {
  88815. kernelSize = 15;
  88816. blurCount = 1;
  88817. break;
  88818. }
  88819. }
  88820. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  88821. var ratio = 1.0;
  88822. for (var i = 0; i < blurCount; i++) {
  88823. 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);
  88824. blurY.autoClear = false;
  88825. ratio = 0.75 / Math.pow(2, i);
  88826. 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);
  88827. blurX.autoClear = false;
  88828. _this._depthOfFieldBlurY.push(blurY);
  88829. _this._depthOfFieldBlurX.push(blurX);
  88830. }
  88831. // Set all post processes on the effect.
  88832. _this._effects = [_this._circleOfConfusion];
  88833. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88834. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88835. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88836. }
  88837. // Merge blurred images with original image based on circleOfConfusion
  88838. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88839. _this._dofMerge.autoClear = false;
  88840. _this._effects.push(_this._dofMerge);
  88841. return _this;
  88842. }
  88843. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88844. get: function () {
  88845. return this._circleOfConfusion.focalLength;
  88846. },
  88847. /**
  88848. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88849. */
  88850. set: function (value) {
  88851. this._circleOfConfusion.focalLength = value;
  88852. },
  88853. enumerable: true,
  88854. configurable: true
  88855. });
  88856. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88857. get: function () {
  88858. return this._circleOfConfusion.fStop;
  88859. },
  88860. /**
  88861. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88862. */
  88863. set: function (value) {
  88864. this._circleOfConfusion.fStop = value;
  88865. },
  88866. enumerable: true,
  88867. configurable: true
  88868. });
  88869. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88870. get: function () {
  88871. return this._circleOfConfusion.focusDistance;
  88872. },
  88873. /**
  88874. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88875. */
  88876. set: function (value) {
  88877. this._circleOfConfusion.focusDistance = value;
  88878. },
  88879. enumerable: true,
  88880. configurable: true
  88881. });
  88882. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88883. get: function () {
  88884. return this._circleOfConfusion.lensSize;
  88885. },
  88886. /**
  88887. * 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.
  88888. */
  88889. set: function (value) {
  88890. this._circleOfConfusion.lensSize = value;
  88891. },
  88892. enumerable: true,
  88893. configurable: true
  88894. });
  88895. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88896. /**
  88897. * 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.
  88898. */
  88899. set: function (value) {
  88900. this._circleOfConfusion.depthTexture = value;
  88901. },
  88902. enumerable: true,
  88903. configurable: true
  88904. });
  88905. /**
  88906. * Disposes each of the internal effects for a given camera.
  88907. * @param camera The camera to dispose the effect on.
  88908. */
  88909. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88910. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88911. this._effects[effectIndex].dispose(camera);
  88912. }
  88913. };
  88914. /**
  88915. * @hidden Internal
  88916. */
  88917. DepthOfFieldEffect.prototype._updateEffects = function () {
  88918. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88919. this._effects[effectIndex].updateEffect();
  88920. }
  88921. };
  88922. /**
  88923. * Internal
  88924. * @returns if all the contained post processes are ready.
  88925. * @hidden
  88926. */
  88927. DepthOfFieldEffect.prototype._isReady = function () {
  88928. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88929. if (!this._effects[effectIndex].isReady()) {
  88930. return false;
  88931. }
  88932. }
  88933. return true;
  88934. };
  88935. return DepthOfFieldEffect;
  88936. }(BABYLON.PostProcessRenderEffect));
  88937. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88938. })(BABYLON || (BABYLON = {}));
  88939. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88940. var BABYLON;
  88941. (function (BABYLON) {
  88942. /**
  88943. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88944. */
  88945. var BloomMergePostProcess = /** @class */ (function (_super) {
  88946. __extends(BloomMergePostProcess, _super);
  88947. /**
  88948. * Creates a new instance of @see BloomMergePostProcess
  88949. * @param name The name of the effect.
  88950. * @param originalFromInput Post process which's input will be used for the merge.
  88951. * @param blurred Blurred highlights post process which's output will be used.
  88952. * @param weight Weight of the bloom to be added to the original input.
  88953. * @param options The required width/height ratio to downsize to before computing the render pass.
  88954. * @param camera The camera to apply the render pass to.
  88955. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88956. * @param engine The engine which the post process will be applied. (default: current engine)
  88957. * @param reusable If the post process can be reused on the same frame. (default: false)
  88958. * @param textureType Type of textures used when performing the post process. (default: 0)
  88959. * @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)
  88960. */
  88961. function BloomMergePostProcess(name, originalFromInput, blurred,
  88962. /** Weight of the bloom to be added to the original input. */
  88963. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88964. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88965. if (blockCompilation === void 0) { blockCompilation = false; }
  88966. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88967. _this.weight = weight;
  88968. _this.onApplyObservable.add(function (effect) {
  88969. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88970. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88971. effect.setFloat("bloomWeight", _this.weight);
  88972. });
  88973. if (!blockCompilation) {
  88974. _this.updateEffect();
  88975. }
  88976. return _this;
  88977. }
  88978. return BloomMergePostProcess;
  88979. }(BABYLON.PostProcess));
  88980. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88981. })(BABYLON || (BABYLON = {}));
  88982. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88983. var BABYLON;
  88984. (function (BABYLON) {
  88985. /**
  88986. * 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.
  88987. */
  88988. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88989. __extends(ExtractHighlightsPostProcess, _super);
  88990. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88991. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88992. if (blockCompilation === void 0) { blockCompilation = false; }
  88993. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88994. /**
  88995. * The luminance threshold, pixels below this value will be set to black.
  88996. */
  88997. _this.threshold = 0.9;
  88998. /** @hidden */
  88999. _this._exposure = 1;
  89000. /**
  89001. * Post process which has the input texture to be used when performing highlight extraction
  89002. * @hidden
  89003. */
  89004. _this._inputPostProcess = null;
  89005. _this.onApplyObservable.add(function (effect) {
  89006. if (_this._inputPostProcess) {
  89007. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  89008. }
  89009. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  89010. effect.setFloat('exposure', _this._exposure);
  89011. });
  89012. return _this;
  89013. }
  89014. return ExtractHighlightsPostProcess;
  89015. }(BABYLON.PostProcess));
  89016. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  89017. })(BABYLON || (BABYLON = {}));
  89018. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  89019. var BABYLON;
  89020. (function (BABYLON) {
  89021. /**
  89022. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  89023. */
  89024. var BloomEffect = /** @class */ (function (_super) {
  89025. __extends(BloomEffect, _super);
  89026. /**
  89027. * Creates a new instance of @see BloomEffect
  89028. * @param scene The scene the effect belongs to.
  89029. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  89030. * @param bloomKernel The size of the kernel to be used when applying the blur.
  89031. * @param bloomWeight The the strength of bloom.
  89032. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  89033. * @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)
  89034. */
  89035. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  89036. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  89037. if (blockCompilation === void 0) { blockCompilation = false; }
  89038. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  89039. return _this._effects;
  89040. }, true) || this;
  89041. _this.bloomScale = bloomScale;
  89042. /**
  89043. * @hidden Internal
  89044. */
  89045. _this._effects = [];
  89046. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  89047. _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);
  89048. _this._blurX.alwaysForcePOT = true;
  89049. _this._blurX.autoClear = false;
  89050. _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);
  89051. _this._blurY.alwaysForcePOT = true;
  89052. _this._blurY.autoClear = false;
  89053. _this.kernel = bloomKernel;
  89054. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  89055. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  89056. _this._merge.autoClear = false;
  89057. _this._effects.push(_this._merge);
  89058. return _this;
  89059. }
  89060. Object.defineProperty(BloomEffect.prototype, "threshold", {
  89061. /**
  89062. * The luminance threshold to find bright areas of the image to bloom.
  89063. */
  89064. get: function () {
  89065. return this._downscale.threshold;
  89066. },
  89067. set: function (value) {
  89068. this._downscale.threshold = value;
  89069. },
  89070. enumerable: true,
  89071. configurable: true
  89072. });
  89073. Object.defineProperty(BloomEffect.prototype, "weight", {
  89074. /**
  89075. * The strength of the bloom.
  89076. */
  89077. get: function () {
  89078. return this._merge.weight;
  89079. },
  89080. set: function (value) {
  89081. this._merge.weight = value;
  89082. },
  89083. enumerable: true,
  89084. configurable: true
  89085. });
  89086. Object.defineProperty(BloomEffect.prototype, "kernel", {
  89087. /**
  89088. * Specifies the size of the bloom blur kernel, relative to the final output size
  89089. */
  89090. get: function () {
  89091. return this._blurX.kernel / this.bloomScale;
  89092. },
  89093. set: function (value) {
  89094. this._blurX.kernel = value * this.bloomScale;
  89095. this._blurY.kernel = value * this.bloomScale;
  89096. },
  89097. enumerable: true,
  89098. configurable: true
  89099. });
  89100. /**
  89101. * Disposes each of the internal effects for a given camera.
  89102. * @param camera The camera to dispose the effect on.
  89103. */
  89104. BloomEffect.prototype.disposeEffects = function (camera) {
  89105. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  89106. this._effects[effectIndex].dispose(camera);
  89107. }
  89108. };
  89109. /**
  89110. * @hidden Internal
  89111. */
  89112. BloomEffect.prototype._updateEffects = function () {
  89113. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  89114. this._effects[effectIndex].updateEffect();
  89115. }
  89116. };
  89117. /**
  89118. * Internal
  89119. * @returns if all the contained post processes are ready.
  89120. * @hidden
  89121. */
  89122. BloomEffect.prototype._isReady = function () {
  89123. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  89124. if (!this._effects[effectIndex].isReady()) {
  89125. return false;
  89126. }
  89127. }
  89128. return true;
  89129. };
  89130. return BloomEffect;
  89131. }(BABYLON.PostProcessRenderEffect));
  89132. BABYLON.BloomEffect = BloomEffect;
  89133. })(BABYLON || (BABYLON = {}));
  89134. //# sourceMappingURL=babylon.bloomEffect.js.map
  89135. var BABYLON;
  89136. (function (BABYLON) {
  89137. /**
  89138. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  89139. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  89140. */
  89141. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  89142. __extends(DefaultRenderingPipeline, _super);
  89143. /**
  89144. * @constructor
  89145. * @param name - The rendering pipeline name (default: "")
  89146. * @param hdr - If high dynamic range textures should be used (default: true)
  89147. * @param scene - The scene linked to this pipeline (default: the last created scene)
  89148. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  89149. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  89150. */
  89151. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  89152. if (name === void 0) { name = ""; }
  89153. if (hdr === void 0) { hdr = true; }
  89154. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  89155. if (automaticBuild === void 0) { automaticBuild = true; }
  89156. var _this = _super.call(this, scene.getEngine(), name) || this;
  89157. _this._camerasToBeAttached = [];
  89158. /**
  89159. * ID of the sharpen post process,
  89160. */
  89161. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  89162. /**
  89163. * @ignore
  89164. * ID of the image processing post process;
  89165. */
  89166. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  89167. /**
  89168. * @ignore
  89169. * ID of the Fast Approximate Anti-Aliasing post process;
  89170. */
  89171. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  89172. /**
  89173. * ID of the chromatic aberration post process,
  89174. */
  89175. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  89176. /**
  89177. * ID of the grain post process
  89178. */
  89179. _this.GrainPostProcessId = "GrainPostProcessEffect";
  89180. /**
  89181. * Glow post process which adds a glow to emmisive areas of the image
  89182. */
  89183. _this._glowLayer = null;
  89184. /**
  89185. * Animations which can be used to tweak settings over a period of time
  89186. */
  89187. _this.animations = [];
  89188. _this._imageProcessingConfigurationObserver = null;
  89189. // Values
  89190. _this._sharpenEnabled = false;
  89191. _this._bloomEnabled = false;
  89192. _this._depthOfFieldEnabled = false;
  89193. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  89194. _this._fxaaEnabled = false;
  89195. _this._imageProcessingEnabled = true;
  89196. _this._bloomScale = 0.5;
  89197. _this._chromaticAberrationEnabled = false;
  89198. _this._grainEnabled = false;
  89199. _this._buildAllowed = true;
  89200. _this._resizeObserver = null;
  89201. _this._hardwareScaleLevel = 1.0;
  89202. _this._bloomKernel = 64;
  89203. /**
  89204. * Specifies the weight of the bloom in the final rendering
  89205. */
  89206. _this._bloomWeight = 0.15;
  89207. /**
  89208. * Specifies the luma threshold for the area that will be blurred by the bloom
  89209. */
  89210. _this._bloomThreshold = 0.9;
  89211. _this._samples = 1;
  89212. _this._hasCleared = false;
  89213. _this._prevPostProcess = null;
  89214. _this._prevPrevPostProcess = null;
  89215. _this._depthOfFieldSceneObserver = null;
  89216. _this._cameras = cameras || scene.cameras;
  89217. _this._cameras = _this._cameras.slice();
  89218. _this._camerasToBeAttached = _this._cameras.slice();
  89219. _this._buildAllowed = automaticBuild;
  89220. // Initialize
  89221. _this._scene = scene;
  89222. var caps = _this._scene.getEngine().getCaps();
  89223. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  89224. // Misc
  89225. if (_this._hdr) {
  89226. if (caps.textureHalfFloatRender) {
  89227. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  89228. }
  89229. else if (caps.textureFloatRender) {
  89230. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  89231. }
  89232. }
  89233. else {
  89234. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  89235. }
  89236. // Attach
  89237. scene.postProcessRenderPipelineManager.addPipeline(_this);
  89238. var engine = _this._scene.getEngine();
  89239. // Create post processes before hand so they can be modified before enabled.
  89240. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  89241. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89242. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  89243. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  89244. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  89245. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89246. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  89247. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89248. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  89249. _this._resizeObserver = engine.onResizeObservable.add(function () {
  89250. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  89251. _this.bloomKernel = _this.bloomKernel;
  89252. });
  89253. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  89254. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  89255. });
  89256. _this._buildPipeline();
  89257. return _this;
  89258. }
  89259. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  89260. get: function () {
  89261. return this._sharpenEnabled;
  89262. },
  89263. /**
  89264. * Enable or disable the sharpen process from the pipeline
  89265. */
  89266. set: function (enabled) {
  89267. if (this._sharpenEnabled === enabled) {
  89268. return;
  89269. }
  89270. this._sharpenEnabled = enabled;
  89271. this._buildPipeline();
  89272. },
  89273. enumerable: true,
  89274. configurable: true
  89275. });
  89276. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  89277. /**
  89278. * Specifies the size of the bloom blur kernel, relative to the final output size
  89279. */
  89280. get: function () {
  89281. return this._bloomKernel;
  89282. },
  89283. set: function (value) {
  89284. this._bloomKernel = value;
  89285. this.bloom.kernel = value / this._hardwareScaleLevel;
  89286. },
  89287. enumerable: true,
  89288. configurable: true
  89289. });
  89290. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  89291. get: function () {
  89292. return this._bloomWeight;
  89293. },
  89294. /**
  89295. * The strength of the bloom.
  89296. */
  89297. set: function (value) {
  89298. if (this._bloomWeight === value) {
  89299. return;
  89300. }
  89301. this.bloom.weight = value;
  89302. this._bloomWeight = value;
  89303. },
  89304. enumerable: true,
  89305. configurable: true
  89306. });
  89307. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  89308. get: function () {
  89309. return this._bloomThreshold;
  89310. },
  89311. /**
  89312. * The strength of the bloom.
  89313. */
  89314. set: function (value) {
  89315. if (this._bloomThreshold === value) {
  89316. return;
  89317. }
  89318. this.bloom.threshold = value;
  89319. this._bloomThreshold = value;
  89320. },
  89321. enumerable: true,
  89322. configurable: true
  89323. });
  89324. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  89325. get: function () {
  89326. return this._bloomScale;
  89327. },
  89328. /**
  89329. * The scale of the bloom, lower value will provide better performance.
  89330. */
  89331. set: function (value) {
  89332. if (this._bloomScale === value) {
  89333. return;
  89334. }
  89335. this._bloomScale = value;
  89336. // recreate bloom and dispose old as this setting is not dynamic
  89337. this._rebuildBloom();
  89338. this._buildPipeline();
  89339. },
  89340. enumerable: true,
  89341. configurable: true
  89342. });
  89343. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  89344. get: function () {
  89345. return this._bloomEnabled;
  89346. },
  89347. /**
  89348. * Enable or disable the bloom from the pipeline
  89349. */
  89350. set: function (enabled) {
  89351. if (this._bloomEnabled === enabled) {
  89352. return;
  89353. }
  89354. this._bloomEnabled = enabled;
  89355. this._buildPipeline();
  89356. },
  89357. enumerable: true,
  89358. configurable: true
  89359. });
  89360. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  89361. // recreate bloom and dispose old as this setting is not dynamic
  89362. var oldBloom = this.bloom;
  89363. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  89364. this.bloom.threshold = oldBloom.threshold;
  89365. for (var i = 0; i < this._cameras.length; i++) {
  89366. oldBloom.disposeEffects(this._cameras[i]);
  89367. }
  89368. };
  89369. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  89370. /**
  89371. * If the depth of field is enabled.
  89372. */
  89373. get: function () {
  89374. return this._depthOfFieldEnabled;
  89375. },
  89376. set: function (enabled) {
  89377. if (this._depthOfFieldEnabled === enabled) {
  89378. return;
  89379. }
  89380. this._depthOfFieldEnabled = enabled;
  89381. this._buildPipeline();
  89382. },
  89383. enumerable: true,
  89384. configurable: true
  89385. });
  89386. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  89387. /**
  89388. * Blur level of the depth of field effect. (Higher blur will effect performance)
  89389. */
  89390. get: function () {
  89391. return this._depthOfFieldBlurLevel;
  89392. },
  89393. set: function (value) {
  89394. if (this._depthOfFieldBlurLevel === value) {
  89395. return;
  89396. }
  89397. this._depthOfFieldBlurLevel = value;
  89398. // recreate dof and dispose old as this setting is not dynamic
  89399. var oldDof = this.depthOfField;
  89400. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  89401. this.depthOfField.focalLength = oldDof.focalLength;
  89402. this.depthOfField.focusDistance = oldDof.focusDistance;
  89403. this.depthOfField.fStop = oldDof.fStop;
  89404. this.depthOfField.lensSize = oldDof.lensSize;
  89405. for (var i = 0; i < this._cameras.length; i++) {
  89406. oldDof.disposeEffects(this._cameras[i]);
  89407. }
  89408. this._buildPipeline();
  89409. },
  89410. enumerable: true,
  89411. configurable: true
  89412. });
  89413. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  89414. get: function () {
  89415. return this._fxaaEnabled;
  89416. },
  89417. /**
  89418. * If the anti aliasing is enabled.
  89419. */
  89420. set: function (enabled) {
  89421. if (this._fxaaEnabled === enabled) {
  89422. return;
  89423. }
  89424. this._fxaaEnabled = enabled;
  89425. this._buildPipeline();
  89426. },
  89427. enumerable: true,
  89428. configurable: true
  89429. });
  89430. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  89431. get: function () {
  89432. return this._samples;
  89433. },
  89434. /**
  89435. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  89436. */
  89437. set: function (sampleCount) {
  89438. if (this._samples === sampleCount) {
  89439. return;
  89440. }
  89441. this._samples = sampleCount;
  89442. this._buildPipeline();
  89443. },
  89444. enumerable: true,
  89445. configurable: true
  89446. });
  89447. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  89448. get: function () {
  89449. return this._imageProcessingEnabled;
  89450. },
  89451. /**
  89452. * If image processing is enabled.
  89453. */
  89454. set: function (enabled) {
  89455. if (this._imageProcessingEnabled === enabled) {
  89456. return;
  89457. }
  89458. this._imageProcessingEnabled = enabled;
  89459. this._buildPipeline();
  89460. },
  89461. enumerable: true,
  89462. configurable: true
  89463. });
  89464. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  89465. get: function () {
  89466. return this._glowLayer == null;
  89467. },
  89468. /**
  89469. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  89470. */
  89471. set: function (enabled) {
  89472. if (enabled && !this._glowLayer) {
  89473. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  89474. }
  89475. else if (!enabled && this._glowLayer) {
  89476. this._glowLayer.dispose();
  89477. this._glowLayer = null;
  89478. }
  89479. },
  89480. enumerable: true,
  89481. configurable: true
  89482. });
  89483. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  89484. get: function () {
  89485. return this._chromaticAberrationEnabled;
  89486. },
  89487. /**
  89488. * Enable or disable the chromaticAberration process from the pipeline
  89489. */
  89490. set: function (enabled) {
  89491. if (this._chromaticAberrationEnabled === enabled) {
  89492. return;
  89493. }
  89494. this._chromaticAberrationEnabled = enabled;
  89495. this._buildPipeline();
  89496. },
  89497. enumerable: true,
  89498. configurable: true
  89499. });
  89500. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  89501. get: function () {
  89502. return this._grainEnabled;
  89503. },
  89504. /**
  89505. * Enable or disable the grain process from the pipeline
  89506. */
  89507. set: function (enabled) {
  89508. if (this._grainEnabled === enabled) {
  89509. return;
  89510. }
  89511. this._grainEnabled = enabled;
  89512. this._buildPipeline();
  89513. },
  89514. enumerable: true,
  89515. configurable: true
  89516. });
  89517. /**
  89518. * Force the compilation of the entire pipeline.
  89519. */
  89520. DefaultRenderingPipeline.prototype.prepare = function () {
  89521. var previousState = this._buildAllowed;
  89522. this._buildAllowed = true;
  89523. this._buildPipeline();
  89524. this._buildAllowed = previousState;
  89525. };
  89526. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  89527. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  89528. if (this._hasCleared) {
  89529. postProcess.autoClear = false;
  89530. }
  89531. else {
  89532. postProcess.autoClear = true;
  89533. this._scene.autoClear = false;
  89534. this._hasCleared = true;
  89535. }
  89536. if (!skipTextureSharing) {
  89537. if (this._prevPrevPostProcess) {
  89538. postProcess.shareOutputWith(this._prevPrevPostProcess);
  89539. }
  89540. else {
  89541. postProcess.useOwnOutput();
  89542. }
  89543. if (this._prevPostProcess) {
  89544. this._prevPrevPostProcess = this._prevPostProcess;
  89545. }
  89546. this._prevPostProcess = postProcess;
  89547. }
  89548. };
  89549. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  89550. var _this = this;
  89551. if (!this._buildAllowed) {
  89552. return;
  89553. }
  89554. this._scene.autoClear = true;
  89555. var engine = this._scene.getEngine();
  89556. this._disposePostProcesses();
  89557. if (this._cameras !== null) {
  89558. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89559. // get back cameras to be used to reattach pipeline
  89560. this._cameras = this._camerasToBeAttached.slice();
  89561. }
  89562. this._reset();
  89563. this._prevPostProcess = null;
  89564. this._prevPrevPostProcess = null;
  89565. this._hasCleared = false;
  89566. if (this.depthOfFieldEnabled) {
  89567. // Multi camera suport
  89568. if (this._cameras.length > 1) {
  89569. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  89570. var camera = _a[_i];
  89571. var depthRenderer = this._scene.enableDepthRenderer(camera);
  89572. depthRenderer.useOnlyInActiveCamera = true;
  89573. }
  89574. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  89575. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  89576. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  89577. }
  89578. });
  89579. }
  89580. else {
  89581. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89582. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  89583. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  89584. }
  89585. if (!this.depthOfField._isReady()) {
  89586. this.depthOfField._updateEffects();
  89587. }
  89588. this.addEffect(this.depthOfField);
  89589. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  89590. }
  89591. else {
  89592. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89593. }
  89594. if (this.bloomEnabled) {
  89595. if (!this.bloom._isReady()) {
  89596. this.bloom._updateEffects();
  89597. }
  89598. this.addEffect(this.bloom);
  89599. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  89600. }
  89601. if (this._imageProcessingEnabled) {
  89602. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89603. if (this._hdr) {
  89604. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  89605. this._setAutoClearAndTextureSharing(this.imageProcessing);
  89606. }
  89607. else {
  89608. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  89609. }
  89610. }
  89611. if (this.sharpenEnabled) {
  89612. if (!this.sharpen.isReady()) {
  89613. this.sharpen.updateEffect();
  89614. }
  89615. this.addEffect(this._sharpenEffect);
  89616. this._setAutoClearAndTextureSharing(this.sharpen);
  89617. }
  89618. if (this.grainEnabled) {
  89619. if (!this.grain.isReady()) {
  89620. this.grain.updateEffect();
  89621. }
  89622. this.addEffect(this._grainEffect);
  89623. this._setAutoClearAndTextureSharing(this.grain);
  89624. }
  89625. if (this.chromaticAberrationEnabled) {
  89626. if (!this.chromaticAberration.isReady()) {
  89627. this.chromaticAberration.updateEffect();
  89628. }
  89629. this.addEffect(this._chromaticAberrationEffect);
  89630. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  89631. }
  89632. if (this.fxaaEnabled) {
  89633. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89634. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  89635. this._setAutoClearAndTextureSharing(this.fxaa, true);
  89636. }
  89637. if (this._cameras !== null) {
  89638. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  89639. }
  89640. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  89641. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  89642. }
  89643. };
  89644. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  89645. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  89646. for (var i = 0; i < this._cameras.length; i++) {
  89647. var camera = this._cameras[i];
  89648. if (this.imageProcessing) {
  89649. this.imageProcessing.dispose(camera);
  89650. }
  89651. if (this.fxaa) {
  89652. this.fxaa.dispose(camera);
  89653. }
  89654. // These are created in the constructor and should not be disposed on every pipeline change
  89655. if (disposeNonRecreated) {
  89656. if (this.sharpen) {
  89657. this.sharpen.dispose(camera);
  89658. }
  89659. if (this.depthOfField) {
  89660. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89661. this.depthOfField.disposeEffects(camera);
  89662. }
  89663. if (this.bloom) {
  89664. this.bloom.disposeEffects(camera);
  89665. }
  89666. if (this.chromaticAberration) {
  89667. this.chromaticAberration.dispose(camera);
  89668. }
  89669. if (this.grain) {
  89670. this.grain.dispose(camera);
  89671. }
  89672. if (this._glowLayer) {
  89673. this._glowLayer.dispose();
  89674. }
  89675. }
  89676. }
  89677. this.imageProcessing = null;
  89678. this.fxaa = null;
  89679. if (disposeNonRecreated) {
  89680. this.sharpen = null;
  89681. this._sharpenEffect = null;
  89682. this.depthOfField = null;
  89683. this.bloom = null;
  89684. this.chromaticAberration = null;
  89685. this._chromaticAberrationEffect = null;
  89686. this.grain = null;
  89687. this._grainEffect = null;
  89688. this._glowLayer = null;
  89689. }
  89690. };
  89691. /**
  89692. * Adds a camera to the pipeline
  89693. * @param camera the camera to be added
  89694. */
  89695. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  89696. this._camerasToBeAttached.push(camera);
  89697. this._buildPipeline();
  89698. };
  89699. /**
  89700. * Removes a camera from the pipeline
  89701. * @param camera the camera to remove
  89702. */
  89703. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  89704. var index = this._camerasToBeAttached.indexOf(camera);
  89705. this._camerasToBeAttached.splice(index, 1);
  89706. this._buildPipeline();
  89707. };
  89708. /**
  89709. * Dispose of the pipeline and stop all post processes
  89710. */
  89711. DefaultRenderingPipeline.prototype.dispose = function () {
  89712. this._disposePostProcesses(true);
  89713. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89714. this._scene.autoClear = true;
  89715. if (this._resizeObserver) {
  89716. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  89717. this._resizeObserver = null;
  89718. }
  89719. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  89720. _super.prototype.dispose.call(this);
  89721. };
  89722. /**
  89723. * Serialize the rendering pipeline (Used when exporting)
  89724. * @returns the serialized object
  89725. */
  89726. DefaultRenderingPipeline.prototype.serialize = function () {
  89727. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  89728. serializationObject.customType = "DefaultRenderingPipeline";
  89729. return serializationObject;
  89730. };
  89731. /**
  89732. * Parse the serialized pipeline
  89733. * @param source Source pipeline.
  89734. * @param scene The scene to load the pipeline to.
  89735. * @param rootUrl The URL of the serialized pipeline.
  89736. * @returns An instantiated pipeline from the serialized object.
  89737. */
  89738. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  89739. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  89740. };
  89741. __decorate([
  89742. BABYLON.serialize()
  89743. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  89744. __decorate([
  89745. BABYLON.serialize()
  89746. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  89747. __decorate([
  89748. BABYLON.serialize()
  89749. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  89750. __decorate([
  89751. BABYLON.serialize()
  89752. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  89753. __decorate([
  89754. BABYLON.serialize()
  89755. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  89756. __decorate([
  89757. BABYLON.serialize()
  89758. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  89759. __decorate([
  89760. BABYLON.serialize()
  89761. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  89762. __decorate([
  89763. BABYLON.serialize()
  89764. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  89765. __decorate([
  89766. BABYLON.serialize()
  89767. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  89768. __decorate([
  89769. BABYLON.serialize()
  89770. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  89771. __decorate([
  89772. BABYLON.serialize()
  89773. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  89774. __decorate([
  89775. BABYLON.serialize()
  89776. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  89777. __decorate([
  89778. BABYLON.serialize()
  89779. ], DefaultRenderingPipeline.prototype, "samples", null);
  89780. __decorate([
  89781. BABYLON.serialize()
  89782. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  89783. __decorate([
  89784. BABYLON.serialize()
  89785. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  89786. __decorate([
  89787. BABYLON.serialize()
  89788. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  89789. __decorate([
  89790. BABYLON.serialize()
  89791. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  89792. return DefaultRenderingPipeline;
  89793. }(BABYLON.PostProcessRenderPipeline));
  89794. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  89795. })(BABYLON || (BABYLON = {}));
  89796. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  89797. var BABYLON;
  89798. (function (BABYLON) {
  89799. /**
  89800. * @hidden
  89801. */
  89802. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  89803. __extends(ImageProcessingConfigurationDefines, _super);
  89804. function ImageProcessingConfigurationDefines() {
  89805. var _this = _super.call(this) || this;
  89806. _this.IMAGEPROCESSING = false;
  89807. _this.VIGNETTE = false;
  89808. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  89809. _this.VIGNETTEBLENDMODEOPAQUE = false;
  89810. _this.TONEMAPPING = false;
  89811. _this.TONEMAPPING_ACES = false;
  89812. _this.CONTRAST = false;
  89813. _this.COLORCURVES = false;
  89814. _this.COLORGRADING = false;
  89815. _this.COLORGRADING3D = false;
  89816. _this.SAMPLER3DGREENDEPTH = false;
  89817. _this.SAMPLER3DBGRMAP = false;
  89818. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  89819. _this.EXPOSURE = false;
  89820. _this.rebuild();
  89821. return _this;
  89822. }
  89823. return ImageProcessingConfigurationDefines;
  89824. }(BABYLON.MaterialDefines));
  89825. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  89826. /**
  89827. * This groups together the common properties used for image processing either in direct forward pass
  89828. * or through post processing effect depending on the use of the image processing pipeline in your scene
  89829. * or not.
  89830. */
  89831. var ImageProcessingConfiguration = /** @class */ (function () {
  89832. function ImageProcessingConfiguration() {
  89833. /**
  89834. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89835. */
  89836. this.colorCurves = new BABYLON.ColorCurves();
  89837. this._colorCurvesEnabled = false;
  89838. this._colorGradingEnabled = false;
  89839. this._colorGradingWithGreenDepth = true;
  89840. this._colorGradingBGR = true;
  89841. /** @hidden */
  89842. this._exposure = 1.0;
  89843. this._toneMappingEnabled = false;
  89844. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89845. this._contrast = 1.0;
  89846. /**
  89847. * Vignette stretch size.
  89848. */
  89849. this.vignetteStretch = 0;
  89850. /**
  89851. * Vignette centre X Offset.
  89852. */
  89853. this.vignetteCentreX = 0;
  89854. /**
  89855. * Vignette centre Y Offset.
  89856. */
  89857. this.vignetteCentreY = 0;
  89858. /**
  89859. * Vignette weight or intensity of the vignette effect.
  89860. */
  89861. this.vignetteWeight = 1.5;
  89862. /**
  89863. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89864. * if vignetteEnabled is set to true.
  89865. */
  89866. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89867. /**
  89868. * Camera field of view used by the Vignette effect.
  89869. */
  89870. this.vignetteCameraFov = 0.5;
  89871. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89872. this._vignetteEnabled = false;
  89873. this._applyByPostProcess = false;
  89874. this._isEnabled = true;
  89875. /**
  89876. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89877. */
  89878. this.onUpdateParameters = new BABYLON.Observable();
  89879. }
  89880. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89881. /**
  89882. * Gets wether the color curves effect is enabled.
  89883. */
  89884. get: function () {
  89885. return this._colorCurvesEnabled;
  89886. },
  89887. /**
  89888. * Sets wether the color curves effect is enabled.
  89889. */
  89890. set: function (value) {
  89891. if (this._colorCurvesEnabled === value) {
  89892. return;
  89893. }
  89894. this._colorCurvesEnabled = value;
  89895. this._updateParameters();
  89896. },
  89897. enumerable: true,
  89898. configurable: true
  89899. });
  89900. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89901. /**
  89902. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89903. */
  89904. get: function () {
  89905. return this._colorGradingTexture;
  89906. },
  89907. /**
  89908. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89909. */
  89910. set: function (value) {
  89911. if (this._colorGradingTexture === value) {
  89912. return;
  89913. }
  89914. this._colorGradingTexture = value;
  89915. this._updateParameters();
  89916. },
  89917. enumerable: true,
  89918. configurable: true
  89919. });
  89920. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89921. /**
  89922. * Gets wether the color grading effect is enabled.
  89923. */
  89924. get: function () {
  89925. return this._colorGradingEnabled;
  89926. },
  89927. /**
  89928. * Sets wether the color grading effect is enabled.
  89929. */
  89930. set: function (value) {
  89931. if (this._colorGradingEnabled === value) {
  89932. return;
  89933. }
  89934. this._colorGradingEnabled = value;
  89935. this._updateParameters();
  89936. },
  89937. enumerable: true,
  89938. configurable: true
  89939. });
  89940. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89941. /**
  89942. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89943. */
  89944. get: function () {
  89945. return this._colorGradingWithGreenDepth;
  89946. },
  89947. /**
  89948. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89949. */
  89950. set: function (value) {
  89951. if (this._colorGradingWithGreenDepth === value) {
  89952. return;
  89953. }
  89954. this._colorGradingWithGreenDepth = value;
  89955. this._updateParameters();
  89956. },
  89957. enumerable: true,
  89958. configurable: true
  89959. });
  89960. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89961. /**
  89962. * Gets wether the color grading texture contains BGR values.
  89963. */
  89964. get: function () {
  89965. return this._colorGradingBGR;
  89966. },
  89967. /**
  89968. * Sets wether the color grading texture contains BGR values.
  89969. */
  89970. set: function (value) {
  89971. if (this._colorGradingBGR === value) {
  89972. return;
  89973. }
  89974. this._colorGradingBGR = value;
  89975. this._updateParameters();
  89976. },
  89977. enumerable: true,
  89978. configurable: true
  89979. });
  89980. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89981. /**
  89982. * Gets the Exposure used in the effect.
  89983. */
  89984. get: function () {
  89985. return this._exposure;
  89986. },
  89987. /**
  89988. * Sets the Exposure used in the effect.
  89989. */
  89990. set: function (value) {
  89991. if (this._exposure === value) {
  89992. return;
  89993. }
  89994. this._exposure = value;
  89995. this._updateParameters();
  89996. },
  89997. enumerable: true,
  89998. configurable: true
  89999. });
  90000. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  90001. /**
  90002. * Gets wether the tone mapping effect is enabled.
  90003. */
  90004. get: function () {
  90005. return this._toneMappingEnabled;
  90006. },
  90007. /**
  90008. * Sets wether the tone mapping effect is enabled.
  90009. */
  90010. set: function (value) {
  90011. if (this._toneMappingEnabled === value) {
  90012. return;
  90013. }
  90014. this._toneMappingEnabled = value;
  90015. this._updateParameters();
  90016. },
  90017. enumerable: true,
  90018. configurable: true
  90019. });
  90020. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  90021. /**
  90022. * Gets the type of tone mapping effect.
  90023. */
  90024. get: function () {
  90025. return this._toneMappingType;
  90026. },
  90027. /**
  90028. * Sets the type of tone mapping effect used in BabylonJS.
  90029. */
  90030. set: function (value) {
  90031. if (this._toneMappingType === value) {
  90032. return;
  90033. }
  90034. this._toneMappingType = value;
  90035. this._updateParameters();
  90036. },
  90037. enumerable: true,
  90038. configurable: true
  90039. });
  90040. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  90041. /**
  90042. * Gets the contrast used in the effect.
  90043. */
  90044. get: function () {
  90045. return this._contrast;
  90046. },
  90047. /**
  90048. * Sets the contrast used in the effect.
  90049. */
  90050. set: function (value) {
  90051. if (this._contrast === value) {
  90052. return;
  90053. }
  90054. this._contrast = value;
  90055. this._updateParameters();
  90056. },
  90057. enumerable: true,
  90058. configurable: true
  90059. });
  90060. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  90061. /**
  90062. * Gets the vignette blend mode allowing different kind of effect.
  90063. */
  90064. get: function () {
  90065. return this._vignetteBlendMode;
  90066. },
  90067. /**
  90068. * Sets the vignette blend mode allowing different kind of effect.
  90069. */
  90070. set: function (value) {
  90071. if (this._vignetteBlendMode === value) {
  90072. return;
  90073. }
  90074. this._vignetteBlendMode = value;
  90075. this._updateParameters();
  90076. },
  90077. enumerable: true,
  90078. configurable: true
  90079. });
  90080. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  90081. /**
  90082. * Gets wether the vignette effect is enabled.
  90083. */
  90084. get: function () {
  90085. return this._vignetteEnabled;
  90086. },
  90087. /**
  90088. * Sets wether the vignette effect is enabled.
  90089. */
  90090. set: function (value) {
  90091. if (this._vignetteEnabled === value) {
  90092. return;
  90093. }
  90094. this._vignetteEnabled = value;
  90095. this._updateParameters();
  90096. },
  90097. enumerable: true,
  90098. configurable: true
  90099. });
  90100. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  90101. /**
  90102. * Gets wether the image processing is applied through a post process or not.
  90103. */
  90104. get: function () {
  90105. return this._applyByPostProcess;
  90106. },
  90107. /**
  90108. * Sets wether the image processing is applied through a post process or not.
  90109. */
  90110. set: function (value) {
  90111. if (this._applyByPostProcess === value) {
  90112. return;
  90113. }
  90114. this._applyByPostProcess = value;
  90115. this._updateParameters();
  90116. },
  90117. enumerable: true,
  90118. configurable: true
  90119. });
  90120. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  90121. /**
  90122. * Gets wether the image processing is enabled or not.
  90123. */
  90124. get: function () {
  90125. return this._isEnabled;
  90126. },
  90127. /**
  90128. * Sets wether the image processing is enabled or not.
  90129. */
  90130. set: function (value) {
  90131. if (this._isEnabled === value) {
  90132. return;
  90133. }
  90134. this._isEnabled = value;
  90135. this._updateParameters();
  90136. },
  90137. enumerable: true,
  90138. configurable: true
  90139. });
  90140. /**
  90141. * Method called each time the image processing information changes requires to recompile the effect.
  90142. */
  90143. ImageProcessingConfiguration.prototype._updateParameters = function () {
  90144. this.onUpdateParameters.notifyObservers(this);
  90145. };
  90146. /**
  90147. * Gets the current class name.
  90148. * @return "ImageProcessingConfiguration"
  90149. */
  90150. ImageProcessingConfiguration.prototype.getClassName = function () {
  90151. return "ImageProcessingConfiguration";
  90152. };
  90153. /**
  90154. * Prepare the list of uniforms associated with the Image Processing effects.
  90155. * @param uniforms The list of uniforms used in the effect
  90156. * @param defines the list of defines currently in use
  90157. */
  90158. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  90159. if (defines.EXPOSURE) {
  90160. uniforms.push("exposureLinear");
  90161. }
  90162. if (defines.CONTRAST) {
  90163. uniforms.push("contrast");
  90164. }
  90165. if (defines.COLORGRADING) {
  90166. uniforms.push("colorTransformSettings");
  90167. }
  90168. if (defines.VIGNETTE) {
  90169. uniforms.push("vInverseScreenSize");
  90170. uniforms.push("vignetteSettings1");
  90171. uniforms.push("vignetteSettings2");
  90172. }
  90173. if (defines.COLORCURVES) {
  90174. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  90175. }
  90176. };
  90177. /**
  90178. * Prepare the list of samplers associated with the Image Processing effects.
  90179. * @param samplersList The list of uniforms used in the effect
  90180. * @param defines the list of defines currently in use
  90181. */
  90182. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  90183. if (defines.COLORGRADING) {
  90184. samplersList.push("txColorTransform");
  90185. }
  90186. };
  90187. /**
  90188. * Prepare the list of defines associated to the shader.
  90189. * @param defines the list of defines to complete
  90190. * @param forPostProcess Define if we are currently in post process mode or not
  90191. */
  90192. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  90193. if (forPostProcess === void 0) { forPostProcess = false; }
  90194. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  90195. defines.VIGNETTE = false;
  90196. defines.TONEMAPPING = false;
  90197. defines.TONEMAPPING_ACES = false;
  90198. defines.CONTRAST = false;
  90199. defines.EXPOSURE = false;
  90200. defines.COLORCURVES = false;
  90201. defines.COLORGRADING = false;
  90202. defines.COLORGRADING3D = false;
  90203. defines.IMAGEPROCESSING = false;
  90204. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  90205. return;
  90206. }
  90207. defines.VIGNETTE = this.vignetteEnabled;
  90208. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  90209. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  90210. defines.TONEMAPPING = this.toneMappingEnabled;
  90211. switch (this._toneMappingType) {
  90212. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  90213. defines.TONEMAPPING_ACES = true;
  90214. break;
  90215. default:
  90216. defines.TONEMAPPING_ACES = false;
  90217. break;
  90218. }
  90219. defines.CONTRAST = (this.contrast !== 1.0);
  90220. defines.EXPOSURE = (this.exposure !== 1.0);
  90221. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  90222. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  90223. if (defines.COLORGRADING) {
  90224. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  90225. }
  90226. else {
  90227. defines.COLORGRADING3D = false;
  90228. }
  90229. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  90230. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  90231. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  90232. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  90233. };
  90234. /**
  90235. * Returns true if all the image processing information are ready.
  90236. * @returns True if ready, otherwise, false
  90237. */
  90238. ImageProcessingConfiguration.prototype.isReady = function () {
  90239. // Color Grading texure can not be none blocking.
  90240. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  90241. };
  90242. /**
  90243. * Binds the image processing to the shader.
  90244. * @param effect The effect to bind to
  90245. * @param aspectRatio Define the current aspect ratio of the effect
  90246. */
  90247. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  90248. if (aspectRatio === void 0) { aspectRatio = 1; }
  90249. // Color Curves
  90250. if (this._colorCurvesEnabled && this.colorCurves) {
  90251. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  90252. }
  90253. // Vignette
  90254. if (this._vignetteEnabled) {
  90255. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  90256. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  90257. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  90258. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  90259. var vignetteScaleX = vignetteScaleY * aspectRatio;
  90260. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  90261. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  90262. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  90263. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  90264. var vignettePower = -2.0 * this.vignetteWeight;
  90265. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  90266. }
  90267. // Exposure
  90268. effect.setFloat("exposureLinear", this.exposure);
  90269. // Contrast
  90270. effect.setFloat("contrast", this.contrast);
  90271. // Color transform settings
  90272. if (this.colorGradingTexture) {
  90273. effect.setTexture("txColorTransform", this.colorGradingTexture);
  90274. var textureSize = this.colorGradingTexture.getSize().height;
  90275. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  90276. 0.5 / textureSize, // textureOffset
  90277. textureSize, // textureSize
  90278. this.colorGradingTexture.level // weight
  90279. );
  90280. }
  90281. };
  90282. /**
  90283. * Clones the current image processing instance.
  90284. * @return The cloned image processing
  90285. */
  90286. ImageProcessingConfiguration.prototype.clone = function () {
  90287. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  90288. };
  90289. /**
  90290. * Serializes the current image processing instance to a json representation.
  90291. * @return a JSON representation
  90292. */
  90293. ImageProcessingConfiguration.prototype.serialize = function () {
  90294. return BABYLON.SerializationHelper.Serialize(this);
  90295. };
  90296. /**
  90297. * Parses the image processing from a json representation.
  90298. * @param source the JSON source to parse
  90299. * @return The parsed image processing
  90300. */
  90301. ImageProcessingConfiguration.Parse = function (source) {
  90302. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  90303. };
  90304. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  90305. /**
  90306. * Used to apply the vignette as a mix with the pixel color.
  90307. */
  90308. get: function () {
  90309. return this._VIGNETTEMODE_MULTIPLY;
  90310. },
  90311. enumerable: true,
  90312. configurable: true
  90313. });
  90314. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  90315. /**
  90316. * Used to apply the vignette as a replacement of the pixel color.
  90317. */
  90318. get: function () {
  90319. return this._VIGNETTEMODE_OPAQUE;
  90320. },
  90321. enumerable: true,
  90322. configurable: true
  90323. });
  90324. /**
  90325. * Default tone mapping applied in BabylonJS.
  90326. */
  90327. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  90328. /**
  90329. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  90330. * to other engines rendering to increase portability.
  90331. */
  90332. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  90333. // Static constants associated to the image processing.
  90334. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  90335. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  90336. __decorate([
  90337. BABYLON.serializeAsColorCurves()
  90338. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  90339. __decorate([
  90340. BABYLON.serialize()
  90341. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  90342. __decorate([
  90343. BABYLON.serializeAsTexture("colorGradingTexture")
  90344. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  90345. __decorate([
  90346. BABYLON.serialize()
  90347. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  90348. __decorate([
  90349. BABYLON.serialize()
  90350. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  90351. __decorate([
  90352. BABYLON.serialize()
  90353. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  90354. __decorate([
  90355. BABYLON.serialize()
  90356. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  90357. __decorate([
  90358. BABYLON.serialize()
  90359. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  90360. __decorate([
  90361. BABYLON.serialize()
  90362. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  90363. __decorate([
  90364. BABYLON.serialize()
  90365. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  90366. __decorate([
  90367. BABYLON.serialize()
  90368. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  90369. __decorate([
  90370. BABYLON.serialize()
  90371. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  90372. __decorate([
  90373. BABYLON.serialize()
  90374. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  90375. __decorate([
  90376. BABYLON.serialize()
  90377. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  90378. __decorate([
  90379. BABYLON.serializeAsColor4()
  90380. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  90381. __decorate([
  90382. BABYLON.serialize()
  90383. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  90384. __decorate([
  90385. BABYLON.serialize()
  90386. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  90387. __decorate([
  90388. BABYLON.serialize()
  90389. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  90390. __decorate([
  90391. BABYLON.serialize()
  90392. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  90393. __decorate([
  90394. BABYLON.serialize()
  90395. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  90396. return ImageProcessingConfiguration;
  90397. }());
  90398. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  90399. })(BABYLON || (BABYLON = {}));
  90400. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  90401. var BABYLON;
  90402. (function (BABYLON) {
  90403. /**
  90404. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  90405. * It can help converting any input color in a desired output one. This can then be used to create effects
  90406. * from sepia, black and white to sixties or futuristic rendering...
  90407. *
  90408. * The only supported format is currently 3dl.
  90409. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  90410. */
  90411. var ColorGradingTexture = /** @class */ (function (_super) {
  90412. __extends(ColorGradingTexture, _super);
  90413. /**
  90414. * Instantiates a ColorGradingTexture from the following parameters.
  90415. *
  90416. * @param url The location of the color gradind data (currently only supporting 3dl)
  90417. * @param scene The scene the texture will be used in
  90418. */
  90419. function ColorGradingTexture(url, scene) {
  90420. var _this = _super.call(this, scene) || this;
  90421. if (!url) {
  90422. return _this;
  90423. }
  90424. _this._engine = scene.getEngine();
  90425. _this._textureMatrix = BABYLON.Matrix.Identity();
  90426. _this.name = url;
  90427. _this.url = url;
  90428. _this.hasAlpha = false;
  90429. _this.isCube = false;
  90430. _this.is3D = _this._engine.webGLVersion > 1;
  90431. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90432. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90433. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90434. _this.anisotropicFilteringLevel = 1;
  90435. _this._texture = _this._getFromCache(url, true);
  90436. if (!_this._texture) {
  90437. if (!scene.useDelayedTextureLoading) {
  90438. _this.loadTexture();
  90439. }
  90440. else {
  90441. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  90442. }
  90443. }
  90444. return _this;
  90445. }
  90446. /**
  90447. * Returns the texture matrix used in most of the material.
  90448. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  90449. */
  90450. ColorGradingTexture.prototype.getTextureMatrix = function () {
  90451. return this._textureMatrix;
  90452. };
  90453. /**
  90454. * Occurs when the file being loaded is a .3dl LUT file.
  90455. */
  90456. ColorGradingTexture.prototype.load3dlTexture = function () {
  90457. var engine = this._engine;
  90458. var texture;
  90459. if (engine.webGLVersion === 1) {
  90460. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90461. }
  90462. else {
  90463. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90464. }
  90465. this._texture = texture;
  90466. var callback = function (text) {
  90467. if (typeof text !== "string") {
  90468. return;
  90469. }
  90470. var data = null;
  90471. var tempData = null;
  90472. var line;
  90473. var lines = text.split('\n');
  90474. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  90475. var maxColor = 0;
  90476. for (var i = 0; i < lines.length; i++) {
  90477. line = lines[i];
  90478. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  90479. continue;
  90480. }
  90481. if (line.indexOf('#') === 0) {
  90482. continue;
  90483. }
  90484. var words = line.split(" ");
  90485. if (size === 0) {
  90486. // Number of space + one
  90487. size = words.length;
  90488. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  90489. tempData = new Float32Array(size * size * size * 4);
  90490. continue;
  90491. }
  90492. if (size != 0) {
  90493. var r = Math.max(parseInt(words[0]), 0);
  90494. var g = Math.max(parseInt(words[1]), 0);
  90495. var b = Math.max(parseInt(words[2]), 0);
  90496. maxColor = Math.max(r, maxColor);
  90497. maxColor = Math.max(g, maxColor);
  90498. maxColor = Math.max(b, maxColor);
  90499. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  90500. if (tempData) {
  90501. tempData[pixelStorageIndex + 0] = r;
  90502. tempData[pixelStorageIndex + 1] = g;
  90503. tempData[pixelStorageIndex + 2] = b;
  90504. }
  90505. // Keep for reference in case of back compat problems.
  90506. // pixelIndexSlice++;
  90507. // if (pixelIndexSlice % size == 0) {
  90508. // pixelIndexH++;
  90509. // pixelIndexSlice = 0;
  90510. // if (pixelIndexH % size == 0) {
  90511. // pixelIndexW++;
  90512. // pixelIndexH = 0;
  90513. // }
  90514. // }
  90515. pixelIndexH++;
  90516. if (pixelIndexH % size == 0) {
  90517. pixelIndexSlice++;
  90518. pixelIndexH = 0;
  90519. if (pixelIndexSlice % size == 0) {
  90520. pixelIndexW++;
  90521. pixelIndexSlice = 0;
  90522. }
  90523. }
  90524. }
  90525. }
  90526. if (tempData && data) {
  90527. for (var i = 0; i < tempData.length; i++) {
  90528. if (i > 0 && (i + 1) % 4 === 0) {
  90529. data[i] = 255;
  90530. }
  90531. else {
  90532. var value = tempData[i];
  90533. data[i] = (value / maxColor * 255);
  90534. }
  90535. }
  90536. }
  90537. if (texture.is3D) {
  90538. texture.updateSize(size, size, size);
  90539. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90540. }
  90541. else {
  90542. texture.updateSize(size * size, size);
  90543. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90544. }
  90545. };
  90546. var scene = this.getScene();
  90547. if (scene) {
  90548. scene._loadFile(this.url, callback);
  90549. }
  90550. else {
  90551. this._engine._loadFile(this.url, callback);
  90552. }
  90553. return this._texture;
  90554. };
  90555. /**
  90556. * Starts the loading process of the texture.
  90557. */
  90558. ColorGradingTexture.prototype.loadTexture = function () {
  90559. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  90560. this.load3dlTexture();
  90561. }
  90562. };
  90563. /**
  90564. * Clones the color gradind texture.
  90565. */
  90566. ColorGradingTexture.prototype.clone = function () {
  90567. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  90568. // Base texture
  90569. newTexture.level = this.level;
  90570. return newTexture;
  90571. };
  90572. /**
  90573. * Called during delayed load for textures.
  90574. */
  90575. ColorGradingTexture.prototype.delayLoad = function () {
  90576. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  90577. return;
  90578. }
  90579. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  90580. this._texture = this._getFromCache(this.url, true);
  90581. if (!this._texture) {
  90582. this.loadTexture();
  90583. }
  90584. };
  90585. /**
  90586. * Parses a color grading texture serialized by Babylon.
  90587. * @param parsedTexture The texture information being parsedTexture
  90588. * @param scene The scene to load the texture in
  90589. * @param rootUrl The root url of the data assets to load
  90590. * @return A color gradind texture
  90591. */
  90592. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  90593. var texture = null;
  90594. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  90595. texture = new ColorGradingTexture(parsedTexture.name, scene);
  90596. texture.name = parsedTexture.name;
  90597. texture.level = parsedTexture.level;
  90598. }
  90599. return texture;
  90600. };
  90601. /**
  90602. * Serializes the LUT texture to json format.
  90603. */
  90604. ColorGradingTexture.prototype.serialize = function () {
  90605. if (!this.name) {
  90606. return null;
  90607. }
  90608. var serializationObject = {};
  90609. serializationObject.name = this.name;
  90610. serializationObject.level = this.level;
  90611. serializationObject.customType = "BABYLON.ColorGradingTexture";
  90612. return serializationObject;
  90613. };
  90614. /**
  90615. * Empty line regex stored for GC.
  90616. */
  90617. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  90618. return ColorGradingTexture;
  90619. }(BABYLON.BaseTexture));
  90620. BABYLON.ColorGradingTexture = ColorGradingTexture;
  90621. })(BABYLON || (BABYLON = {}));
  90622. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  90623. var BABYLON;
  90624. (function (BABYLON) {
  90625. /**
  90626. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  90627. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  90628. * 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;
  90629. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  90630. */
  90631. var ColorCurves = /** @class */ (function () {
  90632. function ColorCurves() {
  90633. this._dirty = true;
  90634. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  90635. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  90636. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90637. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  90638. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90639. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  90640. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  90641. this._globalHue = 30;
  90642. this._globalDensity = 0;
  90643. this._globalSaturation = 0;
  90644. this._globalExposure = 0;
  90645. this._highlightsHue = 30;
  90646. this._highlightsDensity = 0;
  90647. this._highlightsSaturation = 0;
  90648. this._highlightsExposure = 0;
  90649. this._midtonesHue = 30;
  90650. this._midtonesDensity = 0;
  90651. this._midtonesSaturation = 0;
  90652. this._midtonesExposure = 0;
  90653. this._shadowsHue = 30;
  90654. this._shadowsDensity = 0;
  90655. this._shadowsSaturation = 0;
  90656. this._shadowsExposure = 0;
  90657. }
  90658. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  90659. /**
  90660. * Gets the global Hue value.
  90661. * 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).
  90662. */
  90663. get: function () {
  90664. return this._globalHue;
  90665. },
  90666. /**
  90667. * Sets the global Hue value.
  90668. * 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).
  90669. */
  90670. set: function (value) {
  90671. this._globalHue = value;
  90672. this._dirty = true;
  90673. },
  90674. enumerable: true,
  90675. configurable: true
  90676. });
  90677. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  90678. /**
  90679. * Gets the global Density value.
  90680. * 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.
  90681. * Values less than zero provide a filter of opposite hue.
  90682. */
  90683. get: function () {
  90684. return this._globalDensity;
  90685. },
  90686. /**
  90687. * Sets the global Density value.
  90688. * 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.
  90689. * Values less than zero provide a filter of opposite hue.
  90690. */
  90691. set: function (value) {
  90692. this._globalDensity = value;
  90693. this._dirty = true;
  90694. },
  90695. enumerable: true,
  90696. configurable: true
  90697. });
  90698. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  90699. /**
  90700. * Gets the global Saturation value.
  90701. * 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.
  90702. */
  90703. get: function () {
  90704. return this._globalSaturation;
  90705. },
  90706. /**
  90707. * Sets the global Saturation value.
  90708. * 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.
  90709. */
  90710. set: function (value) {
  90711. this._globalSaturation = value;
  90712. this._dirty = true;
  90713. },
  90714. enumerable: true,
  90715. configurable: true
  90716. });
  90717. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  90718. /**
  90719. * Gets the global Exposure value.
  90720. * 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.
  90721. */
  90722. get: function () {
  90723. return this._globalExposure;
  90724. },
  90725. /**
  90726. * Sets the global Exposure value.
  90727. * 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.
  90728. */
  90729. set: function (value) {
  90730. this._globalExposure = value;
  90731. this._dirty = true;
  90732. },
  90733. enumerable: true,
  90734. configurable: true
  90735. });
  90736. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  90737. /**
  90738. * Gets the highlights Hue value.
  90739. * 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).
  90740. */
  90741. get: function () {
  90742. return this._highlightsHue;
  90743. },
  90744. /**
  90745. * Sets the highlights Hue value.
  90746. * 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).
  90747. */
  90748. set: function (value) {
  90749. this._highlightsHue = value;
  90750. this._dirty = true;
  90751. },
  90752. enumerable: true,
  90753. configurable: true
  90754. });
  90755. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  90756. /**
  90757. * Gets the highlights Density value.
  90758. * 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.
  90759. * Values less than zero provide a filter of opposite hue.
  90760. */
  90761. get: function () {
  90762. return this._highlightsDensity;
  90763. },
  90764. /**
  90765. * Sets the highlights Density value.
  90766. * 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.
  90767. * Values less than zero provide a filter of opposite hue.
  90768. */
  90769. set: function (value) {
  90770. this._highlightsDensity = value;
  90771. this._dirty = true;
  90772. },
  90773. enumerable: true,
  90774. configurable: true
  90775. });
  90776. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  90777. /**
  90778. * Gets the highlights Saturation value.
  90779. * 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.
  90780. */
  90781. get: function () {
  90782. return this._highlightsSaturation;
  90783. },
  90784. /**
  90785. * Sets the highlights Saturation value.
  90786. * 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.
  90787. */
  90788. set: function (value) {
  90789. this._highlightsSaturation = value;
  90790. this._dirty = true;
  90791. },
  90792. enumerable: true,
  90793. configurable: true
  90794. });
  90795. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  90796. /**
  90797. * Gets the highlights Exposure value.
  90798. * 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.
  90799. */
  90800. get: function () {
  90801. return this._highlightsExposure;
  90802. },
  90803. /**
  90804. * Sets the highlights Exposure value.
  90805. * 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.
  90806. */
  90807. set: function (value) {
  90808. this._highlightsExposure = value;
  90809. this._dirty = true;
  90810. },
  90811. enumerable: true,
  90812. configurable: true
  90813. });
  90814. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  90815. /**
  90816. * Gets the midtones Hue value.
  90817. * 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).
  90818. */
  90819. get: function () {
  90820. return this._midtonesHue;
  90821. },
  90822. /**
  90823. * Sets the midtones Hue value.
  90824. * 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).
  90825. */
  90826. set: function (value) {
  90827. this._midtonesHue = value;
  90828. this._dirty = true;
  90829. },
  90830. enumerable: true,
  90831. configurable: true
  90832. });
  90833. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  90834. /**
  90835. * Gets the midtones Density value.
  90836. * 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.
  90837. * Values less than zero provide a filter of opposite hue.
  90838. */
  90839. get: function () {
  90840. return this._midtonesDensity;
  90841. },
  90842. /**
  90843. * Sets the midtones Density value.
  90844. * 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.
  90845. * Values less than zero provide a filter of opposite hue.
  90846. */
  90847. set: function (value) {
  90848. this._midtonesDensity = value;
  90849. this._dirty = true;
  90850. },
  90851. enumerable: true,
  90852. configurable: true
  90853. });
  90854. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90855. /**
  90856. * Gets the midtones Saturation value.
  90857. * 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.
  90858. */
  90859. get: function () {
  90860. return this._midtonesSaturation;
  90861. },
  90862. /**
  90863. * Sets the midtones Saturation value.
  90864. * 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.
  90865. */
  90866. set: function (value) {
  90867. this._midtonesSaturation = value;
  90868. this._dirty = true;
  90869. },
  90870. enumerable: true,
  90871. configurable: true
  90872. });
  90873. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90874. /**
  90875. * Gets the midtones Exposure value.
  90876. * 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.
  90877. */
  90878. get: function () {
  90879. return this._midtonesExposure;
  90880. },
  90881. /**
  90882. * Sets the midtones Exposure value.
  90883. * 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.
  90884. */
  90885. set: function (value) {
  90886. this._midtonesExposure = value;
  90887. this._dirty = true;
  90888. },
  90889. enumerable: true,
  90890. configurable: true
  90891. });
  90892. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90893. /**
  90894. * Gets the shadows Hue value.
  90895. * 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).
  90896. */
  90897. get: function () {
  90898. return this._shadowsHue;
  90899. },
  90900. /**
  90901. * Sets the shadows Hue value.
  90902. * 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).
  90903. */
  90904. set: function (value) {
  90905. this._shadowsHue = value;
  90906. this._dirty = true;
  90907. },
  90908. enumerable: true,
  90909. configurable: true
  90910. });
  90911. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90912. /**
  90913. * Gets the shadows Density value.
  90914. * 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.
  90915. * Values less than zero provide a filter of opposite hue.
  90916. */
  90917. get: function () {
  90918. return this._shadowsDensity;
  90919. },
  90920. /**
  90921. * Sets the shadows Density value.
  90922. * 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.
  90923. * Values less than zero provide a filter of opposite hue.
  90924. */
  90925. set: function (value) {
  90926. this._shadowsDensity = value;
  90927. this._dirty = true;
  90928. },
  90929. enumerable: true,
  90930. configurable: true
  90931. });
  90932. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90933. /**
  90934. * Gets the shadows Saturation value.
  90935. * 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.
  90936. */
  90937. get: function () {
  90938. return this._shadowsSaturation;
  90939. },
  90940. /**
  90941. * Sets the shadows Saturation value.
  90942. * 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.
  90943. */
  90944. set: function (value) {
  90945. this._shadowsSaturation = value;
  90946. this._dirty = true;
  90947. },
  90948. enumerable: true,
  90949. configurable: true
  90950. });
  90951. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90952. /**
  90953. * Gets the shadows Exposure value.
  90954. * 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.
  90955. */
  90956. get: function () {
  90957. return this._shadowsExposure;
  90958. },
  90959. /**
  90960. * Sets the shadows Exposure value.
  90961. * 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.
  90962. */
  90963. set: function (value) {
  90964. this._shadowsExposure = value;
  90965. this._dirty = true;
  90966. },
  90967. enumerable: true,
  90968. configurable: true
  90969. });
  90970. /**
  90971. * Returns the class name
  90972. * @returns The class name
  90973. */
  90974. ColorCurves.prototype.getClassName = function () {
  90975. return "ColorCurves";
  90976. };
  90977. /**
  90978. * Binds the color curves to the shader.
  90979. * @param colorCurves The color curve to bind
  90980. * @param effect The effect to bind to
  90981. * @param positiveUniform The positive uniform shader parameter
  90982. * @param neutralUniform The neutral uniform shader parameter
  90983. * @param negativeUniform The negative uniform shader parameter
  90984. */
  90985. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90986. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90987. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90988. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90989. if (colorCurves._dirty) {
  90990. colorCurves._dirty = false;
  90991. // Fill in global info.
  90992. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90993. // Compute highlights info.
  90994. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90995. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90996. // Compute midtones info.
  90997. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90998. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90999. // Compute shadows info.
  91000. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  91001. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  91002. // Compute deltas (neutral is midtones).
  91003. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  91004. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  91005. }
  91006. if (effect) {
  91007. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  91008. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  91009. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  91010. }
  91011. };
  91012. /**
  91013. * Prepare the list of uniforms associated with the ColorCurves effects.
  91014. * @param uniformsList The list of uniforms used in the effect
  91015. */
  91016. ColorCurves.PrepareUniforms = function (uniformsList) {
  91017. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  91018. };
  91019. /**
  91020. * Returns color grading data based on a hue, density, saturation and exposure value.
  91021. * @param filterHue The hue of the color filter.
  91022. * @param filterDensity The density of the color filter.
  91023. * @param saturation The saturation.
  91024. * @param exposure The exposure.
  91025. * @param result The result data container.
  91026. */
  91027. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  91028. if (hue == null) {
  91029. return;
  91030. }
  91031. hue = ColorCurves.clamp(hue, 0, 360);
  91032. density = ColorCurves.clamp(density, -100, 100);
  91033. saturation = ColorCurves.clamp(saturation, -100, 100);
  91034. exposure = ColorCurves.clamp(exposure, -100, 100);
  91035. // Remap the slider/config filter density with non-linear mapping and also scale by half
  91036. // so that the maximum filter density is only 50% control. This provides fine control
  91037. // for small values and reasonable range.
  91038. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  91039. density *= 0.5;
  91040. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  91041. if (density < 0) {
  91042. density *= -1;
  91043. hue = (hue + 180) % 360;
  91044. }
  91045. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  91046. result.scaleToRef(2, result);
  91047. result.a = 1 + 0.01 * saturation;
  91048. };
  91049. /**
  91050. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  91051. * @param value The input slider value in range [-100,100].
  91052. * @returns Adjusted value.
  91053. */
  91054. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  91055. value /= 100;
  91056. var x = Math.abs(value);
  91057. x = Math.pow(x, 2);
  91058. if (value < 0) {
  91059. x *= -1;
  91060. }
  91061. x *= 100;
  91062. return x;
  91063. };
  91064. /**
  91065. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  91066. * @param hue The hue (H) input.
  91067. * @param saturation The saturation (S) input.
  91068. * @param brightness The brightness (B) input.
  91069. * @result An RGBA color represented as Vector4.
  91070. */
  91071. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  91072. var h = ColorCurves.clamp(hue, 0, 360);
  91073. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  91074. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  91075. if (s === 0) {
  91076. result.r = v;
  91077. result.g = v;
  91078. result.b = v;
  91079. }
  91080. else {
  91081. // sector 0 to 5
  91082. h /= 60;
  91083. var i = Math.floor(h);
  91084. // fractional part of h
  91085. var f = h - i;
  91086. var p = v * (1 - s);
  91087. var q = v * (1 - s * f);
  91088. var t = v * (1 - s * (1 - f));
  91089. switch (i) {
  91090. case 0:
  91091. result.r = v;
  91092. result.g = t;
  91093. result.b = p;
  91094. break;
  91095. case 1:
  91096. result.r = q;
  91097. result.g = v;
  91098. result.b = p;
  91099. break;
  91100. case 2:
  91101. result.r = p;
  91102. result.g = v;
  91103. result.b = t;
  91104. break;
  91105. case 3:
  91106. result.r = p;
  91107. result.g = q;
  91108. result.b = v;
  91109. break;
  91110. case 4:
  91111. result.r = t;
  91112. result.g = p;
  91113. result.b = v;
  91114. break;
  91115. default: // case 5:
  91116. result.r = v;
  91117. result.g = p;
  91118. result.b = q;
  91119. break;
  91120. }
  91121. }
  91122. result.a = 1;
  91123. };
  91124. /**
  91125. * Returns a value clamped between min and max
  91126. * @param value The value to clamp
  91127. * @param min The minimum of value
  91128. * @param max The maximum of value
  91129. * @returns The clamped value.
  91130. */
  91131. ColorCurves.clamp = function (value, min, max) {
  91132. return Math.min(Math.max(value, min), max);
  91133. };
  91134. /**
  91135. * Clones the current color curve instance.
  91136. * @return The cloned curves
  91137. */
  91138. ColorCurves.prototype.clone = function () {
  91139. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  91140. };
  91141. /**
  91142. * Serializes the current color curve instance to a json representation.
  91143. * @return a JSON representation
  91144. */
  91145. ColorCurves.prototype.serialize = function () {
  91146. return BABYLON.SerializationHelper.Serialize(this);
  91147. };
  91148. /**
  91149. * Parses the color curve from a json representation.
  91150. * @param source the JSON source to parse
  91151. * @return The parsed curves
  91152. */
  91153. ColorCurves.Parse = function (source) {
  91154. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  91155. };
  91156. __decorate([
  91157. BABYLON.serialize()
  91158. ], ColorCurves.prototype, "_globalHue", void 0);
  91159. __decorate([
  91160. BABYLON.serialize()
  91161. ], ColorCurves.prototype, "_globalDensity", void 0);
  91162. __decorate([
  91163. BABYLON.serialize()
  91164. ], ColorCurves.prototype, "_globalSaturation", void 0);
  91165. __decorate([
  91166. BABYLON.serialize()
  91167. ], ColorCurves.prototype, "_globalExposure", void 0);
  91168. __decorate([
  91169. BABYLON.serialize()
  91170. ], ColorCurves.prototype, "_highlightsHue", void 0);
  91171. __decorate([
  91172. BABYLON.serialize()
  91173. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  91174. __decorate([
  91175. BABYLON.serialize()
  91176. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  91177. __decorate([
  91178. BABYLON.serialize()
  91179. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  91180. __decorate([
  91181. BABYLON.serialize()
  91182. ], ColorCurves.prototype, "_midtonesHue", void 0);
  91183. __decorate([
  91184. BABYLON.serialize()
  91185. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  91186. __decorate([
  91187. BABYLON.serialize()
  91188. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  91189. __decorate([
  91190. BABYLON.serialize()
  91191. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  91192. return ColorCurves;
  91193. }());
  91194. BABYLON.ColorCurves = ColorCurves;
  91195. })(BABYLON || (BABYLON = {}));
  91196. //# sourceMappingURL=babylon.colorCurves.js.map
  91197. var BABYLON;
  91198. (function (BABYLON) {
  91199. /**
  91200. * Post process which applies a refractin texture
  91201. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  91202. */
  91203. var RefractionPostProcess = /** @class */ (function (_super) {
  91204. __extends(RefractionPostProcess, _super);
  91205. /**
  91206. * Initializes the RefractionPostProcess
  91207. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  91208. * @param name The name of the effect.
  91209. * @param refractionTextureUrl Url of the refraction texture to use
  91210. * @param color the base color of the refraction (used to taint the rendering)
  91211. * @param depth simulated refraction depth
  91212. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  91213. * @param camera The camera to apply the render pass to.
  91214. * @param options The required width/height ratio to downsize to before computing the render pass.
  91215. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91216. * @param engine The engine which the post process will be applied. (default: current engine)
  91217. * @param reusable If the post process can be reused on the same frame. (default: false)
  91218. */
  91219. function RefractionPostProcess(name, refractionTextureUrl,
  91220. /** the base color of the refraction (used to taint the rendering) */
  91221. color,
  91222. /** simulated refraction depth */
  91223. depth,
  91224. /** the coefficient of the base color (0 to remove base color tainting) */
  91225. colorLevel, options, camera, samplingMode, engine, reusable) {
  91226. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  91227. _this.color = color;
  91228. _this.depth = depth;
  91229. _this.colorLevel = colorLevel;
  91230. _this._ownRefractionTexture = true;
  91231. _this.onActivateObservable.add(function (cam) {
  91232. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  91233. });
  91234. _this.onApplyObservable.add(function (effect) {
  91235. effect.setColor3("baseColor", _this.color);
  91236. effect.setFloat("depth", _this.depth);
  91237. effect.setFloat("colorLevel", _this.colorLevel);
  91238. effect.setTexture("refractionSampler", _this._refTexture);
  91239. });
  91240. return _this;
  91241. }
  91242. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  91243. /**
  91244. * Gets or sets the refraction texture
  91245. * Please note that you are responsible for disposing the texture if you set it manually
  91246. */
  91247. get: function () {
  91248. return this._refTexture;
  91249. },
  91250. set: function (value) {
  91251. if (this._refTexture && this._ownRefractionTexture) {
  91252. this._refTexture.dispose();
  91253. }
  91254. this._refTexture = value;
  91255. this._ownRefractionTexture = false;
  91256. },
  91257. enumerable: true,
  91258. configurable: true
  91259. });
  91260. // Methods
  91261. /**
  91262. * Disposes of the post process
  91263. * @param camera Camera to dispose post process on
  91264. */
  91265. RefractionPostProcess.prototype.dispose = function (camera) {
  91266. if (this._refTexture && this._ownRefractionTexture) {
  91267. this._refTexture.dispose();
  91268. this._refTexture = null;
  91269. }
  91270. _super.prototype.dispose.call(this, camera);
  91271. };
  91272. return RefractionPostProcess;
  91273. }(BABYLON.PostProcess));
  91274. BABYLON.RefractionPostProcess = RefractionPostProcess;
  91275. })(BABYLON || (BABYLON = {}));
  91276. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  91277. var BABYLON;
  91278. (function (BABYLON) {
  91279. /**
  91280. * Post process used to render in black and white
  91281. */
  91282. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  91283. __extends(BlackAndWhitePostProcess, _super);
  91284. /**
  91285. * Creates a black and white post process
  91286. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  91287. * @param name The name of the effect.
  91288. * @param options The required width/height ratio to downsize to before computing the render pass.
  91289. * @param camera The camera to apply the render pass to.
  91290. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91291. * @param engine The engine which the post process will be applied. (default: current engine)
  91292. * @param reusable If the post process can be reused on the same frame. (default: false)
  91293. */
  91294. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  91295. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  91296. /**
  91297. * Linear about to convert he result to black and white (default: 1)
  91298. */
  91299. _this.degree = 1;
  91300. _this.onApplyObservable.add(function (effect) {
  91301. effect.setFloat("degree", _this.degree);
  91302. });
  91303. return _this;
  91304. }
  91305. return BlackAndWhitePostProcess;
  91306. }(BABYLON.PostProcess));
  91307. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  91308. })(BABYLON || (BABYLON = {}));
  91309. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  91310. var BABYLON;
  91311. (function (BABYLON) {
  91312. /**
  91313. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  91314. * input texture to perform effects such as edge detection or sharpening
  91315. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  91316. */
  91317. var ConvolutionPostProcess = /** @class */ (function (_super) {
  91318. __extends(ConvolutionPostProcess, _super);
  91319. /**
  91320. * Creates a new instance ConvolutionPostProcess
  91321. * @param name The name of the effect.
  91322. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  91323. * @param options The required width/height ratio to downsize to before computing the render pass.
  91324. * @param camera The camera to apply the render pass to.
  91325. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91326. * @param engine The engine which the post process will be applied. (default: current engine)
  91327. * @param reusable If the post process can be reused on the same frame. (default: false)
  91328. * @param textureType Type of textures used when performing the post process. (default: 0)
  91329. */
  91330. function ConvolutionPostProcess(name,
  91331. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  91332. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  91333. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91334. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91335. _this.kernel = kernel;
  91336. _this.onApply = function (effect) {
  91337. effect.setFloat2("screenSize", _this.width, _this.height);
  91338. effect.setArray("kernel", _this.kernel);
  91339. };
  91340. return _this;
  91341. }
  91342. // Statics
  91343. /**
  91344. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91345. */
  91346. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  91347. /**
  91348. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91349. */
  91350. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  91351. /**
  91352. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91353. */
  91354. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  91355. /**
  91356. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91357. */
  91358. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  91359. /**
  91360. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91361. */
  91362. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  91363. /**
  91364. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91365. */
  91366. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  91367. return ConvolutionPostProcess;
  91368. }(BABYLON.PostProcess));
  91369. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  91370. })(BABYLON || (BABYLON = {}));
  91371. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  91372. var BABYLON;
  91373. (function (BABYLON) {
  91374. /**
  91375. * Applies a kernel filter to the image
  91376. */
  91377. var FilterPostProcess = /** @class */ (function (_super) {
  91378. __extends(FilterPostProcess, _super);
  91379. /**
  91380. *
  91381. * @param name The name of the effect.
  91382. * @param kernelMatrix The matrix to be applied to the image
  91383. * @param options The required width/height ratio to downsize to before computing the render pass.
  91384. * @param camera The camera to apply the render pass to.
  91385. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91386. * @param engine The engine which the post process will be applied. (default: current engine)
  91387. * @param reusable If the post process can be reused on the same frame. (default: false)
  91388. */
  91389. function FilterPostProcess(name,
  91390. /** The matrix to be applied to the image */
  91391. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  91392. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  91393. _this.kernelMatrix = kernelMatrix;
  91394. _this.onApply = function (effect) {
  91395. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  91396. };
  91397. return _this;
  91398. }
  91399. return FilterPostProcess;
  91400. }(BABYLON.PostProcess));
  91401. BABYLON.FilterPostProcess = FilterPostProcess;
  91402. })(BABYLON || (BABYLON = {}));
  91403. //# sourceMappingURL=babylon.filterPostProcess.js.map
  91404. var BABYLON;
  91405. (function (BABYLON) {
  91406. /**
  91407. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  91408. */
  91409. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  91410. __extends(VolumetricLightScatteringPostProcess, _super);
  91411. /**
  91412. * @constructor
  91413. * @param name The post-process name
  91414. * @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)
  91415. * @param camera The camera that the post-process will be attached to
  91416. * @param mesh The mesh used to create the light scattering
  91417. * @param samples The post-process quality, default 100
  91418. * @param samplingModeThe post-process filtering mode
  91419. * @param engine The babylon engine
  91420. * @param reusable If the post-process is reusable
  91421. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  91422. */
  91423. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  91424. if (samples === void 0) { samples = 100; }
  91425. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91426. 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;
  91427. _this._screenCoordinates = BABYLON.Vector2.Zero();
  91428. /**
  91429. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  91430. */
  91431. _this.customMeshPosition = BABYLON.Vector3.Zero();
  91432. /**
  91433. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  91434. */
  91435. _this.useCustomMeshPosition = false;
  91436. /**
  91437. * If the post-process should inverse the light scattering direction
  91438. */
  91439. _this.invert = true;
  91440. /**
  91441. * Array containing the excluded meshes not rendered in the internal pass
  91442. */
  91443. _this.excludedMeshes = new Array();
  91444. /**
  91445. * Controls the overall intensity of the post-process
  91446. */
  91447. _this.exposure = 0.3;
  91448. /**
  91449. * Dissipates each sample's contribution in range [0, 1]
  91450. */
  91451. _this.decay = 0.96815;
  91452. /**
  91453. * Controls the overall intensity of each sample
  91454. */
  91455. _this.weight = 0.58767;
  91456. /**
  91457. * Controls the density of each sample
  91458. */
  91459. _this.density = 0.926;
  91460. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  91461. engine = scene.getEngine();
  91462. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  91463. // Configure mesh
  91464. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  91465. // Configure
  91466. _this._createPass(scene, ratio.passRatio || ratio);
  91467. _this.onActivate = function (camera) {
  91468. if (!_this.isSupported) {
  91469. _this.dispose(camera);
  91470. }
  91471. _this.onActivate = null;
  91472. };
  91473. _this.onApplyObservable.add(function (effect) {
  91474. _this._updateMeshScreenCoordinates(scene);
  91475. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  91476. effect.setFloat("exposure", _this.exposure);
  91477. effect.setFloat("decay", _this.decay);
  91478. effect.setFloat("weight", _this.weight);
  91479. effect.setFloat("density", _this.density);
  91480. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  91481. });
  91482. return _this;
  91483. }
  91484. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  91485. /**
  91486. * @hidden
  91487. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  91488. */
  91489. get: function () {
  91490. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91491. return false;
  91492. },
  91493. set: function (useDiffuseColor) {
  91494. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91495. },
  91496. enumerable: true,
  91497. configurable: true
  91498. });
  91499. /**
  91500. * Returns the string "VolumetricLightScatteringPostProcess"
  91501. * @returns "VolumetricLightScatteringPostProcess"
  91502. */
  91503. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  91504. return "VolumetricLightScatteringPostProcess";
  91505. };
  91506. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  91507. var mesh = subMesh.getMesh();
  91508. // Render this.mesh as default
  91509. if (mesh === this.mesh && mesh.material) {
  91510. return mesh.material.isReady(mesh);
  91511. }
  91512. var defines = [];
  91513. var attribs = [BABYLON.VertexBuffer.PositionKind];
  91514. var material = subMesh.getMaterial();
  91515. // Alpha test
  91516. if (material) {
  91517. if (material.needAlphaTesting()) {
  91518. defines.push("#define ALPHATEST");
  91519. }
  91520. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  91521. attribs.push(BABYLON.VertexBuffer.UVKind);
  91522. defines.push("#define UV1");
  91523. }
  91524. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  91525. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  91526. defines.push("#define UV2");
  91527. }
  91528. }
  91529. // Bones
  91530. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  91531. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  91532. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  91533. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  91534. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  91535. }
  91536. else {
  91537. defines.push("#define NUM_BONE_INFLUENCERS 0");
  91538. }
  91539. // Instances
  91540. if (useInstances) {
  91541. defines.push("#define INSTANCES");
  91542. attribs.push("world0");
  91543. attribs.push("world1");
  91544. attribs.push("world2");
  91545. attribs.push("world3");
  91546. }
  91547. // Get correct effect
  91548. var join = defines.join("\n");
  91549. if (this._cachedDefines !== join) {
  91550. this._cachedDefines = join;
  91551. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  91552. }
  91553. return this._volumetricLightScatteringPass.isReady();
  91554. };
  91555. /**
  91556. * Sets the new light position for light scattering effect
  91557. * @param position The new custom light position
  91558. */
  91559. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  91560. this.customMeshPosition = position;
  91561. };
  91562. /**
  91563. * Returns the light position for light scattering effect
  91564. * @return Vector3 The custom light position
  91565. */
  91566. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  91567. return this.customMeshPosition;
  91568. };
  91569. /**
  91570. * Disposes the internal assets and detaches the post-process from the camera
  91571. */
  91572. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  91573. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  91574. if (rttIndex !== -1) {
  91575. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  91576. }
  91577. this._volumetricLightScatteringRTT.dispose();
  91578. _super.prototype.dispose.call(this, camera);
  91579. };
  91580. /**
  91581. * Returns the render target texture used by the post-process
  91582. * @return the render target texture used by the post-process
  91583. */
  91584. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  91585. return this._volumetricLightScatteringRTT;
  91586. };
  91587. // Private methods
  91588. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  91589. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  91590. return true;
  91591. }
  91592. return false;
  91593. };
  91594. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  91595. var _this = this;
  91596. var engine = scene.getEngine();
  91597. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  91598. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91599. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91600. this._volumetricLightScatteringRTT.renderList = null;
  91601. this._volumetricLightScatteringRTT.renderParticles = false;
  91602. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  91603. var camera = this.getCamera();
  91604. if (camera) {
  91605. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91606. }
  91607. else {
  91608. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91609. }
  91610. // Custom render function for submeshes
  91611. var renderSubMesh = function (subMesh) {
  91612. var mesh = subMesh.getRenderingMesh();
  91613. if (_this._meshExcluded(mesh)) {
  91614. return;
  91615. }
  91616. var material = subMesh.getMaterial();
  91617. if (!material) {
  91618. return;
  91619. }
  91620. var scene = mesh.getScene();
  91621. var engine = scene.getEngine();
  91622. // Culling
  91623. engine.setState(material.backFaceCulling);
  91624. // Managing instances
  91625. var batch = mesh._getInstancesRenderList(subMesh._id);
  91626. if (batch.mustReturn) {
  91627. return;
  91628. }
  91629. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  91630. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  91631. var effect = _this._volumetricLightScatteringPass;
  91632. if (mesh === _this.mesh) {
  91633. if (subMesh.effect) {
  91634. effect = subMesh.effect;
  91635. }
  91636. else {
  91637. effect = material.getEffect();
  91638. }
  91639. }
  91640. engine.enableEffect(effect);
  91641. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  91642. if (mesh === _this.mesh) {
  91643. material.bind(mesh.getWorldMatrix(), mesh);
  91644. }
  91645. else {
  91646. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  91647. // Alpha test
  91648. if (material && material.needAlphaTesting()) {
  91649. var alphaTexture = material.getAlphaTestTexture();
  91650. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  91651. if (alphaTexture) {
  91652. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  91653. }
  91654. }
  91655. // Bones
  91656. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  91657. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  91658. }
  91659. }
  91660. // Draw
  91661. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  91662. }
  91663. };
  91664. // Render target texture callbacks
  91665. var savedSceneClearColor;
  91666. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  91667. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  91668. savedSceneClearColor = scene.clearColor;
  91669. scene.clearColor = sceneClearColor;
  91670. });
  91671. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  91672. scene.clearColor = savedSceneClearColor;
  91673. });
  91674. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  91675. var engine = scene.getEngine();
  91676. var index;
  91677. if (depthOnlySubMeshes.length) {
  91678. engine.setColorWrite(false);
  91679. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  91680. renderSubMesh(depthOnlySubMeshes.data[index]);
  91681. }
  91682. engine.setColorWrite(true);
  91683. }
  91684. for (index = 0; index < opaqueSubMeshes.length; index++) {
  91685. renderSubMesh(opaqueSubMeshes.data[index]);
  91686. }
  91687. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  91688. renderSubMesh(alphaTestSubMeshes.data[index]);
  91689. }
  91690. if (transparentSubMeshes.length) {
  91691. // Sort sub meshes
  91692. for (index = 0; index < transparentSubMeshes.length; index++) {
  91693. var submesh = transparentSubMeshes.data[index];
  91694. var boundingInfo = submesh.getBoundingInfo();
  91695. if (boundingInfo && scene.activeCamera) {
  91696. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  91697. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  91698. }
  91699. }
  91700. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  91701. sortedArray.sort(function (a, b) {
  91702. // Alpha index first
  91703. if (a._alphaIndex > b._alphaIndex) {
  91704. return 1;
  91705. }
  91706. if (a._alphaIndex < b._alphaIndex) {
  91707. return -1;
  91708. }
  91709. // Then distance to camera
  91710. if (a._distanceToCamera < b._distanceToCamera) {
  91711. return 1;
  91712. }
  91713. if (a._distanceToCamera > b._distanceToCamera) {
  91714. return -1;
  91715. }
  91716. return 0;
  91717. });
  91718. // Render sub meshes
  91719. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  91720. for (index = 0; index < sortedArray.length; index++) {
  91721. renderSubMesh(sortedArray[index]);
  91722. }
  91723. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  91724. }
  91725. };
  91726. };
  91727. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  91728. var transform = scene.getTransformMatrix();
  91729. var meshPosition;
  91730. if (this.useCustomMeshPosition) {
  91731. meshPosition = this.customMeshPosition;
  91732. }
  91733. else if (this.attachedNode) {
  91734. meshPosition = this.attachedNode.position;
  91735. }
  91736. else {
  91737. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  91738. }
  91739. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  91740. this._screenCoordinates.x = pos.x / this._viewPort.width;
  91741. this._screenCoordinates.y = pos.y / this._viewPort.height;
  91742. if (this.invert) {
  91743. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  91744. }
  91745. };
  91746. // Static methods
  91747. /**
  91748. * Creates a default mesh for the Volumeric Light Scattering post-process
  91749. * @param name The mesh name
  91750. * @param scene The scene where to create the mesh
  91751. * @return the default mesh
  91752. */
  91753. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  91754. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  91755. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  91756. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  91757. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  91758. mesh.material = material;
  91759. return mesh;
  91760. };
  91761. __decorate([
  91762. BABYLON.serializeAsVector3()
  91763. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  91764. __decorate([
  91765. BABYLON.serialize()
  91766. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  91767. __decorate([
  91768. BABYLON.serialize()
  91769. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  91770. __decorate([
  91771. BABYLON.serializeAsMeshReference()
  91772. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  91773. __decorate([
  91774. BABYLON.serialize()
  91775. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  91776. __decorate([
  91777. BABYLON.serialize()
  91778. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  91779. __decorate([
  91780. BABYLON.serialize()
  91781. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  91782. __decorate([
  91783. BABYLON.serialize()
  91784. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  91785. __decorate([
  91786. BABYLON.serialize()
  91787. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  91788. return VolumetricLightScatteringPostProcess;
  91789. }(BABYLON.PostProcess));
  91790. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  91791. })(BABYLON || (BABYLON = {}));
  91792. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  91793. var BABYLON;
  91794. (function (BABYLON) {
  91795. /**
  91796. *
  91797. * This post-process allows the modification of rendered colors by using
  91798. * a 'look-up table' (LUT). This effect is also called Color Grading.
  91799. *
  91800. * The object needs to be provided an url to a texture containing the color
  91801. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  91802. * Use an image editing software to tweak the LUT to match your needs.
  91803. *
  91804. * For an example of a color LUT, see here:
  91805. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  91806. * For explanations on color grading, see here:
  91807. * @see http://udn.epicgames.com/Three/ColorGrading.html
  91808. *
  91809. */
  91810. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  91811. __extends(ColorCorrectionPostProcess, _super);
  91812. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  91813. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  91814. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91815. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  91816. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91817. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91818. _this.onApply = function (effect) {
  91819. effect.setTexture("colorTable", _this._colorTableTexture);
  91820. };
  91821. return _this;
  91822. }
  91823. return ColorCorrectionPostProcess;
  91824. }(BABYLON.PostProcess));
  91825. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  91826. })(BABYLON || (BABYLON = {}));
  91827. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  91828. var BABYLON;
  91829. (function (BABYLON) {
  91830. /** Defines operator used for tonemapping */
  91831. var TonemappingOperator;
  91832. (function (TonemappingOperator) {
  91833. /** Hable */
  91834. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  91835. /** Reinhard */
  91836. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91837. /** HejiDawson */
  91838. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91839. /** Photographic */
  91840. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91841. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91842. /**
  91843. * Defines a post process to apply tone mapping
  91844. */
  91845. var TonemapPostProcess = /** @class */ (function (_super) {
  91846. __extends(TonemapPostProcess, _super);
  91847. /**
  91848. * Creates a new TonemapPostProcess
  91849. * @param name defines the name of the postprocess
  91850. * @param _operator defines the operator to use
  91851. * @param exposureAdjustment defines the required exposure adjustement
  91852. * @param camera defines the camera to use (can be null)
  91853. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91854. * @param engine defines the hosting engine (can be ignore if camera is set)
  91855. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91856. */
  91857. function TonemapPostProcess(name, _operator,
  91858. /** Defines the required exposure adjustement */
  91859. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91860. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91861. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91862. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91863. _this._operator = _operator;
  91864. _this.exposureAdjustment = exposureAdjustment;
  91865. var defines = "#define ";
  91866. if (_this._operator === TonemappingOperator.Hable) {
  91867. defines += "HABLE_TONEMAPPING";
  91868. }
  91869. else if (_this._operator === TonemappingOperator.Reinhard) {
  91870. defines += "REINHARD_TONEMAPPING";
  91871. }
  91872. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91873. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91874. }
  91875. else if (_this._operator === TonemappingOperator.Photographic) {
  91876. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91877. }
  91878. //sadly a second call to create the effect.
  91879. _this.updateEffect(defines);
  91880. _this.onApply = function (effect) {
  91881. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91882. };
  91883. return _this;
  91884. }
  91885. return TonemapPostProcess;
  91886. }(BABYLON.PostProcess));
  91887. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91888. })(BABYLON || (BABYLON = {}));
  91889. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91890. var BABYLON;
  91891. (function (BABYLON) {
  91892. /**
  91893. * DisplayPassPostProcess which produces an output the same as it's input
  91894. */
  91895. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91896. __extends(DisplayPassPostProcess, _super);
  91897. /**
  91898. * Creates the DisplayPassPostProcess
  91899. * @param name The name of the effect.
  91900. * @param options The required width/height ratio to downsize to before computing the render pass.
  91901. * @param camera The camera to apply the render pass to.
  91902. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91903. * @param engine The engine which the post process will be applied. (default: current engine)
  91904. * @param reusable If the post process can be reused on the same frame. (default: false)
  91905. */
  91906. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91907. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91908. }
  91909. return DisplayPassPostProcess;
  91910. }(BABYLON.PostProcess));
  91911. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91912. })(BABYLON || (BABYLON = {}));
  91913. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91914. var BABYLON;
  91915. (function (BABYLON) {
  91916. /**
  91917. * Extracts highlights from the image
  91918. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91919. */
  91920. var HighlightsPostProcess = /** @class */ (function (_super) {
  91921. __extends(HighlightsPostProcess, _super);
  91922. /**
  91923. * Extracts highlights from the image
  91924. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91925. * @param name The name of the effect.
  91926. * @param options The required width/height ratio to downsize to before computing the render pass.
  91927. * @param camera The camera to apply the render pass to.
  91928. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91929. * @param engine The engine which the post process will be applied. (default: current engine)
  91930. * @param reusable If the post process can be reused on the same frame. (default: false)
  91931. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91932. */
  91933. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91934. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91935. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91936. }
  91937. return HighlightsPostProcess;
  91938. }(BABYLON.PostProcess));
  91939. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91940. })(BABYLON || (BABYLON = {}));
  91941. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91942. var BABYLON;
  91943. (function (BABYLON) {
  91944. /**
  91945. * ImageProcessingPostProcess
  91946. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91947. */
  91948. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91949. __extends(ImageProcessingPostProcess, _super);
  91950. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91951. if (camera === void 0) { camera = null; }
  91952. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91953. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91954. _this._fromLinearSpace = true;
  91955. /**
  91956. * Defines cache preventing GC.
  91957. */
  91958. _this._defines = {
  91959. IMAGEPROCESSING: false,
  91960. VIGNETTE: false,
  91961. VIGNETTEBLENDMODEMULTIPLY: false,
  91962. VIGNETTEBLENDMODEOPAQUE: false,
  91963. TONEMAPPING: false,
  91964. TONEMAPPING_ACES: false,
  91965. CONTRAST: false,
  91966. COLORCURVES: false,
  91967. COLORGRADING: false,
  91968. COLORGRADING3D: false,
  91969. FROMLINEARSPACE: false,
  91970. SAMPLER3DGREENDEPTH: false,
  91971. SAMPLER3DBGRMAP: false,
  91972. IMAGEPROCESSINGPOSTPROCESS: false,
  91973. EXPOSURE: false,
  91974. };
  91975. // Setup the configuration as forced by the constructor. This would then not force the
  91976. // scene materials output in linear space and let untouched the default forward pass.
  91977. if (imageProcessingConfiguration) {
  91978. imageProcessingConfiguration.applyByPostProcess = true;
  91979. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91980. // This will cause the shader to be compiled
  91981. _this.fromLinearSpace = false;
  91982. }
  91983. // Setup the default processing configuration to the scene.
  91984. else {
  91985. _this._attachImageProcessingConfiguration(null, true);
  91986. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91987. }
  91988. _this.onApply = function (effect) {
  91989. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91990. };
  91991. return _this;
  91992. }
  91993. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91994. /**
  91995. * Gets the image processing configuration used either in this material.
  91996. */
  91997. get: function () {
  91998. return this._imageProcessingConfiguration;
  91999. },
  92000. /**
  92001. * Sets the Default image processing configuration used either in the this material.
  92002. *
  92003. * If sets to null, the scene one is in use.
  92004. */
  92005. set: function (value) {
  92006. this._attachImageProcessingConfiguration(value);
  92007. },
  92008. enumerable: true,
  92009. configurable: true
  92010. });
  92011. /**
  92012. * Attaches a new image processing configuration to the PBR Material.
  92013. * @param configuration
  92014. */
  92015. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  92016. var _this = this;
  92017. if (doNotBuild === void 0) { doNotBuild = false; }
  92018. if (configuration === this._imageProcessingConfiguration) {
  92019. return;
  92020. }
  92021. // Detaches observer.
  92022. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  92023. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  92024. }
  92025. // Pick the scene configuration if needed.
  92026. if (!configuration) {
  92027. var scene = null;
  92028. var engine = this.getEngine();
  92029. var camera = this.getCamera();
  92030. if (camera) {
  92031. scene = camera.getScene();
  92032. }
  92033. else if (engine && engine.scenes) {
  92034. var scenes = engine.scenes;
  92035. scene = scenes[scenes.length - 1];
  92036. }
  92037. else {
  92038. scene = BABYLON.Engine.LastCreatedScene;
  92039. }
  92040. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  92041. }
  92042. else {
  92043. this._imageProcessingConfiguration = configuration;
  92044. }
  92045. // Attaches observer.
  92046. if (this._imageProcessingConfiguration) {
  92047. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  92048. _this._updateParameters();
  92049. });
  92050. }
  92051. // Ensure the effect will be rebuilt.
  92052. if (!doNotBuild) {
  92053. this._updateParameters();
  92054. }
  92055. };
  92056. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  92057. /**
  92058. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  92059. */
  92060. get: function () {
  92061. return this.imageProcessingConfiguration.colorCurves;
  92062. },
  92063. /**
  92064. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  92065. */
  92066. set: function (value) {
  92067. this.imageProcessingConfiguration.colorCurves = value;
  92068. },
  92069. enumerable: true,
  92070. configurable: true
  92071. });
  92072. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  92073. /**
  92074. * Gets wether the color curves effect is enabled.
  92075. */
  92076. get: function () {
  92077. return this.imageProcessingConfiguration.colorCurvesEnabled;
  92078. },
  92079. /**
  92080. * Sets wether the color curves effect is enabled.
  92081. */
  92082. set: function (value) {
  92083. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  92084. },
  92085. enumerable: true,
  92086. configurable: true
  92087. });
  92088. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  92089. /**
  92090. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  92091. */
  92092. get: function () {
  92093. return this.imageProcessingConfiguration.colorGradingTexture;
  92094. },
  92095. /**
  92096. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  92097. */
  92098. set: function (value) {
  92099. this.imageProcessingConfiguration.colorGradingTexture = value;
  92100. },
  92101. enumerable: true,
  92102. configurable: true
  92103. });
  92104. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  92105. /**
  92106. * Gets wether the color grading effect is enabled.
  92107. */
  92108. get: function () {
  92109. return this.imageProcessingConfiguration.colorGradingEnabled;
  92110. },
  92111. /**
  92112. * Gets wether the color grading effect is enabled.
  92113. */
  92114. set: function (value) {
  92115. this.imageProcessingConfiguration.colorGradingEnabled = value;
  92116. },
  92117. enumerable: true,
  92118. configurable: true
  92119. });
  92120. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  92121. /**
  92122. * Gets exposure used in the effect.
  92123. */
  92124. get: function () {
  92125. return this.imageProcessingConfiguration.exposure;
  92126. },
  92127. /**
  92128. * Sets exposure used in the effect.
  92129. */
  92130. set: function (value) {
  92131. this.imageProcessingConfiguration.exposure = value;
  92132. },
  92133. enumerable: true,
  92134. configurable: true
  92135. });
  92136. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  92137. /**
  92138. * Gets wether tonemapping is enabled or not.
  92139. */
  92140. get: function () {
  92141. return this._imageProcessingConfiguration.toneMappingEnabled;
  92142. },
  92143. /**
  92144. * Sets wether tonemapping is enabled or not
  92145. */
  92146. set: function (value) {
  92147. this._imageProcessingConfiguration.toneMappingEnabled = value;
  92148. },
  92149. enumerable: true,
  92150. configurable: true
  92151. });
  92152. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  92153. /**
  92154. * Gets contrast used in the effect.
  92155. */
  92156. get: function () {
  92157. return this.imageProcessingConfiguration.contrast;
  92158. },
  92159. /**
  92160. * Sets contrast used in the effect.
  92161. */
  92162. set: function (value) {
  92163. this.imageProcessingConfiguration.contrast = value;
  92164. },
  92165. enumerable: true,
  92166. configurable: true
  92167. });
  92168. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  92169. /**
  92170. * Gets Vignette stretch size.
  92171. */
  92172. get: function () {
  92173. return this.imageProcessingConfiguration.vignetteStretch;
  92174. },
  92175. /**
  92176. * Sets Vignette stretch size.
  92177. */
  92178. set: function (value) {
  92179. this.imageProcessingConfiguration.vignetteStretch = value;
  92180. },
  92181. enumerable: true,
  92182. configurable: true
  92183. });
  92184. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  92185. /**
  92186. * Gets Vignette centre X Offset.
  92187. */
  92188. get: function () {
  92189. return this.imageProcessingConfiguration.vignetteCentreX;
  92190. },
  92191. /**
  92192. * Sets Vignette centre X Offset.
  92193. */
  92194. set: function (value) {
  92195. this.imageProcessingConfiguration.vignetteCentreX = value;
  92196. },
  92197. enumerable: true,
  92198. configurable: true
  92199. });
  92200. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  92201. /**
  92202. * Gets Vignette centre Y Offset.
  92203. */
  92204. get: function () {
  92205. return this.imageProcessingConfiguration.vignetteCentreY;
  92206. },
  92207. /**
  92208. * Sets Vignette centre Y Offset.
  92209. */
  92210. set: function (value) {
  92211. this.imageProcessingConfiguration.vignetteCentreY = value;
  92212. },
  92213. enumerable: true,
  92214. configurable: true
  92215. });
  92216. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  92217. /**
  92218. * Gets Vignette weight or intensity of the vignette effect.
  92219. */
  92220. get: function () {
  92221. return this.imageProcessingConfiguration.vignetteWeight;
  92222. },
  92223. /**
  92224. * Sets Vignette weight or intensity of the vignette effect.
  92225. */
  92226. set: function (value) {
  92227. this.imageProcessingConfiguration.vignetteWeight = value;
  92228. },
  92229. enumerable: true,
  92230. configurable: true
  92231. });
  92232. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  92233. /**
  92234. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  92235. * if vignetteEnabled is set to true.
  92236. */
  92237. get: function () {
  92238. return this.imageProcessingConfiguration.vignetteColor;
  92239. },
  92240. /**
  92241. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  92242. * if vignetteEnabled is set to true.
  92243. */
  92244. set: function (value) {
  92245. this.imageProcessingConfiguration.vignetteColor = value;
  92246. },
  92247. enumerable: true,
  92248. configurable: true
  92249. });
  92250. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  92251. /**
  92252. * Gets Camera field of view used by the Vignette effect.
  92253. */
  92254. get: function () {
  92255. return this.imageProcessingConfiguration.vignetteCameraFov;
  92256. },
  92257. /**
  92258. * Sets Camera field of view used by the Vignette effect.
  92259. */
  92260. set: function (value) {
  92261. this.imageProcessingConfiguration.vignetteCameraFov = value;
  92262. },
  92263. enumerable: true,
  92264. configurable: true
  92265. });
  92266. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  92267. /**
  92268. * Gets the vignette blend mode allowing different kind of effect.
  92269. */
  92270. get: function () {
  92271. return this.imageProcessingConfiguration.vignetteBlendMode;
  92272. },
  92273. /**
  92274. * Sets the vignette blend mode allowing different kind of effect.
  92275. */
  92276. set: function (value) {
  92277. this.imageProcessingConfiguration.vignetteBlendMode = value;
  92278. },
  92279. enumerable: true,
  92280. configurable: true
  92281. });
  92282. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  92283. /**
  92284. * Gets wether the vignette effect is enabled.
  92285. */
  92286. get: function () {
  92287. return this.imageProcessingConfiguration.vignetteEnabled;
  92288. },
  92289. /**
  92290. * Sets wether the vignette effect is enabled.
  92291. */
  92292. set: function (value) {
  92293. this.imageProcessingConfiguration.vignetteEnabled = value;
  92294. },
  92295. enumerable: true,
  92296. configurable: true
  92297. });
  92298. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  92299. /**
  92300. * Gets wether the input of the processing is in Gamma or Linear Space.
  92301. */
  92302. get: function () {
  92303. return this._fromLinearSpace;
  92304. },
  92305. /**
  92306. * Sets wether the input of the processing is in Gamma or Linear Space.
  92307. */
  92308. set: function (value) {
  92309. if (this._fromLinearSpace === value) {
  92310. return;
  92311. }
  92312. this._fromLinearSpace = value;
  92313. this._updateParameters();
  92314. },
  92315. enumerable: true,
  92316. configurable: true
  92317. });
  92318. /**
  92319. * "ImageProcessingPostProcess"
  92320. * @returns "ImageProcessingPostProcess"
  92321. */
  92322. ImageProcessingPostProcess.prototype.getClassName = function () {
  92323. return "ImageProcessingPostProcess";
  92324. };
  92325. ImageProcessingPostProcess.prototype._updateParameters = function () {
  92326. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  92327. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  92328. var defines = "";
  92329. for (var define in this._defines) {
  92330. if (this._defines[define]) {
  92331. defines += "#define " + define + ";\r\n";
  92332. }
  92333. }
  92334. var samplers = ["textureSampler"];
  92335. var uniforms = ["scale"];
  92336. if (BABYLON.ImageProcessingConfiguration) {
  92337. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  92338. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  92339. }
  92340. this.updateEffect(defines, uniforms, samplers);
  92341. };
  92342. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  92343. _super.prototype.dispose.call(this, camera);
  92344. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  92345. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  92346. }
  92347. if (this._imageProcessingConfiguration) {
  92348. this.imageProcessingConfiguration.applyByPostProcess = false;
  92349. }
  92350. };
  92351. __decorate([
  92352. BABYLON.serialize()
  92353. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  92354. return ImageProcessingPostProcess;
  92355. }(BABYLON.PostProcess));
  92356. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  92357. })(BABYLON || (BABYLON = {}));
  92358. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  92359. var BABYLON;
  92360. (function (BABYLON) {
  92361. /**
  92362. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  92363. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  92364. * As an example, all you have to do is to create the post-process:
  92365. * var mb = new BABYLON.MotionBlurPostProcess(
  92366. * 'mb', // The name of the effect.
  92367. * scene, // The scene containing the objects to blur according to their velocity.
  92368. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  92369. * camera // The camera to apply the render pass to.
  92370. * );
  92371. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  92372. */
  92373. var MotionBlurPostProcess = /** @class */ (function (_super) {
  92374. __extends(MotionBlurPostProcess, _super);
  92375. /**
  92376. * Creates a new instance MotionBlurPostProcess
  92377. * @param name The name of the effect.
  92378. * @param scene The scene containing the objects to blur according to their velocity.
  92379. * @param options The required width/height ratio to downsize to before computing the render pass.
  92380. * @param camera The camera to apply the render pass to.
  92381. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  92382. * @param engine The engine which the post process will be applied. (default: current engine)
  92383. * @param reusable If the post process can be reused on the same frame. (default: false)
  92384. * @param textureType Type of textures used when performing the post process. (default: 0)
  92385. * @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)
  92386. */
  92387. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  92388. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  92389. if (blockCompilation === void 0) { blockCompilation = false; }
  92390. 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;
  92391. /**
  92392. * Defines how much the image is blurred by the movement. Default value is equal to 1
  92393. */
  92394. _this.motionStrength = 1;
  92395. _this._motionBlurSamples = 32;
  92396. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  92397. if (!_this._geometryBufferRenderer) {
  92398. // Geometry buffer renderer is not supported. So, work as a passthrough.
  92399. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  92400. _this.updateEffect();
  92401. }
  92402. else {
  92403. // Geometry buffer renderer is supported.
  92404. _this._geometryBufferRenderer.enableVelocity = true;
  92405. _this.onApply = function (effect) {
  92406. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  92407. effect.setFloat("motionScale", scene.getAnimationRatio());
  92408. effect.setFloat("motionStrength", _this.motionStrength);
  92409. if (_this._geometryBufferRenderer) {
  92410. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  92411. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  92412. }
  92413. };
  92414. }
  92415. return _this;
  92416. }
  92417. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  92418. /**
  92419. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  92420. */
  92421. get: function () {
  92422. return this._motionBlurSamples;
  92423. },
  92424. /**
  92425. * Sets the number of iterations to be used for motion blur quality
  92426. */
  92427. set: function (samples) {
  92428. this._motionBlurSamples = samples;
  92429. if (this._geometryBufferRenderer) {
  92430. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  92431. }
  92432. },
  92433. enumerable: true,
  92434. configurable: true
  92435. });
  92436. /**
  92437. * Disposes the post process.
  92438. * @param camera The camera to dispose the post process on.
  92439. */
  92440. MotionBlurPostProcess.prototype.dispose = function (camera) {
  92441. if (this._geometryBufferRenderer) {
  92442. // Clear previous transformation matrices dictionary used to compute objects velocities
  92443. this._geometryBufferRenderer._previousTransformationMatrices = {};
  92444. }
  92445. _super.prototype.dispose.call(this, camera);
  92446. };
  92447. return MotionBlurPostProcess;
  92448. }(BABYLON.PostProcess));
  92449. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  92450. })(BABYLON || (BABYLON = {}));
  92451. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  92452. var BABYLON;
  92453. (function (BABYLON) {
  92454. /**
  92455. * Class used to store bone information
  92456. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  92457. */
  92458. var Bone = /** @class */ (function (_super) {
  92459. __extends(Bone, _super);
  92460. /**
  92461. * Create a new bone
  92462. * @param name defines the bone name
  92463. * @param skeleton defines the parent skeleton
  92464. * @param parentBone defines the parent (can be null if the bone is the root)
  92465. * @param localMatrix defines the local matrix
  92466. * @param restPose defines the rest pose matrix
  92467. * @param baseMatrix defines the base matrix
  92468. * @param index defines index of the bone in the hiearchy
  92469. */
  92470. function Bone(
  92471. /**
  92472. * defines the bone name
  92473. */
  92474. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  92475. if (parentBone === void 0) { parentBone = null; }
  92476. if (localMatrix === void 0) { localMatrix = null; }
  92477. if (restPose === void 0) { restPose = null; }
  92478. if (baseMatrix === void 0) { baseMatrix = null; }
  92479. if (index === void 0) { index = null; }
  92480. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  92481. _this.name = name;
  92482. /**
  92483. * Gets the list of child bones
  92484. */
  92485. _this.children = new Array();
  92486. /** Gets the animations associated with this bone */
  92487. _this.animations = new Array();
  92488. /**
  92489. * @hidden Internal only
  92490. * Set this value to map this bone to a different index in the transform matrices
  92491. * Set this value to -1 to exclude the bone from the transform matrices
  92492. */
  92493. _this._index = null;
  92494. _this._absoluteTransform = new BABYLON.Matrix();
  92495. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  92496. _this._scalingDeterminant = 1;
  92497. _this._worldTransform = new BABYLON.Matrix();
  92498. _this._needToDecompose = true;
  92499. _this._needToCompose = false;
  92500. /** @hidden */
  92501. _this._linkedTransformNode = null;
  92502. _this._skeleton = skeleton;
  92503. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  92504. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  92505. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  92506. _this._index = index;
  92507. skeleton.bones.push(_this);
  92508. _this.setParent(parentBone, false);
  92509. if (baseMatrix || localMatrix) {
  92510. _this._updateDifferenceMatrix();
  92511. }
  92512. return _this;
  92513. }
  92514. Object.defineProperty(Bone.prototype, "_matrix", {
  92515. /** @hidden */
  92516. get: function () {
  92517. this._compose();
  92518. return this._localMatrix;
  92519. },
  92520. /** @hidden */
  92521. set: function (value) {
  92522. this._localMatrix.copyFrom(value);
  92523. this._needToDecompose = true;
  92524. },
  92525. enumerable: true,
  92526. configurable: true
  92527. });
  92528. // Members
  92529. /**
  92530. * Gets the parent skeleton
  92531. * @returns a skeleton
  92532. */
  92533. Bone.prototype.getSkeleton = function () {
  92534. return this._skeleton;
  92535. };
  92536. /**
  92537. * Gets parent bone
  92538. * @returns a bone or null if the bone is the root of the bone hierarchy
  92539. */
  92540. Bone.prototype.getParent = function () {
  92541. return this._parent;
  92542. };
  92543. /**
  92544. * Sets the parent bone
  92545. * @param parent defines the parent (can be null if the bone is the root)
  92546. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92547. */
  92548. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  92549. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92550. if (this._parent === parent) {
  92551. return;
  92552. }
  92553. if (this._parent) {
  92554. var index = this._parent.children.indexOf(this);
  92555. if (index !== -1) {
  92556. this._parent.children.splice(index, 1);
  92557. }
  92558. }
  92559. this._parent = parent;
  92560. if (this._parent) {
  92561. this._parent.children.push(this);
  92562. }
  92563. if (updateDifferenceMatrix) {
  92564. this._updateDifferenceMatrix();
  92565. }
  92566. this.markAsDirty();
  92567. };
  92568. /**
  92569. * Gets the local matrix
  92570. * @returns a matrix
  92571. */
  92572. Bone.prototype.getLocalMatrix = function () {
  92573. this._compose();
  92574. return this._localMatrix;
  92575. };
  92576. /**
  92577. * Gets the base matrix (initial matrix which remains unchanged)
  92578. * @returns a matrix
  92579. */
  92580. Bone.prototype.getBaseMatrix = function () {
  92581. return this._baseMatrix;
  92582. };
  92583. /**
  92584. * Gets the rest pose matrix
  92585. * @returns a matrix
  92586. */
  92587. Bone.prototype.getRestPose = function () {
  92588. return this._restPose;
  92589. };
  92590. /**
  92591. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  92592. */
  92593. Bone.prototype.getWorldMatrix = function () {
  92594. return this._worldTransform;
  92595. };
  92596. /**
  92597. * Sets the local matrix to rest pose matrix
  92598. */
  92599. Bone.prototype.returnToRest = function () {
  92600. this.updateMatrix(this._restPose.clone());
  92601. };
  92602. /**
  92603. * Gets the inverse of the absolute transform matrix.
  92604. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  92605. * @returns a matrix
  92606. */
  92607. Bone.prototype.getInvertedAbsoluteTransform = function () {
  92608. return this._invertedAbsoluteTransform;
  92609. };
  92610. /**
  92611. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  92612. * @returns a matrix
  92613. */
  92614. Bone.prototype.getAbsoluteTransform = function () {
  92615. return this._absoluteTransform;
  92616. };
  92617. /**
  92618. * Links with the given transform node.
  92619. * The local matrix of this bone is copied from the transform node every frame.
  92620. * @param transformNode defines the transform node to link to
  92621. */
  92622. Bone.prototype.linkTransformNode = function (transformNode) {
  92623. if (this._linkedTransformNode) {
  92624. this._skeleton._numBonesWithLinkedTransformNode--;
  92625. }
  92626. this._linkedTransformNode = transformNode;
  92627. if (this._linkedTransformNode) {
  92628. this._skeleton._numBonesWithLinkedTransformNode++;
  92629. }
  92630. };
  92631. Object.defineProperty(Bone.prototype, "position", {
  92632. // Properties (matches AbstractMesh properties)
  92633. /** Gets or sets current position (in local space) */
  92634. get: function () {
  92635. this._decompose();
  92636. return this._localPosition;
  92637. },
  92638. set: function (newPosition) {
  92639. this._decompose();
  92640. this._localPosition.copyFrom(newPosition);
  92641. this._markAsDirtyAndCompose();
  92642. },
  92643. enumerable: true,
  92644. configurable: true
  92645. });
  92646. Object.defineProperty(Bone.prototype, "rotation", {
  92647. /** Gets or sets current rotation (in local space) */
  92648. get: function () {
  92649. return this.getRotation();
  92650. },
  92651. set: function (newRotation) {
  92652. this.setRotation(newRotation);
  92653. },
  92654. enumerable: true,
  92655. configurable: true
  92656. });
  92657. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  92658. /** Gets or sets current rotation quaternion (in local space) */
  92659. get: function () {
  92660. this._decompose();
  92661. return this._localRotation;
  92662. },
  92663. set: function (newRotation) {
  92664. this.setRotationQuaternion(newRotation);
  92665. },
  92666. enumerable: true,
  92667. configurable: true
  92668. });
  92669. Object.defineProperty(Bone.prototype, "scaling", {
  92670. /** Gets or sets current scaling (in local space) */
  92671. get: function () {
  92672. return this.getScale();
  92673. },
  92674. set: function (newScaling) {
  92675. this.setScale(newScaling);
  92676. },
  92677. enumerable: true,
  92678. configurable: true
  92679. });
  92680. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  92681. /**
  92682. * Gets the animation properties override
  92683. */
  92684. get: function () {
  92685. return this._skeleton.animationPropertiesOverride;
  92686. },
  92687. enumerable: true,
  92688. configurable: true
  92689. });
  92690. // Methods
  92691. Bone.prototype._decompose = function () {
  92692. if (!this._needToDecompose) {
  92693. return;
  92694. }
  92695. this._needToDecompose = false;
  92696. if (!this._localScaling) {
  92697. this._localScaling = BABYLON.Vector3.Zero();
  92698. this._localRotation = BABYLON.Quaternion.Zero();
  92699. this._localPosition = BABYLON.Vector3.Zero();
  92700. }
  92701. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  92702. };
  92703. Bone.prototype._compose = function () {
  92704. if (!this._needToCompose) {
  92705. return;
  92706. }
  92707. this._needToCompose = false;
  92708. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  92709. };
  92710. /**
  92711. * Update the base and local matrices
  92712. * @param matrix defines the new base or local matrix
  92713. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92714. * @param updateLocalMatrix defines if the local matrix should be updated
  92715. */
  92716. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  92717. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92718. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  92719. this._baseMatrix.copyFrom(matrix);
  92720. if (updateDifferenceMatrix) {
  92721. this._updateDifferenceMatrix();
  92722. }
  92723. if (updateLocalMatrix) {
  92724. this._localMatrix.copyFrom(matrix);
  92725. this._markAsDirtyAndDecompose();
  92726. }
  92727. else {
  92728. this.markAsDirty();
  92729. }
  92730. };
  92731. /** @hidden */
  92732. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  92733. if (updateChildren === void 0) { updateChildren = true; }
  92734. if (!rootMatrix) {
  92735. rootMatrix = this._baseMatrix;
  92736. }
  92737. if (this._parent) {
  92738. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92739. }
  92740. else {
  92741. this._absoluteTransform.copyFrom(rootMatrix);
  92742. }
  92743. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  92744. if (updateChildren) {
  92745. for (var index = 0; index < this.children.length; index++) {
  92746. this.children[index]._updateDifferenceMatrix();
  92747. }
  92748. }
  92749. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  92750. };
  92751. /**
  92752. * Flag the bone as dirty (Forcing it to update everything)
  92753. */
  92754. Bone.prototype.markAsDirty = function () {
  92755. this._currentRenderId++;
  92756. this._childRenderId++;
  92757. this._skeleton._markAsDirty();
  92758. };
  92759. Bone.prototype._markAsDirtyAndCompose = function () {
  92760. this.markAsDirty();
  92761. this._needToCompose = true;
  92762. };
  92763. Bone.prototype._markAsDirtyAndDecompose = function () {
  92764. this.markAsDirty();
  92765. this._needToDecompose = true;
  92766. };
  92767. /**
  92768. * Copy an animation range from another bone
  92769. * @param source defines the source bone
  92770. * @param rangeName defines the range name to copy
  92771. * @param frameOffset defines the frame offset
  92772. * @param rescaleAsRequired defines if rescaling must be applied if required
  92773. * @param skelDimensionsRatio defines the scaling ratio
  92774. * @returns true if operation was successful
  92775. */
  92776. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  92777. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  92778. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  92779. // all animation may be coming from a library skeleton, so may need to create animation
  92780. if (this.animations.length === 0) {
  92781. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  92782. this.animations[0].setKeys([]);
  92783. }
  92784. // get animation info / verify there is such a range from the source bone
  92785. var sourceRange = source.animations[0].getRange(rangeName);
  92786. if (!sourceRange) {
  92787. return false;
  92788. }
  92789. var from = sourceRange.from;
  92790. var to = sourceRange.to;
  92791. var sourceKeys = source.animations[0].getKeys();
  92792. // rescaling prep
  92793. var sourceBoneLength = source.length;
  92794. var sourceParent = source.getParent();
  92795. var parent = this.getParent();
  92796. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  92797. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  92798. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  92799. var destKeys = this.animations[0].getKeys();
  92800. // loop vars declaration
  92801. var orig;
  92802. var origTranslation;
  92803. var mat;
  92804. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  92805. orig = sourceKeys[key];
  92806. if (orig.frame >= from && orig.frame <= to) {
  92807. if (rescaleAsRequired) {
  92808. mat = orig.value.clone();
  92809. // scale based on parent ratio, when bone has parent
  92810. if (parentScalingReqd) {
  92811. origTranslation = mat.getTranslation();
  92812. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  92813. // scale based on skeleton dimension ratio when root bone, and value is passed
  92814. }
  92815. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  92816. origTranslation = mat.getTranslation();
  92817. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  92818. // use original when root bone, and no data for skelDimensionsRatio
  92819. }
  92820. else {
  92821. mat = orig.value;
  92822. }
  92823. }
  92824. else {
  92825. mat = orig.value;
  92826. }
  92827. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  92828. }
  92829. }
  92830. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  92831. return true;
  92832. };
  92833. /**
  92834. * Translate the bone in local or world space
  92835. * @param vec The amount to translate the bone
  92836. * @param space The space that the translation is in
  92837. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92838. */
  92839. Bone.prototype.translate = function (vec, space, mesh) {
  92840. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92841. var lm = this.getLocalMatrix();
  92842. if (space == BABYLON.Space.LOCAL) {
  92843. lm.addAtIndex(12, vec.x);
  92844. lm.addAtIndex(13, vec.y);
  92845. lm.addAtIndex(14, vec.z);
  92846. }
  92847. else {
  92848. var wm = null;
  92849. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92850. if (mesh) {
  92851. wm = mesh.getWorldMatrix();
  92852. }
  92853. this._skeleton.computeAbsoluteTransforms();
  92854. var tmat = Bone._tmpMats[0];
  92855. var tvec = Bone._tmpVecs[0];
  92856. if (this._parent) {
  92857. if (mesh && wm) {
  92858. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92859. tmat.multiplyToRef(wm, tmat);
  92860. }
  92861. else {
  92862. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92863. }
  92864. }
  92865. tmat.setTranslationFromFloats(0, 0, 0);
  92866. tmat.invert();
  92867. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92868. lm.addAtIndex(12, tvec.x);
  92869. lm.addAtIndex(13, tvec.y);
  92870. lm.addAtIndex(14, tvec.z);
  92871. }
  92872. this._markAsDirtyAndDecompose();
  92873. };
  92874. /**
  92875. * Set the postion of the bone in local or world space
  92876. * @param position The position to set the bone
  92877. * @param space The space that the position is in
  92878. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92879. */
  92880. Bone.prototype.setPosition = function (position, space, mesh) {
  92881. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92882. var lm = this.getLocalMatrix();
  92883. if (space == BABYLON.Space.LOCAL) {
  92884. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92885. }
  92886. else {
  92887. var wm = null;
  92888. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92889. if (mesh) {
  92890. wm = mesh.getWorldMatrix();
  92891. }
  92892. this._skeleton.computeAbsoluteTransforms();
  92893. var tmat = Bone._tmpMats[0];
  92894. var vec = Bone._tmpVecs[0];
  92895. if (this._parent) {
  92896. if (mesh && wm) {
  92897. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92898. tmat.multiplyToRef(wm, tmat);
  92899. }
  92900. else {
  92901. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92902. }
  92903. }
  92904. tmat.invert();
  92905. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92906. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92907. }
  92908. this._markAsDirtyAndDecompose();
  92909. };
  92910. /**
  92911. * Set the absolute position of the bone (world space)
  92912. * @param position The position to set the bone
  92913. * @param mesh The mesh that this bone is attached to
  92914. */
  92915. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92916. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92917. };
  92918. /**
  92919. * Scale the bone on the x, y and z axes (in local space)
  92920. * @param x The amount to scale the bone on the x axis
  92921. * @param y The amount to scale the bone on the y axis
  92922. * @param z The amount to scale the bone on the z axis
  92923. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92924. */
  92925. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92926. if (scaleChildren === void 0) { scaleChildren = false; }
  92927. var locMat = this.getLocalMatrix();
  92928. // Apply new scaling on top of current local matrix
  92929. var scaleMat = Bone._tmpMats[0];
  92930. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92931. scaleMat.multiplyToRef(locMat, locMat);
  92932. // Invert scaling matrix and apply the inverse to all children
  92933. scaleMat.invert();
  92934. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92935. var child = _a[_i];
  92936. var cm = child.getLocalMatrix();
  92937. cm.multiplyToRef(scaleMat, cm);
  92938. cm.multiplyAtIndex(12, x);
  92939. cm.multiplyAtIndex(13, y);
  92940. cm.multiplyAtIndex(14, z);
  92941. child._markAsDirtyAndDecompose();
  92942. }
  92943. this._markAsDirtyAndDecompose();
  92944. if (scaleChildren) {
  92945. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92946. var child = _c[_b];
  92947. child.scale(x, y, z, scaleChildren);
  92948. }
  92949. }
  92950. };
  92951. /**
  92952. * Set the bone scaling in local space
  92953. * @param scale defines the scaling vector
  92954. */
  92955. Bone.prototype.setScale = function (scale) {
  92956. this._decompose();
  92957. this._localScaling.copyFrom(scale);
  92958. this._markAsDirtyAndCompose();
  92959. };
  92960. /**
  92961. * Gets the current scaling in local space
  92962. * @returns the current scaling vector
  92963. */
  92964. Bone.prototype.getScale = function () {
  92965. this._decompose();
  92966. return this._localScaling;
  92967. };
  92968. /**
  92969. * Gets the current scaling in local space and stores it in a target vector
  92970. * @param result defines the target vector
  92971. */
  92972. Bone.prototype.getScaleToRef = function (result) {
  92973. this._decompose();
  92974. result.copyFrom(this._localScaling);
  92975. };
  92976. /**
  92977. * Set the yaw, pitch, and roll of the bone in local or world space
  92978. * @param yaw The rotation of the bone on the y axis
  92979. * @param pitch The rotation of the bone on the x axis
  92980. * @param roll The rotation of the bone on the z axis
  92981. * @param space The space that the axes of rotation are in
  92982. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92983. */
  92984. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92985. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92986. if (space === BABYLON.Space.LOCAL) {
  92987. var quat = Bone._tmpQuat;
  92988. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92989. this.setRotationQuaternion(quat, space, mesh);
  92990. return;
  92991. }
  92992. var rotMatInv = Bone._tmpMats[0];
  92993. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92994. return;
  92995. }
  92996. var rotMat = Bone._tmpMats[1];
  92997. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92998. rotMatInv.multiplyToRef(rotMat, rotMat);
  92999. this._rotateWithMatrix(rotMat, space, mesh);
  93000. };
  93001. /**
  93002. * Add a rotation to the bone on an axis in local or world space
  93003. * @param axis The axis to rotate the bone on
  93004. * @param amount The amount to rotate the bone
  93005. * @param space The space that the axis is in
  93006. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93007. */
  93008. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  93009. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93010. var rmat = Bone._tmpMats[0];
  93011. rmat.setTranslationFromFloats(0, 0, 0);
  93012. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  93013. this._rotateWithMatrix(rmat, space, mesh);
  93014. };
  93015. /**
  93016. * Set the rotation of the bone to a particular axis angle in local or world space
  93017. * @param axis The axis to rotate the bone on
  93018. * @param angle The angle that the bone should be rotated to
  93019. * @param space The space that the axis is in
  93020. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93021. */
  93022. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  93023. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93024. if (space === BABYLON.Space.LOCAL) {
  93025. var quat = Bone._tmpQuat;
  93026. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  93027. this.setRotationQuaternion(quat, space, mesh);
  93028. return;
  93029. }
  93030. var rotMatInv = Bone._tmpMats[0];
  93031. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  93032. return;
  93033. }
  93034. var rotMat = Bone._tmpMats[1];
  93035. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  93036. rotMatInv.multiplyToRef(rotMat, rotMat);
  93037. this._rotateWithMatrix(rotMat, space, mesh);
  93038. };
  93039. /**
  93040. * Set the euler rotation of the bone in local of world space
  93041. * @param rotation The euler rotation that the bone should be set to
  93042. * @param space The space that the rotation is in
  93043. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93044. */
  93045. Bone.prototype.setRotation = function (rotation, space, mesh) {
  93046. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93047. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  93048. };
  93049. /**
  93050. * Set the quaternion rotation of the bone in local of world space
  93051. * @param quat The quaternion rotation that the bone should be set to
  93052. * @param space The space that the rotation is in
  93053. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93054. */
  93055. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  93056. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93057. if (space === BABYLON.Space.LOCAL) {
  93058. this._decompose();
  93059. this._localRotation.copyFrom(quat);
  93060. this._markAsDirtyAndCompose();
  93061. return;
  93062. }
  93063. var rotMatInv = Bone._tmpMats[0];
  93064. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  93065. return;
  93066. }
  93067. var rotMat = Bone._tmpMats[1];
  93068. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  93069. rotMatInv.multiplyToRef(rotMat, rotMat);
  93070. this._rotateWithMatrix(rotMat, space, mesh);
  93071. };
  93072. /**
  93073. * Set the rotation matrix of the bone in local of world space
  93074. * @param rotMat The rotation matrix that the bone should be set to
  93075. * @param space The space that the rotation is in
  93076. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93077. */
  93078. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  93079. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93080. if (space === BABYLON.Space.LOCAL) {
  93081. var quat = Bone._tmpQuat;
  93082. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  93083. this.setRotationQuaternion(quat, space, mesh);
  93084. return;
  93085. }
  93086. var rotMatInv = Bone._tmpMats[0];
  93087. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  93088. return;
  93089. }
  93090. var rotMat2 = Bone._tmpMats[1];
  93091. rotMat2.copyFrom(rotMat);
  93092. rotMatInv.multiplyToRef(rotMat, rotMat2);
  93093. this._rotateWithMatrix(rotMat2, space, mesh);
  93094. };
  93095. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  93096. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93097. var lmat = this.getLocalMatrix();
  93098. var lx = lmat.m[12];
  93099. var ly = lmat.m[13];
  93100. var lz = lmat.m[14];
  93101. var parent = this.getParent();
  93102. var parentScale = Bone._tmpMats[3];
  93103. var parentScaleInv = Bone._tmpMats[4];
  93104. if (parent && space == BABYLON.Space.WORLD) {
  93105. if (mesh) {
  93106. parentScale.copyFrom(mesh.getWorldMatrix());
  93107. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  93108. }
  93109. else {
  93110. parentScale.copyFrom(parent.getAbsoluteTransform());
  93111. }
  93112. parentScaleInv.copyFrom(parentScale);
  93113. parentScaleInv.invert();
  93114. lmat.multiplyToRef(parentScale, lmat);
  93115. lmat.multiplyToRef(rmat, lmat);
  93116. lmat.multiplyToRef(parentScaleInv, lmat);
  93117. }
  93118. else {
  93119. if (space == BABYLON.Space.WORLD && mesh) {
  93120. parentScale.copyFrom(mesh.getWorldMatrix());
  93121. parentScaleInv.copyFrom(parentScale);
  93122. parentScaleInv.invert();
  93123. lmat.multiplyToRef(parentScale, lmat);
  93124. lmat.multiplyToRef(rmat, lmat);
  93125. lmat.multiplyToRef(parentScaleInv, lmat);
  93126. }
  93127. else {
  93128. lmat.multiplyToRef(rmat, lmat);
  93129. }
  93130. }
  93131. lmat.setTranslationFromFloats(lx, ly, lz);
  93132. this.computeAbsoluteTransforms();
  93133. this._markAsDirtyAndDecompose();
  93134. };
  93135. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  93136. var scaleMatrix = Bone._tmpMats[2];
  93137. rotMatInv.copyFrom(this.getAbsoluteTransform());
  93138. if (mesh) {
  93139. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  93140. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  93141. }
  93142. rotMatInv.invert();
  93143. if (isNaN(rotMatInv.m[0])) {
  93144. // Matrix failed to invert.
  93145. // This can happen if scale is zero for example.
  93146. return false;
  93147. }
  93148. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  93149. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  93150. return true;
  93151. };
  93152. /**
  93153. * Get the position of the bone in local or world space
  93154. * @param space The space that the returned position is in
  93155. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93156. * @returns The position of the bone
  93157. */
  93158. Bone.prototype.getPosition = function (space, mesh) {
  93159. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93160. if (mesh === void 0) { mesh = null; }
  93161. var pos = BABYLON.Vector3.Zero();
  93162. this.getPositionToRef(space, mesh, pos);
  93163. return pos;
  93164. };
  93165. /**
  93166. * Copy the position of the bone to a vector3 in local or world space
  93167. * @param space The space that the returned position is in
  93168. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93169. * @param result The vector3 to copy the position to
  93170. */
  93171. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  93172. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93173. if (space == BABYLON.Space.LOCAL) {
  93174. var lm = this.getLocalMatrix();
  93175. result.x = lm.m[12];
  93176. result.y = lm.m[13];
  93177. result.z = lm.m[14];
  93178. }
  93179. else {
  93180. var wm = null;
  93181. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93182. if (mesh) {
  93183. wm = mesh.getWorldMatrix();
  93184. }
  93185. this._skeleton.computeAbsoluteTransforms();
  93186. var tmat = Bone._tmpMats[0];
  93187. if (mesh && wm) {
  93188. tmat.copyFrom(this.getAbsoluteTransform());
  93189. tmat.multiplyToRef(wm, tmat);
  93190. }
  93191. else {
  93192. tmat = this.getAbsoluteTransform();
  93193. }
  93194. result.x = tmat.m[12];
  93195. result.y = tmat.m[13];
  93196. result.z = tmat.m[14];
  93197. }
  93198. };
  93199. /**
  93200. * Get the absolute position of the bone (world space)
  93201. * @param mesh The mesh that this bone is attached to
  93202. * @returns The absolute position of the bone
  93203. */
  93204. Bone.prototype.getAbsolutePosition = function (mesh) {
  93205. if (mesh === void 0) { mesh = null; }
  93206. var pos = BABYLON.Vector3.Zero();
  93207. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  93208. return pos;
  93209. };
  93210. /**
  93211. * Copy the absolute position of the bone (world space) to the result param
  93212. * @param mesh The mesh that this bone is attached to
  93213. * @param result The vector3 to copy the absolute position to
  93214. */
  93215. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  93216. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  93217. };
  93218. /**
  93219. * Compute the absolute transforms of this bone and its children
  93220. */
  93221. Bone.prototype.computeAbsoluteTransforms = function () {
  93222. this._compose();
  93223. if (this._parent) {
  93224. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  93225. }
  93226. else {
  93227. this._absoluteTransform.copyFrom(this._localMatrix);
  93228. var poseMatrix = this._skeleton.getPoseMatrix();
  93229. if (poseMatrix) {
  93230. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  93231. }
  93232. }
  93233. var children = this.children;
  93234. var len = children.length;
  93235. for (var i = 0; i < len; i++) {
  93236. children[i].computeAbsoluteTransforms();
  93237. }
  93238. };
  93239. /**
  93240. * Get the world direction from an axis that is in the local space of the bone
  93241. * @param localAxis The local direction that is used to compute the world direction
  93242. * @param mesh The mesh that this bone is attached to
  93243. * @returns The world direction
  93244. */
  93245. Bone.prototype.getDirection = function (localAxis, mesh) {
  93246. if (mesh === void 0) { mesh = null; }
  93247. var result = BABYLON.Vector3.Zero();
  93248. this.getDirectionToRef(localAxis, mesh, result);
  93249. return result;
  93250. };
  93251. /**
  93252. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  93253. * @param localAxis The local direction that is used to compute the world direction
  93254. * @param mesh The mesh that this bone is attached to
  93255. * @param result The vector3 that the world direction will be copied to
  93256. */
  93257. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  93258. if (mesh === void 0) { mesh = null; }
  93259. var wm = null;
  93260. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93261. if (mesh) {
  93262. wm = mesh.getWorldMatrix();
  93263. }
  93264. this._skeleton.computeAbsoluteTransforms();
  93265. var mat = Bone._tmpMats[0];
  93266. mat.copyFrom(this.getAbsoluteTransform());
  93267. if (mesh && wm) {
  93268. mat.multiplyToRef(wm, mat);
  93269. }
  93270. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  93271. result.normalize();
  93272. };
  93273. /**
  93274. * Get the euler rotation of the bone in local or world space
  93275. * @param space The space that the rotation should be in
  93276. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93277. * @returns The euler rotation
  93278. */
  93279. Bone.prototype.getRotation = function (space, mesh) {
  93280. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93281. if (mesh === void 0) { mesh = null; }
  93282. var result = BABYLON.Vector3.Zero();
  93283. this.getRotationToRef(space, mesh, result);
  93284. return result;
  93285. };
  93286. /**
  93287. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  93288. * @param space The space that the rotation should be in
  93289. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93290. * @param result The vector3 that the rotation should be copied to
  93291. */
  93292. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  93293. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93294. if (mesh === void 0) { mesh = null; }
  93295. var quat = Bone._tmpQuat;
  93296. this.getRotationQuaternionToRef(space, mesh, quat);
  93297. quat.toEulerAnglesToRef(result);
  93298. };
  93299. /**
  93300. * Get the quaternion rotation of the bone in either local or world space
  93301. * @param space The space that the rotation should be in
  93302. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93303. * @returns The quaternion rotation
  93304. */
  93305. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  93306. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93307. if (mesh === void 0) { mesh = null; }
  93308. var result = BABYLON.Quaternion.Identity();
  93309. this.getRotationQuaternionToRef(space, mesh, result);
  93310. return result;
  93311. };
  93312. /**
  93313. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  93314. * @param space The space that the rotation should be in
  93315. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93316. * @param result The quaternion that the rotation should be copied to
  93317. */
  93318. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  93319. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93320. if (mesh === void 0) { mesh = null; }
  93321. if (space == BABYLON.Space.LOCAL) {
  93322. this._decompose();
  93323. result.copyFrom(this._localRotation);
  93324. }
  93325. else {
  93326. var mat = Bone._tmpMats[0];
  93327. var amat = this.getAbsoluteTransform();
  93328. if (mesh) {
  93329. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93330. }
  93331. else {
  93332. mat.copyFrom(amat);
  93333. }
  93334. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93335. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93336. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93337. mat.decompose(undefined, result, undefined);
  93338. }
  93339. };
  93340. /**
  93341. * Get the rotation matrix of the bone in local or world space
  93342. * @param space The space that the rotation should be in
  93343. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93344. * @returns The rotation matrix
  93345. */
  93346. Bone.prototype.getRotationMatrix = function (space, mesh) {
  93347. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93348. var result = BABYLON.Matrix.Identity();
  93349. this.getRotationMatrixToRef(space, mesh, result);
  93350. return result;
  93351. };
  93352. /**
  93353. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  93354. * @param space The space that the rotation should be in
  93355. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93356. * @param result The quaternion that the rotation should be copied to
  93357. */
  93358. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  93359. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93360. if (space == BABYLON.Space.LOCAL) {
  93361. this.getLocalMatrix().getRotationMatrixToRef(result);
  93362. }
  93363. else {
  93364. var mat = Bone._tmpMats[0];
  93365. var amat = this.getAbsoluteTransform();
  93366. if (mesh) {
  93367. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93368. }
  93369. else {
  93370. mat.copyFrom(amat);
  93371. }
  93372. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93373. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93374. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93375. mat.getRotationMatrixToRef(result);
  93376. }
  93377. };
  93378. /**
  93379. * Get the world position of a point that is in the local space of the bone
  93380. * @param position The local position
  93381. * @param mesh The mesh that this bone is attached to
  93382. * @returns The world position
  93383. */
  93384. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  93385. if (mesh === void 0) { mesh = null; }
  93386. var result = BABYLON.Vector3.Zero();
  93387. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  93388. return result;
  93389. };
  93390. /**
  93391. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  93392. * @param position The local position
  93393. * @param mesh The mesh that this bone is attached to
  93394. * @param result The vector3 that the world position should be copied to
  93395. */
  93396. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  93397. if (mesh === void 0) { mesh = null; }
  93398. var wm = null;
  93399. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93400. if (mesh) {
  93401. wm = mesh.getWorldMatrix();
  93402. }
  93403. this._skeleton.computeAbsoluteTransforms();
  93404. var tmat = Bone._tmpMats[0];
  93405. if (mesh && wm) {
  93406. tmat.copyFrom(this.getAbsoluteTransform());
  93407. tmat.multiplyToRef(wm, tmat);
  93408. }
  93409. else {
  93410. tmat = this.getAbsoluteTransform();
  93411. }
  93412. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93413. };
  93414. /**
  93415. * Get the local position of a point that is in world space
  93416. * @param position The world position
  93417. * @param mesh The mesh that this bone is attached to
  93418. * @returns The local position
  93419. */
  93420. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  93421. if (mesh === void 0) { mesh = null; }
  93422. var result = BABYLON.Vector3.Zero();
  93423. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  93424. return result;
  93425. };
  93426. /**
  93427. * Get the local position of a point that is in world space and copy it to the result param
  93428. * @param position The world position
  93429. * @param mesh The mesh that this bone is attached to
  93430. * @param result The vector3 that the local position should be copied to
  93431. */
  93432. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  93433. if (mesh === void 0) { mesh = null; }
  93434. var wm = null;
  93435. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93436. if (mesh) {
  93437. wm = mesh.getWorldMatrix();
  93438. }
  93439. this._skeleton.computeAbsoluteTransforms();
  93440. var tmat = Bone._tmpMats[0];
  93441. tmat.copyFrom(this.getAbsoluteTransform());
  93442. if (mesh && wm) {
  93443. tmat.multiplyToRef(wm, tmat);
  93444. }
  93445. tmat.invert();
  93446. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93447. };
  93448. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  93449. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  93450. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93451. return Bone;
  93452. }(BABYLON.Node));
  93453. BABYLON.Bone = Bone;
  93454. })(BABYLON || (BABYLON = {}));
  93455. //# sourceMappingURL=babylon.bone.js.map
  93456. var BABYLON;
  93457. (function (BABYLON) {
  93458. /**
  93459. * Class used to apply inverse kinematics to bones
  93460. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  93461. */
  93462. var BoneIKController = /** @class */ (function () {
  93463. /**
  93464. * Creates a new BoneIKController
  93465. * @param mesh defines the mesh to control
  93466. * @param bone defines the bone to control
  93467. * @param options defines options to set up the controller
  93468. */
  93469. function BoneIKController(mesh, bone, options) {
  93470. /**
  93471. * Gets or sets the target position
  93472. */
  93473. this.targetPosition = BABYLON.Vector3.Zero();
  93474. /**
  93475. * Gets or sets the pole target position
  93476. */
  93477. this.poleTargetPosition = BABYLON.Vector3.Zero();
  93478. /**
  93479. * Gets or sets the pole target local offset
  93480. */
  93481. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  93482. /**
  93483. * Gets or sets the pole angle
  93484. */
  93485. this.poleAngle = 0;
  93486. /**
  93487. * 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)
  93488. */
  93489. this.slerpAmount = 1;
  93490. this._bone1Quat = BABYLON.Quaternion.Identity();
  93491. this._bone1Mat = BABYLON.Matrix.Identity();
  93492. this._bone2Ang = Math.PI;
  93493. this._maxAngle = Math.PI;
  93494. this._rightHandedSystem = false;
  93495. this._bendAxis = BABYLON.Vector3.Right();
  93496. this._slerping = false;
  93497. this._adjustRoll = 0;
  93498. this._bone2 = bone;
  93499. this._bone1 = bone.getParent();
  93500. if (!this._bone1) {
  93501. return;
  93502. }
  93503. this.mesh = mesh;
  93504. var bonePos = bone.getPosition();
  93505. if (bone.getAbsoluteTransform().determinant() > 0) {
  93506. this._rightHandedSystem = true;
  93507. this._bendAxis.x = 0;
  93508. this._bendAxis.y = 0;
  93509. this._bendAxis.z = -1;
  93510. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  93511. this._adjustRoll = Math.PI * .5;
  93512. this._bendAxis.z = 1;
  93513. }
  93514. }
  93515. if (this._bone1.length) {
  93516. var boneScale1 = this._bone1.getScale();
  93517. var boneScale2 = this._bone2.getScale();
  93518. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  93519. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  93520. }
  93521. else if (this._bone1.children[0]) {
  93522. mesh.computeWorldMatrix(true);
  93523. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  93524. var pos2 = this._bone2.getAbsolutePosition(mesh);
  93525. var pos3 = this._bone1.getAbsolutePosition(mesh);
  93526. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  93527. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  93528. }
  93529. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  93530. this.maxAngle = Math.PI;
  93531. if (options) {
  93532. if (options.targetMesh) {
  93533. this.targetMesh = options.targetMesh;
  93534. this.targetMesh.computeWorldMatrix(true);
  93535. }
  93536. if (options.poleTargetMesh) {
  93537. this.poleTargetMesh = options.poleTargetMesh;
  93538. this.poleTargetMesh.computeWorldMatrix(true);
  93539. }
  93540. else if (options.poleTargetBone) {
  93541. this.poleTargetBone = options.poleTargetBone;
  93542. }
  93543. else if (this._bone1.getParent()) {
  93544. this.poleTargetBone = this._bone1.getParent();
  93545. }
  93546. if (options.poleTargetLocalOffset) {
  93547. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  93548. }
  93549. if (options.poleAngle) {
  93550. this.poleAngle = options.poleAngle;
  93551. }
  93552. if (options.bendAxis) {
  93553. this._bendAxis.copyFrom(options.bendAxis);
  93554. }
  93555. if (options.maxAngle) {
  93556. this.maxAngle = options.maxAngle;
  93557. }
  93558. if (options.slerpAmount) {
  93559. this.slerpAmount = options.slerpAmount;
  93560. }
  93561. }
  93562. }
  93563. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  93564. /**
  93565. * Gets or sets maximum allowed angle
  93566. */
  93567. get: function () {
  93568. return this._maxAngle;
  93569. },
  93570. set: function (value) {
  93571. this._setMaxAngle(value);
  93572. },
  93573. enumerable: true,
  93574. configurable: true
  93575. });
  93576. BoneIKController.prototype._setMaxAngle = function (ang) {
  93577. if (ang < 0) {
  93578. ang = 0;
  93579. }
  93580. if (ang > Math.PI || ang == undefined) {
  93581. ang = Math.PI;
  93582. }
  93583. this._maxAngle = ang;
  93584. var a = this._bone1Length;
  93585. var b = this._bone2Length;
  93586. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  93587. };
  93588. /**
  93589. * Force the controller to update the bones
  93590. */
  93591. BoneIKController.prototype.update = function () {
  93592. var bone1 = this._bone1;
  93593. if (!bone1) {
  93594. return;
  93595. }
  93596. var target = this.targetPosition;
  93597. var poleTarget = this.poleTargetPosition;
  93598. var mat1 = BoneIKController._tmpMats[0];
  93599. var mat2 = BoneIKController._tmpMats[1];
  93600. if (this.targetMesh) {
  93601. target.copyFrom(this.targetMesh.getAbsolutePosition());
  93602. }
  93603. if (this.poleTargetBone) {
  93604. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  93605. }
  93606. else if (this.poleTargetMesh) {
  93607. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  93608. }
  93609. var bonePos = BoneIKController._tmpVecs[0];
  93610. var zaxis = BoneIKController._tmpVecs[1];
  93611. var xaxis = BoneIKController._tmpVecs[2];
  93612. var yaxis = BoneIKController._tmpVecs[3];
  93613. var upAxis = BoneIKController._tmpVecs[4];
  93614. var _tmpQuat = BoneIKController._tmpQuat;
  93615. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  93616. poleTarget.subtractToRef(bonePos, upAxis);
  93617. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  93618. upAxis.y = 1;
  93619. }
  93620. else {
  93621. upAxis.normalize();
  93622. }
  93623. target.subtractToRef(bonePos, yaxis);
  93624. yaxis.normalize();
  93625. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  93626. zaxis.normalize();
  93627. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  93628. xaxis.normalize();
  93629. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  93630. var a = this._bone1Length;
  93631. var b = this._bone2Length;
  93632. var c = BABYLON.Vector3.Distance(bonePos, target);
  93633. if (this._maxReach > 0) {
  93634. c = Math.min(this._maxReach, c);
  93635. }
  93636. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  93637. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  93638. if (acosa > 1) {
  93639. acosa = 1;
  93640. }
  93641. if (acosb > 1) {
  93642. acosb = 1;
  93643. }
  93644. if (acosa < -1) {
  93645. acosa = -1;
  93646. }
  93647. if (acosb < -1) {
  93648. acosb = -1;
  93649. }
  93650. var angA = Math.acos(acosa);
  93651. var angB = Math.acos(acosb);
  93652. var angC = -angA - angB;
  93653. if (this._rightHandedSystem) {
  93654. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  93655. mat2.multiplyToRef(mat1, mat1);
  93656. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  93657. mat2.multiplyToRef(mat1, mat1);
  93658. }
  93659. else {
  93660. var _tmpVec = BoneIKController._tmpVecs[5];
  93661. _tmpVec.copyFrom(this._bendAxis);
  93662. _tmpVec.x *= -1;
  93663. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  93664. mat2.multiplyToRef(mat1, mat1);
  93665. }
  93666. if (this.poleAngle) {
  93667. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  93668. mat1.multiplyToRef(mat2, mat1);
  93669. }
  93670. if (this._bone1) {
  93671. if (this.slerpAmount < 1) {
  93672. if (!this._slerping) {
  93673. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  93674. }
  93675. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  93676. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  93677. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  93678. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  93679. this._slerping = true;
  93680. }
  93681. else {
  93682. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  93683. this._bone1Mat.copyFrom(mat1);
  93684. this._slerping = false;
  93685. }
  93686. }
  93687. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  93688. this._bone2Ang = angC;
  93689. };
  93690. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  93691. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  93692. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  93693. return BoneIKController;
  93694. }());
  93695. BABYLON.BoneIKController = BoneIKController;
  93696. })(BABYLON || (BABYLON = {}));
  93697. //# sourceMappingURL=babylon.boneIKController.js.map
  93698. var BABYLON;
  93699. (function (BABYLON) {
  93700. /**
  93701. * Class used to make a bone look toward a point in space
  93702. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  93703. */
  93704. var BoneLookController = /** @class */ (function () {
  93705. /**
  93706. * Create a BoneLookController
  93707. * @param mesh the mesh that the bone belongs to
  93708. * @param bone the bone that will be looking to the target
  93709. * @param target the target Vector3 to look at
  93710. * @param settings optional settings:
  93711. * * maxYaw: the maximum angle the bone will yaw to
  93712. * * minYaw: the minimum angle the bone will yaw to
  93713. * * maxPitch: the maximum angle the bone will pitch to
  93714. * * minPitch: the minimum angle the bone will yaw to
  93715. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  93716. * * upAxis: the up axis of the coordinate system
  93717. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  93718. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  93719. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  93720. * * adjustYaw: used to make an adjustment to the yaw of the bone
  93721. * * adjustPitch: used to make an adjustment to the pitch of the bone
  93722. * * adjustRoll: used to make an adjustment to the roll of the bone
  93723. **/
  93724. function BoneLookController(mesh, bone, target, options) {
  93725. /**
  93726. * The up axis of the coordinate system that is used when the bone is rotated
  93727. */
  93728. this.upAxis = BABYLON.Vector3.Up();
  93729. /**
  93730. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  93731. */
  93732. this.upAxisSpace = BABYLON.Space.LOCAL;
  93733. /**
  93734. * Used to make an adjustment to the yaw of the bone
  93735. */
  93736. this.adjustYaw = 0;
  93737. /**
  93738. * Used to make an adjustment to the pitch of the bone
  93739. */
  93740. this.adjustPitch = 0;
  93741. /**
  93742. * Used to make an adjustment to the roll of the bone
  93743. */
  93744. this.adjustRoll = 0;
  93745. /**
  93746. * 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)
  93747. */
  93748. this.slerpAmount = 1;
  93749. this._boneQuat = BABYLON.Quaternion.Identity();
  93750. this._slerping = false;
  93751. this._firstFrameSkipped = false;
  93752. this._fowardAxis = BABYLON.Vector3.Forward();
  93753. this.mesh = mesh;
  93754. this.bone = bone;
  93755. this.target = target;
  93756. if (options) {
  93757. if (options.adjustYaw) {
  93758. this.adjustYaw = options.adjustYaw;
  93759. }
  93760. if (options.adjustPitch) {
  93761. this.adjustPitch = options.adjustPitch;
  93762. }
  93763. if (options.adjustRoll) {
  93764. this.adjustRoll = options.adjustRoll;
  93765. }
  93766. if (options.maxYaw != null) {
  93767. this.maxYaw = options.maxYaw;
  93768. }
  93769. else {
  93770. this.maxYaw = Math.PI;
  93771. }
  93772. if (options.minYaw != null) {
  93773. this.minYaw = options.minYaw;
  93774. }
  93775. else {
  93776. this.minYaw = -Math.PI;
  93777. }
  93778. if (options.maxPitch != null) {
  93779. this.maxPitch = options.maxPitch;
  93780. }
  93781. else {
  93782. this.maxPitch = Math.PI;
  93783. }
  93784. if (options.minPitch != null) {
  93785. this.minPitch = options.minPitch;
  93786. }
  93787. else {
  93788. this.minPitch = -Math.PI;
  93789. }
  93790. if (options.slerpAmount != null) {
  93791. this.slerpAmount = options.slerpAmount;
  93792. }
  93793. if (options.upAxis != null) {
  93794. this.upAxis = options.upAxis;
  93795. }
  93796. if (options.upAxisSpace != null) {
  93797. this.upAxisSpace = options.upAxisSpace;
  93798. }
  93799. if (options.yawAxis != null || options.pitchAxis != null) {
  93800. var newYawAxis = BABYLON.Axis.Y;
  93801. var newPitchAxis = BABYLON.Axis.X;
  93802. if (options.yawAxis != null) {
  93803. newYawAxis = options.yawAxis.clone();
  93804. newYawAxis.normalize();
  93805. }
  93806. if (options.pitchAxis != null) {
  93807. newPitchAxis = options.pitchAxis.clone();
  93808. newPitchAxis.normalize();
  93809. }
  93810. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  93811. this._transformYawPitch = BABYLON.Matrix.Identity();
  93812. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  93813. this._transformYawPitchInv = this._transformYawPitch.clone();
  93814. this._transformYawPitch.invert();
  93815. }
  93816. }
  93817. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  93818. this.upAxisSpace = BABYLON.Space.LOCAL;
  93819. }
  93820. }
  93821. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  93822. /**
  93823. * Gets or sets the minimum yaw angle that the bone can look to
  93824. */
  93825. get: function () {
  93826. return this._minYaw;
  93827. },
  93828. set: function (value) {
  93829. this._minYaw = value;
  93830. this._minYawSin = Math.sin(value);
  93831. this._minYawCos = Math.cos(value);
  93832. if (this._maxYaw != null) {
  93833. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93834. this._yawRange = this._maxYaw - this._minYaw;
  93835. }
  93836. },
  93837. enumerable: true,
  93838. configurable: true
  93839. });
  93840. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  93841. /**
  93842. * Gets or sets the maximum yaw angle that the bone can look to
  93843. */
  93844. get: function () {
  93845. return this._maxYaw;
  93846. },
  93847. set: function (value) {
  93848. this._maxYaw = value;
  93849. this._maxYawSin = Math.sin(value);
  93850. this._maxYawCos = Math.cos(value);
  93851. if (this._minYaw != null) {
  93852. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93853. this._yawRange = this._maxYaw - this._minYaw;
  93854. }
  93855. },
  93856. enumerable: true,
  93857. configurable: true
  93858. });
  93859. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93860. /**
  93861. * Gets or sets the minimum pitch angle that the bone can look to
  93862. */
  93863. get: function () {
  93864. return this._minPitch;
  93865. },
  93866. set: function (value) {
  93867. this._minPitch = value;
  93868. this._minPitchTan = Math.tan(value);
  93869. },
  93870. enumerable: true,
  93871. configurable: true
  93872. });
  93873. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93874. /**
  93875. * Gets or sets the maximum pitch angle that the bone can look to
  93876. */
  93877. get: function () {
  93878. return this._maxPitch;
  93879. },
  93880. set: function (value) {
  93881. this._maxPitch = value;
  93882. this._maxPitchTan = Math.tan(value);
  93883. },
  93884. enumerable: true,
  93885. configurable: true
  93886. });
  93887. /**
  93888. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93889. */
  93890. BoneLookController.prototype.update = function () {
  93891. //skip the first frame when slerping so that the mesh rotation is correct
  93892. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93893. this._firstFrameSkipped = true;
  93894. return;
  93895. }
  93896. var bone = this.bone;
  93897. var bonePos = BoneLookController._tmpVecs[0];
  93898. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93899. var target = this.target;
  93900. var _tmpMat1 = BoneLookController._tmpMats[0];
  93901. var _tmpMat2 = BoneLookController._tmpMats[1];
  93902. var mesh = this.mesh;
  93903. var parentBone = bone.getParent();
  93904. var upAxis = BoneLookController._tmpVecs[1];
  93905. upAxis.copyFrom(this.upAxis);
  93906. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93907. if (this._transformYawPitch) {
  93908. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93909. }
  93910. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93911. }
  93912. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93913. mesh.getDirectionToRef(upAxis, upAxis);
  93914. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93915. upAxis.normalize();
  93916. }
  93917. }
  93918. var checkYaw = false;
  93919. var checkPitch = false;
  93920. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93921. checkYaw = true;
  93922. }
  93923. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93924. checkPitch = true;
  93925. }
  93926. if (checkYaw || checkPitch) {
  93927. var spaceMat = BoneLookController._tmpMats[2];
  93928. var spaceMatInv = BoneLookController._tmpMats[3];
  93929. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93930. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93931. }
  93932. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93933. spaceMat.copyFrom(mesh.getWorldMatrix());
  93934. }
  93935. else {
  93936. var forwardAxis = BoneLookController._tmpVecs[2];
  93937. forwardAxis.copyFrom(this._fowardAxis);
  93938. if (this._transformYawPitch) {
  93939. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93940. }
  93941. if (parentBone) {
  93942. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93943. }
  93944. else {
  93945. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93946. }
  93947. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93948. rightAxis.normalize();
  93949. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93950. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93951. }
  93952. spaceMat.invertToRef(spaceMatInv);
  93953. var xzlen = null;
  93954. if (checkPitch) {
  93955. var localTarget = BoneLookController._tmpVecs[3];
  93956. target.subtractToRef(bonePos, localTarget);
  93957. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93958. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93959. var pitch = Math.atan2(localTarget.y, xzlen);
  93960. var newPitch = pitch;
  93961. if (pitch > this._maxPitch) {
  93962. localTarget.y = this._maxPitchTan * xzlen;
  93963. newPitch = this._maxPitch;
  93964. }
  93965. else if (pitch < this._minPitch) {
  93966. localTarget.y = this._minPitchTan * xzlen;
  93967. newPitch = this._minPitch;
  93968. }
  93969. if (pitch != newPitch) {
  93970. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93971. localTarget.addInPlace(bonePos);
  93972. target = localTarget;
  93973. }
  93974. }
  93975. if (checkYaw) {
  93976. var localTarget = BoneLookController._tmpVecs[4];
  93977. target.subtractToRef(bonePos, localTarget);
  93978. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93979. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93980. var newYaw = yaw;
  93981. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93982. if (xzlen == null) {
  93983. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93984. }
  93985. if (this._yawRange > Math.PI) {
  93986. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93987. localTarget.z = this._maxYawCos * xzlen;
  93988. localTarget.x = this._maxYawSin * xzlen;
  93989. newYaw = this._maxYaw;
  93990. }
  93991. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93992. localTarget.z = this._minYawCos * xzlen;
  93993. localTarget.x = this._minYawSin * xzlen;
  93994. newYaw = this._minYaw;
  93995. }
  93996. }
  93997. else {
  93998. if (yaw > this._maxYaw) {
  93999. localTarget.z = this._maxYawCos * xzlen;
  94000. localTarget.x = this._maxYawSin * xzlen;
  94001. newYaw = this._maxYaw;
  94002. }
  94003. else if (yaw < this._minYaw) {
  94004. localTarget.z = this._minYawCos * xzlen;
  94005. localTarget.x = this._minYawSin * xzlen;
  94006. newYaw = this._minYaw;
  94007. }
  94008. }
  94009. }
  94010. if (this._slerping && this._yawRange > Math.PI) {
  94011. //are we going to be crossing into the min/max region?
  94012. var boneFwd = BoneLookController._tmpVecs[8];
  94013. boneFwd.copyFrom(BABYLON.Axis.Z);
  94014. if (this._transformYawPitch) {
  94015. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  94016. }
  94017. var boneRotMat = BoneLookController._tmpMats[4];
  94018. this._boneQuat.toRotationMatrix(boneRotMat);
  94019. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  94020. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  94021. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  94022. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  94023. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  94024. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  94025. if (angBtwTar > angBtwMidYaw) {
  94026. if (xzlen == null) {
  94027. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  94028. }
  94029. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  94030. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  94031. if (angBtwMin < angBtwMax) {
  94032. newYaw = boneYaw + Math.PI * .75;
  94033. localTarget.z = Math.cos(newYaw) * xzlen;
  94034. localTarget.x = Math.sin(newYaw) * xzlen;
  94035. }
  94036. else {
  94037. newYaw = boneYaw - Math.PI * .75;
  94038. localTarget.z = Math.cos(newYaw) * xzlen;
  94039. localTarget.x = Math.sin(newYaw) * xzlen;
  94040. }
  94041. }
  94042. }
  94043. if (yaw != newYaw) {
  94044. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  94045. localTarget.addInPlace(bonePos);
  94046. target = localTarget;
  94047. }
  94048. }
  94049. }
  94050. var zaxis = BoneLookController._tmpVecs[5];
  94051. var xaxis = BoneLookController._tmpVecs[6];
  94052. var yaxis = BoneLookController._tmpVecs[7];
  94053. var _tmpQuat = BoneLookController._tmpQuat;
  94054. target.subtractToRef(bonePos, zaxis);
  94055. zaxis.normalize();
  94056. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  94057. xaxis.normalize();
  94058. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  94059. yaxis.normalize();
  94060. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  94061. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  94062. return;
  94063. }
  94064. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  94065. return;
  94066. }
  94067. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  94068. return;
  94069. }
  94070. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  94071. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  94072. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  94073. }
  94074. if (this.slerpAmount < 1) {
  94075. if (!this._slerping) {
  94076. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  94077. }
  94078. if (this._transformYawPitch) {
  94079. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  94080. }
  94081. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  94082. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  94083. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  94084. this._slerping = true;
  94085. }
  94086. else {
  94087. if (this._transformYawPitch) {
  94088. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  94089. }
  94090. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  94091. this._slerping = false;
  94092. }
  94093. };
  94094. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  94095. var angDiff = ang2 - ang1;
  94096. angDiff %= Math.PI * 2;
  94097. if (angDiff > Math.PI) {
  94098. angDiff -= Math.PI * 2;
  94099. }
  94100. else if (angDiff < -Math.PI) {
  94101. angDiff += Math.PI * 2;
  94102. }
  94103. return angDiff;
  94104. };
  94105. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  94106. ang1 %= (2 * Math.PI);
  94107. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  94108. ang2 %= (2 * Math.PI);
  94109. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  94110. var ab = 0;
  94111. if (ang1 < ang2) {
  94112. ab = ang2 - ang1;
  94113. }
  94114. else {
  94115. ab = ang1 - ang2;
  94116. }
  94117. if (ab > Math.PI) {
  94118. ab = Math.PI * 2 - ab;
  94119. }
  94120. return ab;
  94121. };
  94122. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  94123. ang %= (2 * Math.PI);
  94124. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  94125. ang1 %= (2 * Math.PI);
  94126. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  94127. ang2 %= (2 * Math.PI);
  94128. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  94129. if (ang1 < ang2) {
  94130. if (ang > ang1 && ang < ang2) {
  94131. return true;
  94132. }
  94133. }
  94134. else {
  94135. if (ang > ang2 && ang < ang1) {
  94136. return true;
  94137. }
  94138. }
  94139. return false;
  94140. };
  94141. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  94142. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  94143. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  94144. return BoneLookController;
  94145. }());
  94146. BABYLON.BoneLookController = BoneLookController;
  94147. })(BABYLON || (BABYLON = {}));
  94148. //# sourceMappingURL=babylon.boneLookController.js.map
  94149. var BABYLON;
  94150. (function (BABYLON) {
  94151. /**
  94152. * Class used to handle skinning animations
  94153. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  94154. */
  94155. var Skeleton = /** @class */ (function () {
  94156. /**
  94157. * Creates a new skeleton
  94158. * @param name defines the skeleton name
  94159. * @param id defines the skeleton Id
  94160. * @param scene defines the hosting scene
  94161. */
  94162. function Skeleton(
  94163. /** defines the skeleton name */
  94164. name,
  94165. /** defines the skeleton Id */
  94166. id, scene) {
  94167. this.name = name;
  94168. this.id = id;
  94169. /**
  94170. * Defines the list of child bones
  94171. */
  94172. this.bones = new Array();
  94173. /**
  94174. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  94175. */
  94176. this.needInitialSkinMatrix = false;
  94177. /**
  94178. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  94179. */
  94180. this.overrideMesh = null;
  94181. this._isDirty = true;
  94182. this._meshesWithPoseMatrix = new Array();
  94183. this._identity = BABYLON.Matrix.Identity();
  94184. this._ranges = {};
  94185. this._lastAbsoluteTransformsUpdateId = -1;
  94186. this._canUseTextureForBones = false;
  94187. /** @hidden */
  94188. this._numBonesWithLinkedTransformNode = 0;
  94189. /**
  94190. * Specifies if the skeleton should be serialized
  94191. */
  94192. this.doNotSerialize = false;
  94193. /**
  94194. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  94195. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  94196. */
  94197. this.useTextureToStoreBoneMatrices = true;
  94198. this._animationPropertiesOverride = null;
  94199. // Events
  94200. /**
  94201. * An observable triggered before computing the skeleton's matrices
  94202. */
  94203. this.onBeforeComputeObservable = new BABYLON.Observable();
  94204. this.bones = [];
  94205. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  94206. this._scene.skeletons.push(this);
  94207. //make sure it will recalculate the matrix next time prepare is called.
  94208. this._isDirty = true;
  94209. var engineCaps = this._scene.getEngine().getCaps();
  94210. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  94211. }
  94212. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  94213. /**
  94214. * Gets or sets the animation properties override
  94215. */
  94216. get: function () {
  94217. if (!this._animationPropertiesOverride) {
  94218. return this._scene.animationPropertiesOverride;
  94219. }
  94220. return this._animationPropertiesOverride;
  94221. },
  94222. set: function (value) {
  94223. this._animationPropertiesOverride = value;
  94224. },
  94225. enumerable: true,
  94226. configurable: true
  94227. });
  94228. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  94229. /**
  94230. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  94231. */
  94232. get: function () {
  94233. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  94234. },
  94235. enumerable: true,
  94236. configurable: true
  94237. });
  94238. // Members
  94239. /**
  94240. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  94241. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  94242. * @returns a Float32Array containing matrices data
  94243. */
  94244. Skeleton.prototype.getTransformMatrices = function (mesh) {
  94245. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  94246. return mesh._bonesTransformMatrices;
  94247. }
  94248. if (!this._transformMatrices) {
  94249. this.prepare();
  94250. }
  94251. return this._transformMatrices;
  94252. };
  94253. /**
  94254. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  94255. * @returns a raw texture containing the data
  94256. */
  94257. Skeleton.prototype.getTransformMatrixTexture = function () {
  94258. return this._transformMatrixTexture;
  94259. };
  94260. /**
  94261. * Gets the current hosting scene
  94262. * @returns a scene object
  94263. */
  94264. Skeleton.prototype.getScene = function () {
  94265. return this._scene;
  94266. };
  94267. // Methods
  94268. /**
  94269. * Gets a string representing the current skeleton data
  94270. * @param fullDetails defines a boolean indicating if we want a verbose version
  94271. * @returns a string representing the current skeleton data
  94272. */
  94273. Skeleton.prototype.toString = function (fullDetails) {
  94274. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  94275. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  94276. if (fullDetails) {
  94277. ret += ", Ranges: {";
  94278. var first = true;
  94279. for (var name_1 in this._ranges) {
  94280. if (first) {
  94281. ret += ", ";
  94282. first = false;
  94283. }
  94284. ret += name_1;
  94285. }
  94286. ret += "}";
  94287. }
  94288. return ret;
  94289. };
  94290. /**
  94291. * Get bone's index searching by name
  94292. * @param name defines bone's name to search for
  94293. * @return the indice of the bone. Returns -1 if not found
  94294. */
  94295. Skeleton.prototype.getBoneIndexByName = function (name) {
  94296. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  94297. if (this.bones[boneIndex].name === name) {
  94298. return boneIndex;
  94299. }
  94300. }
  94301. return -1;
  94302. };
  94303. /**
  94304. * Creater a new animation range
  94305. * @param name defines the name of the range
  94306. * @param from defines the start key
  94307. * @param to defines the end key
  94308. */
  94309. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  94310. // check name not already in use
  94311. if (!this._ranges[name]) {
  94312. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  94313. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94314. if (this.bones[i].animations[0]) {
  94315. this.bones[i].animations[0].createRange(name, from, to);
  94316. }
  94317. }
  94318. }
  94319. };
  94320. /**
  94321. * Delete a specific animation range
  94322. * @param name defines the name of the range
  94323. * @param deleteFrames defines if frames must be removed as well
  94324. */
  94325. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  94326. if (deleteFrames === void 0) { deleteFrames = true; }
  94327. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94328. if (this.bones[i].animations[0]) {
  94329. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  94330. }
  94331. }
  94332. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  94333. };
  94334. /**
  94335. * Gets a specific animation range
  94336. * @param name defines the name of the range to look for
  94337. * @returns the requested animation range or null if not found
  94338. */
  94339. Skeleton.prototype.getAnimationRange = function (name) {
  94340. return this._ranges[name];
  94341. };
  94342. /**
  94343. * Gets the list of all animation ranges defined on this skeleton
  94344. * @returns an array
  94345. */
  94346. Skeleton.prototype.getAnimationRanges = function () {
  94347. var animationRanges = [];
  94348. var name;
  94349. var i = 0;
  94350. for (name in this._ranges) {
  94351. animationRanges[i] = this._ranges[name];
  94352. i++;
  94353. }
  94354. return animationRanges;
  94355. };
  94356. /**
  94357. * Copy animation range from a source skeleton.
  94358. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  94359. * @param source defines the source skeleton
  94360. * @param name defines the name of the range to copy
  94361. * @param rescaleAsRequired defines if rescaling must be applied if required
  94362. * @returns true if operation was successful
  94363. */
  94364. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  94365. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  94366. if (this._ranges[name] || !source.getAnimationRange(name)) {
  94367. return false;
  94368. }
  94369. var ret = true;
  94370. var frameOffset = this._getHighestAnimationFrame() + 1;
  94371. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  94372. var boneDict = {};
  94373. var sourceBones = source.bones;
  94374. var nBones;
  94375. var i;
  94376. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  94377. boneDict[sourceBones[i].name] = sourceBones[i];
  94378. }
  94379. if (this.bones.length !== sourceBones.length) {
  94380. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  94381. ret = false;
  94382. }
  94383. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  94384. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  94385. var boneName = this.bones[i].name;
  94386. var sourceBone = boneDict[boneName];
  94387. if (sourceBone) {
  94388. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  94389. }
  94390. else {
  94391. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  94392. ret = false;
  94393. }
  94394. }
  94395. // do not call createAnimationRange(), since it also is done to bones, which was already done
  94396. var range = source.getAnimationRange(name);
  94397. if (range) {
  94398. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  94399. }
  94400. return ret;
  94401. };
  94402. /**
  94403. * Forces the skeleton to go to rest pose
  94404. */
  94405. Skeleton.prototype.returnToRest = function () {
  94406. for (var index = 0; index < this.bones.length; index++) {
  94407. this.bones[index].returnToRest();
  94408. }
  94409. };
  94410. Skeleton.prototype._getHighestAnimationFrame = function () {
  94411. var ret = 0;
  94412. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94413. if (this.bones[i].animations[0]) {
  94414. var highest = this.bones[i].animations[0].getHighestFrame();
  94415. if (ret < highest) {
  94416. ret = highest;
  94417. }
  94418. }
  94419. }
  94420. return ret;
  94421. };
  94422. /**
  94423. * Begin a specific animation range
  94424. * @param name defines the name of the range to start
  94425. * @param loop defines if looping must be turned on (false by default)
  94426. * @param speedRatio defines the speed ratio to apply (1 by default)
  94427. * @param onAnimationEnd defines a callback which will be called when animation will end
  94428. * @returns a new animatable
  94429. */
  94430. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  94431. var range = this.getAnimationRange(name);
  94432. if (!range) {
  94433. return null;
  94434. }
  94435. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  94436. };
  94437. /** @hidden */
  94438. Skeleton.prototype._markAsDirty = function () {
  94439. this._isDirty = true;
  94440. };
  94441. /** @hidden */
  94442. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  94443. this._meshesWithPoseMatrix.push(mesh);
  94444. };
  94445. /** @hidden */
  94446. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  94447. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  94448. if (index > -1) {
  94449. this._meshesWithPoseMatrix.splice(index, 1);
  94450. }
  94451. };
  94452. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  94453. this.onBeforeComputeObservable.notifyObservers(this);
  94454. for (var index = 0; index < this.bones.length; index++) {
  94455. var bone = this.bones[index];
  94456. var parentBone = bone.getParent();
  94457. if (parentBone) {
  94458. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  94459. }
  94460. else {
  94461. if (initialSkinMatrix) {
  94462. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  94463. }
  94464. else {
  94465. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  94466. }
  94467. }
  94468. if (bone._index !== -1) {
  94469. var mappedIndex = bone._index === null ? index : bone._index;
  94470. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  94471. }
  94472. }
  94473. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  94474. };
  94475. /**
  94476. * Build all resources required to render a skeleton
  94477. */
  94478. Skeleton.prototype.prepare = function () {
  94479. // Update the local matrix of bones with linked transform nodes.
  94480. if (this._numBonesWithLinkedTransformNode > 0) {
  94481. for (var _i = 0, _a = this.bones; _i < _a.length; _i++) {
  94482. var bone_1 = _a[_i];
  94483. if (bone_1._linkedTransformNode) {
  94484. // Computing the world matrix also computes the local matrix.
  94485. bone_1._linkedTransformNode.computeWorldMatrix();
  94486. bone_1._matrix = bone_1._linkedTransformNode._localMatrix;
  94487. bone_1.markAsDirty();
  94488. }
  94489. }
  94490. }
  94491. if (!this._isDirty) {
  94492. return;
  94493. }
  94494. if (this.needInitialSkinMatrix) {
  94495. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  94496. var mesh = this._meshesWithPoseMatrix[index];
  94497. var poseMatrix = mesh.getPoseMatrix();
  94498. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  94499. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94500. }
  94501. if (this._synchronizedWithMesh !== mesh) {
  94502. this._synchronizedWithMesh = mesh;
  94503. // Prepare bones
  94504. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  94505. var bone = this.bones[boneIndex];
  94506. if (!bone.getParent()) {
  94507. var matrix = bone.getBaseMatrix();
  94508. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  94509. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  94510. }
  94511. }
  94512. }
  94513. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  94514. }
  94515. }
  94516. else {
  94517. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  94518. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94519. if (this.isUsingTextureForMatrices) {
  94520. if (this._transformMatrixTexture) {
  94521. this._transformMatrixTexture.dispose();
  94522. }
  94523. 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);
  94524. }
  94525. }
  94526. this._computeTransformMatrices(this._transformMatrices, null);
  94527. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  94528. this._transformMatrixTexture.update(this._transformMatrices);
  94529. }
  94530. }
  94531. this._isDirty = false;
  94532. this._scene._activeBones.addCount(this.bones.length, false);
  94533. };
  94534. /**
  94535. * Gets the list of animatables currently running for this skeleton
  94536. * @returns an array of animatables
  94537. */
  94538. Skeleton.prototype.getAnimatables = function () {
  94539. if (!this._animatables || this._animatables.length !== this.bones.length) {
  94540. this._animatables = [];
  94541. for (var index = 0; index < this.bones.length; index++) {
  94542. this._animatables.push(this.bones[index]);
  94543. }
  94544. }
  94545. return this._animatables;
  94546. };
  94547. /**
  94548. * Clone the current skeleton
  94549. * @param name defines the name of the new skeleton
  94550. * @param id defines the id of the enw skeleton
  94551. * @returns the new skeleton
  94552. */
  94553. Skeleton.prototype.clone = function (name, id) {
  94554. var result = new Skeleton(name, id || name, this._scene);
  94555. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94556. for (var index = 0; index < this.bones.length; index++) {
  94557. var source = this.bones[index];
  94558. var parentBone = null;
  94559. var parent_1 = source.getParent();
  94560. if (parent_1) {
  94561. var parentIndex = this.bones.indexOf(parent_1);
  94562. parentBone = result.bones[parentIndex];
  94563. }
  94564. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  94565. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  94566. }
  94567. if (this._ranges) {
  94568. result._ranges = {};
  94569. for (var rangeName in this._ranges) {
  94570. var range = this._ranges[rangeName];
  94571. if (range) {
  94572. result._ranges[rangeName] = range.clone();
  94573. }
  94574. }
  94575. }
  94576. this._isDirty = true;
  94577. return result;
  94578. };
  94579. /**
  94580. * Enable animation blending for this skeleton
  94581. * @param blendingSpeed defines the blending speed to apply
  94582. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  94583. */
  94584. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  94585. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  94586. this.bones.forEach(function (bone) {
  94587. bone.animations.forEach(function (animation) {
  94588. animation.enableBlending = true;
  94589. animation.blendingSpeed = blendingSpeed;
  94590. });
  94591. });
  94592. };
  94593. /**
  94594. * Releases all resources associated with the current skeleton
  94595. */
  94596. Skeleton.prototype.dispose = function () {
  94597. this._meshesWithPoseMatrix = [];
  94598. // Animations
  94599. this.getScene().stopAnimation(this);
  94600. // Remove from scene
  94601. this.getScene().removeSkeleton(this);
  94602. if (this._transformMatrixTexture) {
  94603. this._transformMatrixTexture.dispose();
  94604. this._transformMatrixTexture = null;
  94605. }
  94606. };
  94607. /**
  94608. * Serialize the skeleton in a JSON object
  94609. * @returns a JSON object
  94610. */
  94611. Skeleton.prototype.serialize = function () {
  94612. var serializationObject = {};
  94613. serializationObject.name = this.name;
  94614. serializationObject.id = this.id;
  94615. if (this.dimensionsAtRest) {
  94616. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  94617. }
  94618. serializationObject.bones = [];
  94619. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94620. for (var index = 0; index < this.bones.length; index++) {
  94621. var bone = this.bones[index];
  94622. var parent_2 = bone.getParent();
  94623. var serializedBone = {
  94624. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  94625. name: bone.name,
  94626. matrix: bone.getBaseMatrix().toArray(),
  94627. rest: bone.getRestPose().toArray()
  94628. };
  94629. serializationObject.bones.push(serializedBone);
  94630. if (bone.length) {
  94631. serializedBone.length = bone.length;
  94632. }
  94633. if (bone.metadata) {
  94634. serializedBone.metadata = bone.metadata;
  94635. }
  94636. if (bone.animations && bone.animations.length > 0) {
  94637. serializedBone.animation = bone.animations[0].serialize();
  94638. }
  94639. serializationObject.ranges = [];
  94640. for (var name in this._ranges) {
  94641. var source = this._ranges[name];
  94642. if (!source) {
  94643. continue;
  94644. }
  94645. var range = {};
  94646. range.name = name;
  94647. range.from = source.from;
  94648. range.to = source.to;
  94649. serializationObject.ranges.push(range);
  94650. }
  94651. }
  94652. return serializationObject;
  94653. };
  94654. /**
  94655. * Creates a new skeleton from serialized data
  94656. * @param parsedSkeleton defines the serialized data
  94657. * @param scene defines the hosting scene
  94658. * @returns a new skeleton
  94659. */
  94660. Skeleton.Parse = function (parsedSkeleton, scene) {
  94661. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  94662. if (parsedSkeleton.dimensionsAtRest) {
  94663. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  94664. }
  94665. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  94666. var index;
  94667. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  94668. var parsedBone = parsedSkeleton.bones[index];
  94669. var parentBone = null;
  94670. if (parsedBone.parentBoneIndex > -1) {
  94671. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  94672. }
  94673. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  94674. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  94675. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  94676. bone.id = parsedBone.id;
  94677. }
  94678. if (parsedBone.length) {
  94679. bone.length = parsedBone.length;
  94680. }
  94681. if (parsedBone.metadata) {
  94682. bone.metadata = parsedBone.metadata;
  94683. }
  94684. if (parsedBone.animation) {
  94685. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  94686. }
  94687. }
  94688. // placed after bones, so createAnimationRange can cascade down
  94689. if (parsedSkeleton.ranges) {
  94690. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  94691. var data = parsedSkeleton.ranges[index];
  94692. skeleton.createAnimationRange(data.name, data.from, data.to);
  94693. }
  94694. }
  94695. return skeleton;
  94696. };
  94697. /**
  94698. * Compute all node absolute transforms
  94699. * @param forceUpdate defines if computation must be done even if cache is up to date
  94700. */
  94701. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  94702. if (forceUpdate === void 0) { forceUpdate = false; }
  94703. var renderId = this._scene.getRenderId();
  94704. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  94705. this.bones[0].computeAbsoluteTransforms();
  94706. this._lastAbsoluteTransformsUpdateId = renderId;
  94707. }
  94708. };
  94709. /**
  94710. * Gets the root pose matrix
  94711. * @returns a matrix
  94712. */
  94713. Skeleton.prototype.getPoseMatrix = function () {
  94714. var poseMatrix = null;
  94715. if (this._meshesWithPoseMatrix.length > 0) {
  94716. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  94717. }
  94718. return poseMatrix;
  94719. };
  94720. /**
  94721. * Sorts bones per internal index
  94722. */
  94723. Skeleton.prototype.sortBones = function () {
  94724. var bones = new Array();
  94725. var visited = new Array(this.bones.length);
  94726. for (var index = 0; index < this.bones.length; index++) {
  94727. this._sortBones(index, bones, visited);
  94728. }
  94729. this.bones = bones;
  94730. };
  94731. Skeleton.prototype._sortBones = function (index, bones, visited) {
  94732. if (visited[index]) {
  94733. return;
  94734. }
  94735. visited[index] = true;
  94736. var bone = this.bones[index];
  94737. if (bone._index === undefined) {
  94738. bone._index = index;
  94739. }
  94740. var parentBone = bone.getParent();
  94741. if (parentBone) {
  94742. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  94743. }
  94744. bones.push(bone);
  94745. };
  94746. return Skeleton;
  94747. }());
  94748. BABYLON.Skeleton = Skeleton;
  94749. })(BABYLON || (BABYLON = {}));
  94750. //# sourceMappingURL=babylon.skeleton.js.map
  94751. var BABYLON;
  94752. (function (BABYLON) {
  94753. /**
  94754. * This groups tools to convert HDR texture to native colors array.
  94755. */
  94756. var HDRTools = /** @class */ (function () {
  94757. function HDRTools() {
  94758. }
  94759. HDRTools.Ldexp = function (mantissa, exponent) {
  94760. if (exponent > 1023) {
  94761. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  94762. }
  94763. if (exponent < -1074) {
  94764. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  94765. }
  94766. return mantissa * Math.pow(2, exponent);
  94767. };
  94768. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  94769. if (exponent > 0) { /*nonzero pixel*/
  94770. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  94771. float32array[index + 0] = red * exponent;
  94772. float32array[index + 1] = green * exponent;
  94773. float32array[index + 2] = blue * exponent;
  94774. }
  94775. else {
  94776. float32array[index + 0] = 0;
  94777. float32array[index + 1] = 0;
  94778. float32array[index + 2] = 0;
  94779. }
  94780. };
  94781. HDRTools.readStringLine = function (uint8array, startIndex) {
  94782. var line = "";
  94783. var character = "";
  94784. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  94785. character = String.fromCharCode(uint8array[i]);
  94786. if (character == "\n") {
  94787. break;
  94788. }
  94789. line += character;
  94790. }
  94791. return line;
  94792. };
  94793. /**
  94794. * Reads header information from an RGBE texture stored in a native array.
  94795. * More information on this format are available here:
  94796. * https://en.wikipedia.org/wiki/RGBE_image_format
  94797. *
  94798. * @param uint8array The binary file stored in native array.
  94799. * @return The header information.
  94800. */
  94801. HDRTools.RGBE_ReadHeader = function (uint8array) {
  94802. var height = 0;
  94803. var width = 0;
  94804. var line = this.readStringLine(uint8array, 0);
  94805. if (line[0] != '#' || line[1] != '?') {
  94806. throw "Bad HDR Format.";
  94807. }
  94808. var endOfHeader = false;
  94809. var findFormat = false;
  94810. var lineIndex = 0;
  94811. do {
  94812. lineIndex += (line.length + 1);
  94813. line = this.readStringLine(uint8array, lineIndex);
  94814. if (line == "FORMAT=32-bit_rle_rgbe") {
  94815. findFormat = true;
  94816. }
  94817. else if (line.length == 0) {
  94818. endOfHeader = true;
  94819. }
  94820. } while (!endOfHeader);
  94821. if (!findFormat) {
  94822. throw "HDR Bad header format, unsupported FORMAT";
  94823. }
  94824. lineIndex += (line.length + 1);
  94825. line = this.readStringLine(uint8array, lineIndex);
  94826. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  94827. var match = sizeRegexp.exec(line);
  94828. // TODO. Support +Y and -X if needed.
  94829. if (!match || match.length < 3) {
  94830. throw "HDR Bad header format, no size";
  94831. }
  94832. width = parseInt(match[2]);
  94833. height = parseInt(match[1]);
  94834. if (width < 8 || width > 0x7fff) {
  94835. throw "HDR Bad header format, unsupported size";
  94836. }
  94837. lineIndex += (line.length + 1);
  94838. return {
  94839. height: height,
  94840. width: width,
  94841. dataPosition: lineIndex
  94842. };
  94843. };
  94844. /**
  94845. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  94846. * This RGBE texture needs to store the information as a panorama.
  94847. *
  94848. * More information on this format are available here:
  94849. * https://en.wikipedia.org/wiki/RGBE_image_format
  94850. *
  94851. * @param buffer The binary file stored in an array buffer.
  94852. * @param size The expected size of the extracted cubemap.
  94853. * @return The Cube Map information.
  94854. */
  94855. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  94856. var uint8array = new Uint8Array(buffer);
  94857. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  94858. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94859. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  94860. return cubeMapData;
  94861. };
  94862. /**
  94863. * Returns the pixels data extracted from an RGBE texture.
  94864. * This pixels will be stored left to right up to down in the R G B order in one array.
  94865. *
  94866. * More information on this format are available here:
  94867. * https://en.wikipedia.org/wiki/RGBE_image_format
  94868. *
  94869. * @param uint8array The binary file stored in an array buffer.
  94870. * @param hdrInfo The header information of the file.
  94871. * @return The pixels data in RGB right to left up to down order.
  94872. */
  94873. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94874. // Keep for multi format supports.
  94875. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94876. };
  94877. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94878. var num_scanlines = hdrInfo.height;
  94879. var scanline_width = hdrInfo.width;
  94880. var a, b, c, d, count;
  94881. var dataIndex = hdrInfo.dataPosition;
  94882. var index = 0, endIndex = 0, i = 0;
  94883. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94884. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94885. // 3 channels of 4 bytes per pixel in float.
  94886. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94887. var resultArray = new Float32Array(resultBuffer);
  94888. // read in each successive scanline
  94889. while (num_scanlines > 0) {
  94890. a = uint8array[dataIndex++];
  94891. b = uint8array[dataIndex++];
  94892. c = uint8array[dataIndex++];
  94893. d = uint8array[dataIndex++];
  94894. if (a != 2 || b != 2 || (c & 0x80)) {
  94895. // this file is not run length encoded
  94896. throw "HDR Bad header format, not RLE";
  94897. }
  94898. if (((c << 8) | d) != scanline_width) {
  94899. throw "HDR Bad header format, wrong scan line width";
  94900. }
  94901. index = 0;
  94902. // read each of the four channels for the scanline into the buffer
  94903. for (i = 0; i < 4; i++) {
  94904. endIndex = (i + 1) * scanline_width;
  94905. while (index < endIndex) {
  94906. a = uint8array[dataIndex++];
  94907. b = uint8array[dataIndex++];
  94908. if (a > 128) {
  94909. // a run of the same value
  94910. count = a - 128;
  94911. if ((count == 0) || (count > endIndex - index)) {
  94912. throw "HDR Bad Format, bad scanline data (run)";
  94913. }
  94914. while (count-- > 0) {
  94915. scanLineArray[index++] = b;
  94916. }
  94917. }
  94918. else {
  94919. // a non-run
  94920. count = a;
  94921. if ((count == 0) || (count > endIndex - index)) {
  94922. throw "HDR Bad Format, bad scanline data (non-run)";
  94923. }
  94924. scanLineArray[index++] = b;
  94925. if (--count > 0) {
  94926. for (var j = 0; j < count; j++) {
  94927. scanLineArray[index++] = uint8array[dataIndex++];
  94928. }
  94929. }
  94930. }
  94931. }
  94932. }
  94933. // now convert data from buffer into floats
  94934. for (i = 0; i < scanline_width; i++) {
  94935. a = scanLineArray[i];
  94936. b = scanLineArray[i + scanline_width];
  94937. c = scanLineArray[i + 2 * scanline_width];
  94938. d = scanLineArray[i + 3 * scanline_width];
  94939. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94940. }
  94941. num_scanlines--;
  94942. }
  94943. return resultArray;
  94944. };
  94945. return HDRTools;
  94946. }());
  94947. BABYLON.HDRTools = HDRTools;
  94948. })(BABYLON || (BABYLON = {}));
  94949. //# sourceMappingURL=babylon.hdr.js.map
  94950. var BABYLON;
  94951. (function (BABYLON) {
  94952. /**
  94953. * This represents a texture coming from an HDR input.
  94954. *
  94955. * The only supported format is currently panorama picture stored in RGBE format.
  94956. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94957. */
  94958. var HDRCubeTexture = /** @class */ (function (_super) {
  94959. __extends(HDRCubeTexture, _super);
  94960. /**
  94961. * Instantiates an HDRTexture from the following parameters.
  94962. *
  94963. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94964. * @param scene The scene the texture will be used in
  94965. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94966. * @param noMipmap Forces to not generate the mipmap if true
  94967. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94968. * @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)
  94969. * @param reserved Reserved flag for internal use.
  94970. */
  94971. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94972. if (noMipmap === void 0) { noMipmap = false; }
  94973. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94974. if (gammaSpace === void 0) { gammaSpace = false; }
  94975. if (reserved === void 0) { reserved = false; }
  94976. if (onLoad === void 0) { onLoad = null; }
  94977. if (onError === void 0) { onError = null; }
  94978. var _this = _super.call(this, scene) || this;
  94979. _this._generateHarmonics = true;
  94980. _this._onLoad = null;
  94981. _this._onError = null;
  94982. /**
  94983. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94984. */
  94985. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94986. _this._isBlocking = true;
  94987. _this._rotationY = 0;
  94988. /**
  94989. * Gets or sets the center of the bounding box associated with the cube texture
  94990. * It must define where the camera used to render the texture was set
  94991. */
  94992. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94993. if (!url) {
  94994. return _this;
  94995. }
  94996. _this.name = url;
  94997. _this.url = url;
  94998. _this.hasAlpha = false;
  94999. _this.isCube = true;
  95000. _this._textureMatrix = BABYLON.Matrix.Identity();
  95001. _this._onLoad = onLoad;
  95002. _this._onError = onError;
  95003. _this.gammaSpace = gammaSpace;
  95004. _this._noMipmap = noMipmap;
  95005. _this._size = size;
  95006. _this._texture = _this._getFromCache(url, _this._noMipmap);
  95007. if (!_this._texture) {
  95008. if (!scene.useDelayedTextureLoading) {
  95009. _this.loadTexture();
  95010. }
  95011. else {
  95012. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  95013. }
  95014. }
  95015. return _this;
  95016. }
  95017. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  95018. /**
  95019. * Gets wether or not the texture is blocking during loading.
  95020. */
  95021. get: function () {
  95022. return this._isBlocking;
  95023. },
  95024. /**
  95025. * Sets wether or not the texture is blocking during loading.
  95026. */
  95027. set: function (value) {
  95028. this._isBlocking = value;
  95029. },
  95030. enumerable: true,
  95031. configurable: true
  95032. });
  95033. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  95034. /**
  95035. * Gets texture matrix rotation angle around Y axis radians.
  95036. */
  95037. get: function () {
  95038. return this._rotationY;
  95039. },
  95040. /**
  95041. * Sets texture matrix rotation angle around Y axis in radians.
  95042. */
  95043. set: function (value) {
  95044. this._rotationY = value;
  95045. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  95046. },
  95047. enumerable: true,
  95048. configurable: true
  95049. });
  95050. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  95051. get: function () {
  95052. return this._boundingBoxSize;
  95053. },
  95054. /**
  95055. * Gets or sets the size of the bounding box associated with the cube texture
  95056. * When defined, the cubemap will switch to local mode
  95057. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  95058. * @example https://www.babylonjs-playground.com/#RNASML
  95059. */
  95060. set: function (value) {
  95061. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  95062. return;
  95063. }
  95064. this._boundingBoxSize = value;
  95065. var scene = this.getScene();
  95066. if (scene) {
  95067. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  95068. }
  95069. },
  95070. enumerable: true,
  95071. configurable: true
  95072. });
  95073. /**
  95074. * Get the current class name of the texture useful for serialization or dynamic coding.
  95075. * @returns "HDRCubeTexture"
  95076. */
  95077. HDRCubeTexture.prototype.getClassName = function () {
  95078. return "HDRCubeTexture";
  95079. };
  95080. /**
  95081. * Occurs when the file is raw .hdr file.
  95082. */
  95083. HDRCubeTexture.prototype.loadTexture = function () {
  95084. var _this = this;
  95085. var callback = function (buffer) {
  95086. _this.lodGenerationOffset = 0.0;
  95087. _this.lodGenerationScale = 0.8;
  95088. var scene = _this.getScene();
  95089. if (!scene) {
  95090. return null;
  95091. }
  95092. // Extract the raw linear data.
  95093. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  95094. // Generate harmonics if needed.
  95095. if (_this._generateHarmonics) {
  95096. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  95097. _this.sphericalPolynomial = sphericalPolynomial;
  95098. }
  95099. var results = [];
  95100. var byteArray = null;
  95101. // Push each faces.
  95102. for (var j = 0; j < 6; j++) {
  95103. // Create uintarray fallback.
  95104. if (!scene.getEngine().getCaps().textureFloat) {
  95105. // 3 channels of 1 bytes per pixel in bytes.
  95106. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  95107. byteArray = new Uint8Array(byteBuffer);
  95108. }
  95109. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  95110. // If special cases.
  95111. if (_this.gammaSpace || byteArray) {
  95112. for (var i = 0; i < _this._size * _this._size; i++) {
  95113. // Put in gamma space if requested.
  95114. if (_this.gammaSpace) {
  95115. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  95116. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  95117. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  95118. }
  95119. // Convert to int texture for fallback.
  95120. if (byteArray) {
  95121. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  95122. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  95123. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  95124. // May use luminance instead if the result is not accurate.
  95125. var max = Math.max(Math.max(r, g), b);
  95126. if (max > 255) {
  95127. var scale = 255 / max;
  95128. r *= scale;
  95129. g *= scale;
  95130. b *= scale;
  95131. }
  95132. byteArray[(i * 3) + 0] = r;
  95133. byteArray[(i * 3) + 1] = g;
  95134. byteArray[(i * 3) + 2] = b;
  95135. }
  95136. }
  95137. }
  95138. if (byteArray) {
  95139. results.push(byteArray);
  95140. }
  95141. else {
  95142. results.push(dataFace);
  95143. }
  95144. }
  95145. return results;
  95146. };
  95147. var scene = this.getScene();
  95148. if (scene) {
  95149. 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);
  95150. }
  95151. };
  95152. HDRCubeTexture.prototype.clone = function () {
  95153. var scene = this.getScene();
  95154. if (!scene) {
  95155. return this;
  95156. }
  95157. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  95158. // Base texture
  95159. newTexture.level = this.level;
  95160. newTexture.wrapU = this.wrapU;
  95161. newTexture.wrapV = this.wrapV;
  95162. newTexture.coordinatesIndex = this.coordinatesIndex;
  95163. newTexture.coordinatesMode = this.coordinatesMode;
  95164. return newTexture;
  95165. };
  95166. // Methods
  95167. HDRCubeTexture.prototype.delayLoad = function () {
  95168. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  95169. return;
  95170. }
  95171. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  95172. this._texture = this._getFromCache(this.url, this._noMipmap);
  95173. if (!this._texture) {
  95174. this.loadTexture();
  95175. }
  95176. };
  95177. /**
  95178. * Get the texture reflection matrix used to rotate/transform the reflection.
  95179. * @returns the reflection matrix
  95180. */
  95181. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  95182. return this._textureMatrix;
  95183. };
  95184. /**
  95185. * Set the texture reflection matrix used to rotate/transform the reflection.
  95186. * @param value Define the reflection matrix to set
  95187. */
  95188. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  95189. var _this = this;
  95190. this._textureMatrix = value;
  95191. if (value.updateFlag === this._textureMatrix.updateFlag) {
  95192. return;
  95193. }
  95194. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  95195. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  95196. }
  95197. };
  95198. /**
  95199. * Parses a JSON representation of an HDR Texture in order to create the texture
  95200. * @param parsedTexture Define the JSON representation
  95201. * @param scene Define the scene the texture should be created in
  95202. * @param rootUrl Define the root url in case we need to load relative dependencies
  95203. * @returns the newly created texture after parsing
  95204. */
  95205. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  95206. var texture = null;
  95207. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  95208. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  95209. texture.name = parsedTexture.name;
  95210. texture.hasAlpha = parsedTexture.hasAlpha;
  95211. texture.level = parsedTexture.level;
  95212. texture.coordinatesMode = parsedTexture.coordinatesMode;
  95213. texture.isBlocking = parsedTexture.isBlocking;
  95214. }
  95215. if (texture) {
  95216. if (parsedTexture.boundingBoxPosition) {
  95217. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  95218. }
  95219. if (parsedTexture.boundingBoxSize) {
  95220. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  95221. }
  95222. if (parsedTexture.rotationY) {
  95223. texture.rotationY = parsedTexture.rotationY;
  95224. }
  95225. }
  95226. return texture;
  95227. };
  95228. HDRCubeTexture.prototype.serialize = function () {
  95229. if (!this.name) {
  95230. return null;
  95231. }
  95232. var serializationObject = {};
  95233. serializationObject.name = this.name;
  95234. serializationObject.hasAlpha = this.hasAlpha;
  95235. serializationObject.isCube = true;
  95236. serializationObject.level = this.level;
  95237. serializationObject.size = this._size;
  95238. serializationObject.coordinatesMode = this.coordinatesMode;
  95239. serializationObject.useInGammaSpace = this.gammaSpace;
  95240. serializationObject.generateHarmonics = this._generateHarmonics;
  95241. serializationObject.customType = "BABYLON.HDRCubeTexture";
  95242. serializationObject.noMipmap = this._noMipmap;
  95243. serializationObject.isBlocking = this._isBlocking;
  95244. serializationObject.rotationY = this._rotationY;
  95245. return serializationObject;
  95246. };
  95247. HDRCubeTexture._facesMapping = [
  95248. "right",
  95249. "left",
  95250. "up",
  95251. "down",
  95252. "front",
  95253. "back"
  95254. ];
  95255. return HDRCubeTexture;
  95256. }(BABYLON.BaseTexture));
  95257. BABYLON.HDRCubeTexture = HDRCubeTexture;
  95258. })(BABYLON || (BABYLON = {}));
  95259. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  95260. var BABYLON;
  95261. (function (BABYLON) {
  95262. /**
  95263. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  95264. */
  95265. var PanoramaToCubeMapTools = /** @class */ (function () {
  95266. function PanoramaToCubeMapTools() {
  95267. }
  95268. /**
  95269. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  95270. *
  95271. * @param float32Array The source data.
  95272. * @param inputWidth The width of the input panorama.
  95273. * @param inputHeight The height of the input panorama.
  95274. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  95275. * @return The cubemap data
  95276. */
  95277. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  95278. if (!float32Array) {
  95279. throw "ConvertPanoramaToCubemap: input cannot be null";
  95280. }
  95281. if (float32Array.length != inputWidth * inputHeight * 3) {
  95282. throw "ConvertPanoramaToCubemap: input size is wrong";
  95283. }
  95284. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  95285. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  95286. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  95287. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  95288. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  95289. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  95290. return {
  95291. front: textureFront,
  95292. back: textureBack,
  95293. left: textureLeft,
  95294. right: textureRight,
  95295. up: textureUp,
  95296. down: textureDown,
  95297. size: size,
  95298. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  95299. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  95300. gammaSpace: false,
  95301. };
  95302. };
  95303. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  95304. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  95305. var textureArray = new Float32Array(buffer);
  95306. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  95307. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  95308. var dy = 1 / texSize;
  95309. var fy = 0;
  95310. for (var y = 0; y < texSize; y++) {
  95311. var xv1 = faceData[0];
  95312. var xv2 = faceData[2];
  95313. for (var x = 0; x < texSize; x++) {
  95314. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  95315. v.normalize();
  95316. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  95317. // 3 channels per pixels
  95318. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  95319. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  95320. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  95321. xv1 = xv1.add(rotDX1);
  95322. xv2 = xv2.add(rotDX2);
  95323. }
  95324. fy += dy;
  95325. }
  95326. return textureArray;
  95327. };
  95328. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  95329. var theta = Math.atan2(vDir.z, vDir.x);
  95330. var phi = Math.acos(vDir.y);
  95331. while (theta < -Math.PI) {
  95332. theta += 2 * Math.PI;
  95333. }
  95334. while (theta > Math.PI) {
  95335. theta -= 2 * Math.PI;
  95336. }
  95337. var dx = theta / Math.PI;
  95338. var dy = phi / Math.PI;
  95339. // recenter.
  95340. dx = dx * 0.5 + 0.5;
  95341. var px = Math.round(dx * inputWidth);
  95342. if (px < 0) {
  95343. px = 0;
  95344. }
  95345. else if (px >= inputWidth) {
  95346. px = inputWidth - 1;
  95347. }
  95348. var py = Math.round(dy * inputHeight);
  95349. if (py < 0) {
  95350. py = 0;
  95351. }
  95352. else if (py >= inputHeight) {
  95353. py = inputHeight - 1;
  95354. }
  95355. var inputY = (inputHeight - py - 1);
  95356. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  95357. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  95358. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  95359. return {
  95360. r: r,
  95361. g: g,
  95362. b: b
  95363. };
  95364. };
  95365. PanoramaToCubeMapTools.FACE_FRONT = [
  95366. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95367. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95368. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95369. new BABYLON.Vector3(1.0, 1.0, -1.0)
  95370. ];
  95371. PanoramaToCubeMapTools.FACE_BACK = [
  95372. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95373. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95374. new BABYLON.Vector3(1.0, 1.0, 1.0),
  95375. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  95376. ];
  95377. PanoramaToCubeMapTools.FACE_RIGHT = [
  95378. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95379. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95380. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95381. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95382. ];
  95383. PanoramaToCubeMapTools.FACE_LEFT = [
  95384. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95385. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95386. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95387. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  95388. ];
  95389. PanoramaToCubeMapTools.FACE_DOWN = [
  95390. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95391. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95392. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95393. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95394. ];
  95395. PanoramaToCubeMapTools.FACE_UP = [
  95396. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95397. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95398. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95399. new BABYLON.Vector3(1.0, -1.0, -1.0)
  95400. ];
  95401. return PanoramaToCubeMapTools;
  95402. }());
  95403. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  95404. })(BABYLON || (BABYLON = {}));
  95405. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  95406. var BABYLON;
  95407. (function (BABYLON) {
  95408. /**
  95409. * Vector2 wth index property
  95410. */
  95411. var IndexedVector2 = /** @class */ (function (_super) {
  95412. __extends(IndexedVector2, _super);
  95413. function IndexedVector2(original,
  95414. /** Index of the vector2 */
  95415. index) {
  95416. var _this = _super.call(this, original.x, original.y) || this;
  95417. _this.index = index;
  95418. return _this;
  95419. }
  95420. return IndexedVector2;
  95421. }(BABYLON.Vector2));
  95422. /**
  95423. * Defines points to create a polygon
  95424. */
  95425. var PolygonPoints = /** @class */ (function () {
  95426. function PolygonPoints() {
  95427. this.elements = new Array();
  95428. }
  95429. PolygonPoints.prototype.add = function (originalPoints) {
  95430. var _this = this;
  95431. var result = new Array();
  95432. originalPoints.forEach(function (point) {
  95433. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  95434. var newPoint = new IndexedVector2(point, _this.elements.length);
  95435. result.push(newPoint);
  95436. _this.elements.push(newPoint);
  95437. }
  95438. });
  95439. return result;
  95440. };
  95441. PolygonPoints.prototype.computeBounds = function () {
  95442. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95443. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95444. this.elements.forEach(function (point) {
  95445. // x
  95446. if (point.x < lmin.x) {
  95447. lmin.x = point.x;
  95448. }
  95449. else if (point.x > lmax.x) {
  95450. lmax.x = point.x;
  95451. }
  95452. // y
  95453. if (point.y < lmin.y) {
  95454. lmin.y = point.y;
  95455. }
  95456. else if (point.y > lmax.y) {
  95457. lmax.y = point.y;
  95458. }
  95459. });
  95460. return {
  95461. min: lmin,
  95462. max: lmax,
  95463. width: lmax.x - lmin.x,
  95464. height: lmax.y - lmin.y
  95465. };
  95466. };
  95467. return PolygonPoints;
  95468. }());
  95469. /**
  95470. * Polygon
  95471. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  95472. */
  95473. var Polygon = /** @class */ (function () {
  95474. function Polygon() {
  95475. }
  95476. /**
  95477. * Creates a rectangle
  95478. * @param xmin bottom X coord
  95479. * @param ymin bottom Y coord
  95480. * @param xmax top X coord
  95481. * @param ymax top Y coord
  95482. * @returns points that make the resulting rectation
  95483. */
  95484. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  95485. return [
  95486. new BABYLON.Vector2(xmin, ymin),
  95487. new BABYLON.Vector2(xmax, ymin),
  95488. new BABYLON.Vector2(xmax, ymax),
  95489. new BABYLON.Vector2(xmin, ymax)
  95490. ];
  95491. };
  95492. /**
  95493. * Creates a circle
  95494. * @param radius radius of circle
  95495. * @param cx scale in x
  95496. * @param cy scale in y
  95497. * @param numberOfSides number of sides that make up the circle
  95498. * @returns points that make the resulting circle
  95499. */
  95500. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  95501. if (cx === void 0) { cx = 0; }
  95502. if (cy === void 0) { cy = 0; }
  95503. if (numberOfSides === void 0) { numberOfSides = 32; }
  95504. var result = new Array();
  95505. var angle = 0;
  95506. var increment = (Math.PI * 2) / numberOfSides;
  95507. for (var i = 0; i < numberOfSides; i++) {
  95508. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  95509. angle -= increment;
  95510. }
  95511. return result;
  95512. };
  95513. /**
  95514. * Creates a polygon from input string
  95515. * @param input Input polygon data
  95516. * @returns the parsed points
  95517. */
  95518. Polygon.Parse = function (input) {
  95519. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  95520. var i, result = [];
  95521. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  95522. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  95523. }
  95524. return result;
  95525. };
  95526. /**
  95527. * Starts building a polygon from x and y coordinates
  95528. * @param x x coordinate
  95529. * @param y y coordinate
  95530. * @returns the started path2
  95531. */
  95532. Polygon.StartingAt = function (x, y) {
  95533. return BABYLON.Path2.StartingAt(x, y);
  95534. };
  95535. return Polygon;
  95536. }());
  95537. BABYLON.Polygon = Polygon;
  95538. /**
  95539. * Builds a polygon
  95540. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  95541. */
  95542. var PolygonMeshBuilder = /** @class */ (function () {
  95543. /**
  95544. * Creates a PolygonMeshBuilder
  95545. * @param name name of the builder
  95546. * @param contours Path of the polygon
  95547. * @param scene scene to add to
  95548. */
  95549. function PolygonMeshBuilder(name, contours, scene) {
  95550. this._points = new PolygonPoints();
  95551. this._outlinepoints = new PolygonPoints();
  95552. this._holes = new Array();
  95553. this._epoints = new Array();
  95554. this._eholes = new Array();
  95555. this._name = name;
  95556. this._scene = scene;
  95557. var points;
  95558. if (contours instanceof BABYLON.Path2) {
  95559. points = contours.getPoints();
  95560. }
  95561. else {
  95562. points = contours;
  95563. }
  95564. this._addToepoint(points);
  95565. this._points.add(points);
  95566. this._outlinepoints.add(points);
  95567. if (typeof earcut === 'undefined') {
  95568. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  95569. }
  95570. }
  95571. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  95572. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  95573. var p = points_1[_i];
  95574. this._epoints.push(p.x, p.y);
  95575. }
  95576. };
  95577. /**
  95578. * Adds a whole within the polygon
  95579. * @param hole Array of points defining the hole
  95580. * @returns this
  95581. */
  95582. PolygonMeshBuilder.prototype.addHole = function (hole) {
  95583. this._points.add(hole);
  95584. var holepoints = new PolygonPoints();
  95585. holepoints.add(hole);
  95586. this._holes.push(holepoints);
  95587. this._eholes.push(this._epoints.length / 2);
  95588. this._addToepoint(hole);
  95589. return this;
  95590. };
  95591. /**
  95592. * Creates the polygon
  95593. * @param updatable If the mesh should be updatable
  95594. * @param depth The depth of the mesh created
  95595. * @returns the created mesh
  95596. */
  95597. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  95598. var _this = this;
  95599. if (updatable === void 0) { updatable = false; }
  95600. if (depth === void 0) { depth = 0; }
  95601. var result = new BABYLON.Mesh(this._name, this._scene);
  95602. var normals = new Array();
  95603. var positions = new Array();
  95604. var uvs = new Array();
  95605. var bounds = this._points.computeBounds();
  95606. this._points.elements.forEach(function (p) {
  95607. normals.push(0, 1.0, 0);
  95608. positions.push(p.x, 0, p.y);
  95609. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  95610. });
  95611. var indices = new Array();
  95612. var res = earcut(this._epoints, this._eholes, 2);
  95613. for (var i = 0; i < res.length; i++) {
  95614. indices.push(res[i]);
  95615. }
  95616. if (depth > 0) {
  95617. var positionscount = (positions.length / 3); //get the current pointcount
  95618. this._points.elements.forEach(function (p) {
  95619. normals.push(0, -1.0, 0);
  95620. positions.push(p.x, -depth, p.y);
  95621. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  95622. });
  95623. var totalCount = indices.length;
  95624. for (var i = 0; i < totalCount; i += 3) {
  95625. var i0 = indices[i + 0];
  95626. var i1 = indices[i + 1];
  95627. var i2 = indices[i + 2];
  95628. indices.push(i2 + positionscount);
  95629. indices.push(i1 + positionscount);
  95630. indices.push(i0 + positionscount);
  95631. }
  95632. //Add the sides
  95633. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  95634. this._holes.forEach(function (hole) {
  95635. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  95636. });
  95637. }
  95638. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  95639. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  95640. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  95641. result.setIndices(indices);
  95642. return result;
  95643. };
  95644. /**
  95645. * Adds a side to the polygon
  95646. * @param positions points that make the polygon
  95647. * @param normals normals of the polygon
  95648. * @param uvs uvs of the polygon
  95649. * @param indices indices of the polygon
  95650. * @param bounds bounds of the polygon
  95651. * @param points points of the polygon
  95652. * @param depth depth of the polygon
  95653. * @param flip flip of the polygon
  95654. */
  95655. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  95656. var StartIndex = positions.length / 3;
  95657. var ulength = 0;
  95658. for (var i = 0; i < points.elements.length; i++) {
  95659. var p = points.elements[i];
  95660. var p1;
  95661. if ((i + 1) > points.elements.length - 1) {
  95662. p1 = points.elements[0];
  95663. }
  95664. else {
  95665. p1 = points.elements[i + 1];
  95666. }
  95667. positions.push(p.x, 0, p.y);
  95668. positions.push(p.x, -depth, p.y);
  95669. positions.push(p1.x, 0, p1.y);
  95670. positions.push(p1.x, -depth, p1.y);
  95671. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  95672. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  95673. var v3 = v2.subtract(v1);
  95674. var v4 = new BABYLON.Vector3(0, 1, 0);
  95675. var vn = BABYLON.Vector3.Cross(v3, v4);
  95676. vn = vn.normalize();
  95677. uvs.push(ulength / bounds.width, 0);
  95678. uvs.push(ulength / bounds.width, 1);
  95679. ulength += v3.length();
  95680. uvs.push((ulength / bounds.width), 0);
  95681. uvs.push((ulength / bounds.width), 1);
  95682. if (!flip) {
  95683. normals.push(-vn.x, -vn.y, -vn.z);
  95684. normals.push(-vn.x, -vn.y, -vn.z);
  95685. normals.push(-vn.x, -vn.y, -vn.z);
  95686. normals.push(-vn.x, -vn.y, -vn.z);
  95687. indices.push(StartIndex);
  95688. indices.push(StartIndex + 1);
  95689. indices.push(StartIndex + 2);
  95690. indices.push(StartIndex + 1);
  95691. indices.push(StartIndex + 3);
  95692. indices.push(StartIndex + 2);
  95693. }
  95694. else {
  95695. normals.push(vn.x, vn.y, vn.z);
  95696. normals.push(vn.x, vn.y, vn.z);
  95697. normals.push(vn.x, vn.y, vn.z);
  95698. normals.push(vn.x, vn.y, vn.z);
  95699. indices.push(StartIndex);
  95700. indices.push(StartIndex + 2);
  95701. indices.push(StartIndex + 1);
  95702. indices.push(StartIndex + 1);
  95703. indices.push(StartIndex + 2);
  95704. indices.push(StartIndex + 3);
  95705. }
  95706. StartIndex += 4;
  95707. }
  95708. };
  95709. return PolygonMeshBuilder;
  95710. }());
  95711. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  95712. })(BABYLON || (BABYLON = {}));
  95713. //# sourceMappingURL=babylon.polygonMesh.js.map
  95714. var BABYLON;
  95715. (function (BABYLON) {
  95716. /**
  95717. * Unique ID when we import meshes from Babylon to CSG
  95718. */
  95719. var currentCSGMeshId = 0;
  95720. /**
  95721. * Represents a vertex of a polygon. Use your own vertex class instead of this
  95722. * one to provide additional features like texture coordinates and vertex
  95723. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  95724. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  95725. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  95726. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  95727. * is not used anywhere else.
  95728. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  95729. */
  95730. var Vertex = /** @class */ (function () {
  95731. /**
  95732. * Initializes the vertex
  95733. * @param pos The position of the vertex
  95734. * @param normal The normal of the vertex
  95735. * @param uv The texture coordinate of the vertex
  95736. */
  95737. function Vertex(
  95738. /**
  95739. * The position of the vertex
  95740. */
  95741. pos,
  95742. /**
  95743. * The normal of the vertex
  95744. */
  95745. normal,
  95746. /**
  95747. * The texture coordinate of the vertex
  95748. */
  95749. uv) {
  95750. this.pos = pos;
  95751. this.normal = normal;
  95752. this.uv = uv;
  95753. }
  95754. /**
  95755. * Make a clone, or deep copy, of the vertex
  95756. * @returns A new Vertex
  95757. */
  95758. Vertex.prototype.clone = function () {
  95759. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  95760. };
  95761. /**
  95762. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  95763. * orientation of a polygon is flipped.
  95764. */
  95765. Vertex.prototype.flip = function () {
  95766. this.normal = this.normal.scale(-1);
  95767. };
  95768. /**
  95769. * Create a new vertex between this vertex and `other` by linearly
  95770. * interpolating all properties using a parameter of `t`. Subclasses should
  95771. * override this to interpolate additional properties.
  95772. * @param other the vertex to interpolate against
  95773. * @param t The factor used to linearly interpolate between the vertices
  95774. */
  95775. Vertex.prototype.interpolate = function (other, t) {
  95776. 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));
  95777. };
  95778. return Vertex;
  95779. }());
  95780. /**
  95781. * Represents a plane in 3D space.
  95782. */
  95783. var Plane = /** @class */ (function () {
  95784. /**
  95785. * Initializes the plane
  95786. * @param normal The normal for the plane
  95787. * @param w
  95788. */
  95789. function Plane(normal, w) {
  95790. this.normal = normal;
  95791. this.w = w;
  95792. }
  95793. /**
  95794. * Construct a plane from three points
  95795. * @param a Point a
  95796. * @param b Point b
  95797. * @param c Point c
  95798. */
  95799. Plane.FromPoints = function (a, b, c) {
  95800. var v0 = c.subtract(a);
  95801. var v1 = b.subtract(a);
  95802. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  95803. return null;
  95804. }
  95805. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  95806. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  95807. };
  95808. /**
  95809. * Clone, or make a deep copy of the plane
  95810. * @returns a new Plane
  95811. */
  95812. Plane.prototype.clone = function () {
  95813. return new Plane(this.normal.clone(), this.w);
  95814. };
  95815. /**
  95816. * Flip the face of the plane
  95817. */
  95818. Plane.prototype.flip = function () {
  95819. this.normal.scaleInPlace(-1);
  95820. this.w = -this.w;
  95821. };
  95822. /**
  95823. * Split `polygon` by this plane if needed, then put the polygon or polygon
  95824. * fragments in the appropriate lists. Coplanar polygons go into either
  95825. `* coplanarFront` or `coplanarBack` depending on their orientation with
  95826. * respect to this plane. Polygons in front or in back of this plane go into
  95827. * either `front` or `back`
  95828. * @param polygon The polygon to be split
  95829. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  95830. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  95831. * @param front Will contain the polygons in front of the plane
  95832. * @param back Will contain the polygons begind the plane
  95833. */
  95834. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  95835. var COPLANAR = 0;
  95836. var FRONT = 1;
  95837. var BACK = 2;
  95838. var SPANNING = 3;
  95839. // Classify each point as well as the entire polygon into one of the above
  95840. // four classes.
  95841. var polygonType = 0;
  95842. var types = [];
  95843. var i;
  95844. var t;
  95845. for (i = 0; i < polygon.vertices.length; i++) {
  95846. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  95847. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  95848. polygonType |= type;
  95849. types.push(type);
  95850. }
  95851. // Put the polygon in the correct list, splitting it when necessary
  95852. switch (polygonType) {
  95853. case COPLANAR:
  95854. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  95855. break;
  95856. case FRONT:
  95857. front.push(polygon);
  95858. break;
  95859. case BACK:
  95860. back.push(polygon);
  95861. break;
  95862. case SPANNING:
  95863. var f = [], b = [];
  95864. for (i = 0; i < polygon.vertices.length; i++) {
  95865. var j = (i + 1) % polygon.vertices.length;
  95866. var ti = types[i], tj = types[j];
  95867. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  95868. if (ti !== BACK) {
  95869. f.push(vi);
  95870. }
  95871. if (ti !== FRONT) {
  95872. b.push(ti !== BACK ? vi.clone() : vi);
  95873. }
  95874. if ((ti | tj) === SPANNING) {
  95875. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  95876. var v = vi.interpolate(vj, t);
  95877. f.push(v);
  95878. b.push(v.clone());
  95879. }
  95880. }
  95881. var poly;
  95882. if (f.length >= 3) {
  95883. poly = new Polygon(f, polygon.shared);
  95884. if (poly.plane) {
  95885. front.push(poly);
  95886. }
  95887. }
  95888. if (b.length >= 3) {
  95889. poly = new Polygon(b, polygon.shared);
  95890. if (poly.plane) {
  95891. back.push(poly);
  95892. }
  95893. }
  95894. break;
  95895. }
  95896. };
  95897. /**
  95898. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95899. * point is on the plane
  95900. */
  95901. Plane.EPSILON = 1e-5;
  95902. return Plane;
  95903. }());
  95904. /**
  95905. * Represents a convex polygon. The vertices used to initialize a polygon must
  95906. * be coplanar and form a convex loop.
  95907. *
  95908. * Each convex polygon has a `shared` property, which is shared between all
  95909. * polygons that are clones of each other or were split from the same polygon.
  95910. * This can be used to define per-polygon properties (such as surface color)
  95911. */
  95912. var Polygon = /** @class */ (function () {
  95913. /**
  95914. * Initializes the polygon
  95915. * @param vertices The vertices of the polygon
  95916. * @param shared The properties shared across all polygons
  95917. */
  95918. function Polygon(vertices, shared) {
  95919. this.vertices = vertices;
  95920. this.shared = shared;
  95921. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95922. }
  95923. /**
  95924. * Clones, or makes a deep copy, or the polygon
  95925. */
  95926. Polygon.prototype.clone = function () {
  95927. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95928. return new Polygon(vertices, this.shared);
  95929. };
  95930. /**
  95931. * Flips the faces of the polygon
  95932. */
  95933. Polygon.prototype.flip = function () {
  95934. this.vertices.reverse().map(function (v) { v.flip(); });
  95935. this.plane.flip();
  95936. };
  95937. return Polygon;
  95938. }());
  95939. /**
  95940. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95941. * by picking a polygon to split along. That polygon (and all other coplanar
  95942. * polygons) are added directly to that node and the other polygons are added to
  95943. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95944. * no distinction between internal and leaf nodes
  95945. */
  95946. var Node = /** @class */ (function () {
  95947. /**
  95948. * Initializes the node
  95949. * @param polygons A collection of polygons held in the node
  95950. */
  95951. function Node(polygons) {
  95952. this.plane = null;
  95953. this.front = null;
  95954. this.back = null;
  95955. this.polygons = new Array();
  95956. if (polygons) {
  95957. this.build(polygons);
  95958. }
  95959. }
  95960. /**
  95961. * Clones, or makes a deep copy, of the node
  95962. * @returns The cloned node
  95963. */
  95964. Node.prototype.clone = function () {
  95965. var node = new Node();
  95966. node.plane = this.plane && this.plane.clone();
  95967. node.front = this.front && this.front.clone();
  95968. node.back = this.back && this.back.clone();
  95969. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95970. return node;
  95971. };
  95972. /**
  95973. * Convert solid space to empty space and empty space to solid space
  95974. */
  95975. Node.prototype.invert = function () {
  95976. for (var i = 0; i < this.polygons.length; i++) {
  95977. this.polygons[i].flip();
  95978. }
  95979. if (this.plane) {
  95980. this.plane.flip();
  95981. }
  95982. if (this.front) {
  95983. this.front.invert();
  95984. }
  95985. if (this.back) {
  95986. this.back.invert();
  95987. }
  95988. var temp = this.front;
  95989. this.front = this.back;
  95990. this.back = temp;
  95991. };
  95992. /**
  95993. * Recursively remove all polygons in `polygons` that are inside this BSP
  95994. * tree.
  95995. * @param polygons Polygons to remove from the BSP
  95996. * @returns Polygons clipped from the BSP
  95997. */
  95998. Node.prototype.clipPolygons = function (polygons) {
  95999. if (!this.plane) {
  96000. return polygons.slice();
  96001. }
  96002. var front = new Array(), back = new Array();
  96003. for (var i = 0; i < polygons.length; i++) {
  96004. this.plane.splitPolygon(polygons[i], front, back, front, back);
  96005. }
  96006. if (this.front) {
  96007. front = this.front.clipPolygons(front);
  96008. }
  96009. if (this.back) {
  96010. back = this.back.clipPolygons(back);
  96011. }
  96012. else {
  96013. back = [];
  96014. }
  96015. return front.concat(back);
  96016. };
  96017. /**
  96018. * Remove all polygons in this BSP tree that are inside the other BSP tree
  96019. * `bsp`.
  96020. * @param bsp BSP containing polygons to remove from this BSP
  96021. */
  96022. Node.prototype.clipTo = function (bsp) {
  96023. this.polygons = bsp.clipPolygons(this.polygons);
  96024. if (this.front) {
  96025. this.front.clipTo(bsp);
  96026. }
  96027. if (this.back) {
  96028. this.back.clipTo(bsp);
  96029. }
  96030. };
  96031. /**
  96032. * Return a list of all polygons in this BSP tree
  96033. * @returns List of all polygons in this BSP tree
  96034. */
  96035. Node.prototype.allPolygons = function () {
  96036. var polygons = this.polygons.slice();
  96037. if (this.front) {
  96038. polygons = polygons.concat(this.front.allPolygons());
  96039. }
  96040. if (this.back) {
  96041. polygons = polygons.concat(this.back.allPolygons());
  96042. }
  96043. return polygons;
  96044. };
  96045. /**
  96046. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  96047. * new polygons are filtered down to the bottom of the tree and become new
  96048. * nodes there. Each set of polygons is partitioned using the first polygon
  96049. * (no heuristic is used to pick a good split)
  96050. * @param polygons Polygons used to construct the BSP tree
  96051. */
  96052. Node.prototype.build = function (polygons) {
  96053. if (!polygons.length) {
  96054. return;
  96055. }
  96056. if (!this.plane) {
  96057. this.plane = polygons[0].plane.clone();
  96058. }
  96059. var front = new Array(), back = new Array();
  96060. for (var i = 0; i < polygons.length; i++) {
  96061. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  96062. }
  96063. if (front.length) {
  96064. if (!this.front) {
  96065. this.front = new Node();
  96066. }
  96067. this.front.build(front);
  96068. }
  96069. if (back.length) {
  96070. if (!this.back) {
  96071. this.back = new Node();
  96072. }
  96073. this.back.build(back);
  96074. }
  96075. };
  96076. return Node;
  96077. }());
  96078. /**
  96079. * Class for building Constructive Solid Geometry
  96080. */
  96081. var CSG = /** @class */ (function () {
  96082. function CSG() {
  96083. this.polygons = new Array();
  96084. }
  96085. /**
  96086. * Convert the BABYLON.Mesh to BABYLON.CSG
  96087. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  96088. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  96089. */
  96090. CSG.FromMesh = function (mesh) {
  96091. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  96092. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  96093. if (mesh instanceof BABYLON.Mesh) {
  96094. mesh.computeWorldMatrix(true);
  96095. matrix = mesh.getWorldMatrix();
  96096. meshPosition = mesh.position.clone();
  96097. meshRotation = mesh.rotation.clone();
  96098. if (mesh.rotationQuaternion) {
  96099. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  96100. }
  96101. meshScaling = mesh.scaling.clone();
  96102. }
  96103. else {
  96104. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  96105. }
  96106. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  96107. var subMeshes = mesh.subMeshes;
  96108. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  96109. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  96110. vertices = [];
  96111. for (var j = 0; j < 3; j++) {
  96112. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  96113. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  96114. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  96115. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  96116. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  96117. vertex = new Vertex(position, normal, uv);
  96118. vertices.push(vertex);
  96119. }
  96120. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  96121. // To handle the case of degenerated triangle
  96122. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  96123. if (polygon.plane) {
  96124. polygons.push(polygon);
  96125. }
  96126. }
  96127. }
  96128. var csg = CSG.FromPolygons(polygons);
  96129. csg.matrix = matrix;
  96130. csg.position = meshPosition;
  96131. csg.rotation = meshRotation;
  96132. csg.scaling = meshScaling;
  96133. csg.rotationQuaternion = meshRotationQuaternion;
  96134. currentCSGMeshId++;
  96135. return csg;
  96136. };
  96137. /**
  96138. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  96139. * @param polygons Polygons used to construct a BABYLON.CSG solid
  96140. */
  96141. CSG.FromPolygons = function (polygons) {
  96142. var csg = new CSG();
  96143. csg.polygons = polygons;
  96144. return csg;
  96145. };
  96146. /**
  96147. * Clones, or makes a deep copy, of the BABYLON.CSG
  96148. * @returns A new BABYLON.CSG
  96149. */
  96150. CSG.prototype.clone = function () {
  96151. var csg = new CSG();
  96152. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  96153. csg.copyTransformAttributes(this);
  96154. return csg;
  96155. };
  96156. /**
  96157. * Unions this CSG with another CSG
  96158. * @param csg The CSG to union against this CSG
  96159. * @returns The unioned CSG
  96160. */
  96161. CSG.prototype.union = function (csg) {
  96162. var a = new Node(this.clone().polygons);
  96163. var b = new Node(csg.clone().polygons);
  96164. a.clipTo(b);
  96165. b.clipTo(a);
  96166. b.invert();
  96167. b.clipTo(a);
  96168. b.invert();
  96169. a.build(b.allPolygons());
  96170. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  96171. };
  96172. /**
  96173. * Unions this CSG with another CSG in place
  96174. * @param csg The CSG to union against this CSG
  96175. */
  96176. CSG.prototype.unionInPlace = function (csg) {
  96177. var a = new Node(this.polygons);
  96178. var b = new Node(csg.polygons);
  96179. a.clipTo(b);
  96180. b.clipTo(a);
  96181. b.invert();
  96182. b.clipTo(a);
  96183. b.invert();
  96184. a.build(b.allPolygons());
  96185. this.polygons = a.allPolygons();
  96186. };
  96187. /**
  96188. * Subtracts this CSG with another CSG
  96189. * @param csg The CSG to subtract against this CSG
  96190. * @returns A new BABYLON.CSG
  96191. */
  96192. CSG.prototype.subtract = function (csg) {
  96193. var a = new Node(this.clone().polygons);
  96194. var b = new Node(csg.clone().polygons);
  96195. a.invert();
  96196. a.clipTo(b);
  96197. b.clipTo(a);
  96198. b.invert();
  96199. b.clipTo(a);
  96200. b.invert();
  96201. a.build(b.allPolygons());
  96202. a.invert();
  96203. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  96204. };
  96205. /**
  96206. * Subtracts this CSG with another CSG in place
  96207. * @param csg The CSG to subtact against this CSG
  96208. */
  96209. CSG.prototype.subtractInPlace = function (csg) {
  96210. var a = new Node(this.polygons);
  96211. var b = new Node(csg.polygons);
  96212. a.invert();
  96213. a.clipTo(b);
  96214. b.clipTo(a);
  96215. b.invert();
  96216. b.clipTo(a);
  96217. b.invert();
  96218. a.build(b.allPolygons());
  96219. a.invert();
  96220. this.polygons = a.allPolygons();
  96221. };
  96222. /**
  96223. * Intersect this CSG with another CSG
  96224. * @param csg The CSG to intersect against this CSG
  96225. * @returns A new BABYLON.CSG
  96226. */
  96227. CSG.prototype.intersect = function (csg) {
  96228. var a = new Node(this.clone().polygons);
  96229. var b = new Node(csg.clone().polygons);
  96230. a.invert();
  96231. b.clipTo(a);
  96232. b.invert();
  96233. a.clipTo(b);
  96234. b.clipTo(a);
  96235. a.build(b.allPolygons());
  96236. a.invert();
  96237. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  96238. };
  96239. /**
  96240. * Intersects this CSG with another CSG in place
  96241. * @param csg The CSG to intersect against this CSG
  96242. */
  96243. CSG.prototype.intersectInPlace = function (csg) {
  96244. var a = new Node(this.polygons);
  96245. var b = new Node(csg.polygons);
  96246. a.invert();
  96247. b.clipTo(a);
  96248. b.invert();
  96249. a.clipTo(b);
  96250. b.clipTo(a);
  96251. a.build(b.allPolygons());
  96252. a.invert();
  96253. this.polygons = a.allPolygons();
  96254. };
  96255. /**
  96256. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  96257. * not modified.
  96258. * @returns A new BABYLON.CSG solid with solid and empty space switched
  96259. */
  96260. CSG.prototype.inverse = function () {
  96261. var csg = this.clone();
  96262. csg.inverseInPlace();
  96263. return csg;
  96264. };
  96265. /**
  96266. * Inverses the BABYLON.CSG in place
  96267. */
  96268. CSG.prototype.inverseInPlace = function () {
  96269. this.polygons.map(function (p) { p.flip(); });
  96270. };
  96271. /**
  96272. * This is used to keep meshes transformations so they can be restored
  96273. * when we build back a Babylon Mesh
  96274. * NB : All CSG operations are performed in world coordinates
  96275. * @param csg The BABYLON.CSG to copy the transform attributes from
  96276. * @returns This BABYLON.CSG
  96277. */
  96278. CSG.prototype.copyTransformAttributes = function (csg) {
  96279. this.matrix = csg.matrix;
  96280. this.position = csg.position;
  96281. this.rotation = csg.rotation;
  96282. this.scaling = csg.scaling;
  96283. this.rotationQuaternion = csg.rotationQuaternion;
  96284. return this;
  96285. };
  96286. /**
  96287. * Build Raw mesh from CSG
  96288. * Coordinates here are in world space
  96289. * @param name The name of the mesh geometry
  96290. * @param scene The BABYLON.Scene
  96291. * @param keepSubMeshes Specifies if the submeshes should be kept
  96292. * @returns A new BABYLON.Mesh
  96293. */
  96294. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  96295. var matrix = this.matrix.clone();
  96296. matrix.invert();
  96297. 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;
  96298. if (keepSubMeshes) {
  96299. // Sort Polygons, since subMeshes are indices range
  96300. polygons.sort(function (a, b) {
  96301. if (a.shared.meshId === b.shared.meshId) {
  96302. return a.shared.subMeshId - b.shared.subMeshId;
  96303. }
  96304. else {
  96305. return a.shared.meshId - b.shared.meshId;
  96306. }
  96307. });
  96308. }
  96309. for (var i = 0, il = polygons.length; i < il; i++) {
  96310. polygon = polygons[i];
  96311. // Building SubMeshes
  96312. if (!subMesh_dict[polygon.shared.meshId]) {
  96313. subMesh_dict[polygon.shared.meshId] = {};
  96314. }
  96315. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  96316. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  96317. indexStart: +Infinity,
  96318. indexEnd: -Infinity,
  96319. materialIndex: polygon.shared.materialIndex
  96320. };
  96321. }
  96322. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  96323. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  96324. polygonIndices[0] = 0;
  96325. polygonIndices[1] = j - 1;
  96326. polygonIndices[2] = j;
  96327. for (var k = 0; k < 3; k++) {
  96328. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  96329. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  96330. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  96331. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  96332. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  96333. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  96334. // Check if 2 points can be merged
  96335. if (!(typeof vertex_idx !== 'undefined' &&
  96336. normals[vertex_idx * 3] === localNormal.x &&
  96337. normals[vertex_idx * 3 + 1] === localNormal.y &&
  96338. normals[vertex_idx * 3 + 2] === localNormal.z &&
  96339. uvs[vertex_idx * 2] === uv.x &&
  96340. uvs[vertex_idx * 2 + 1] === uv.y)) {
  96341. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  96342. uvs.push(uv.x, uv.y);
  96343. normals.push(normal.x, normal.y, normal.z);
  96344. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  96345. }
  96346. indices.push(vertex_idx);
  96347. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  96348. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  96349. currentIndex++;
  96350. }
  96351. }
  96352. }
  96353. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  96354. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  96355. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  96356. mesh.setIndices(indices, null);
  96357. if (keepSubMeshes) {
  96358. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  96359. var materialIndexOffset = 0, materialMaxIndex;
  96360. mesh.subMeshes = new Array();
  96361. for (var m in subMesh_dict) {
  96362. materialMaxIndex = -1;
  96363. for (var sm in subMesh_dict[m]) {
  96364. subMesh_obj = subMesh_dict[m][sm];
  96365. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  96366. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  96367. }
  96368. materialIndexOffset += ++materialMaxIndex;
  96369. }
  96370. }
  96371. return mesh;
  96372. };
  96373. /**
  96374. * Build Mesh from CSG taking material and transforms into account
  96375. * @param name The name of the BABYLON.Mesh
  96376. * @param material The material of the BABYLON.Mesh
  96377. * @param scene The BABYLON.Scene
  96378. * @param keepSubMeshes Specifies if submeshes should be kept
  96379. * @returns The new BABYLON.Mesh
  96380. */
  96381. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  96382. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  96383. mesh.material = material;
  96384. mesh.position.copyFrom(this.position);
  96385. mesh.rotation.copyFrom(this.rotation);
  96386. if (this.rotationQuaternion) {
  96387. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  96388. }
  96389. mesh.scaling.copyFrom(this.scaling);
  96390. mesh.computeWorldMatrix(true);
  96391. return mesh;
  96392. };
  96393. return CSG;
  96394. }());
  96395. BABYLON.CSG = CSG;
  96396. })(BABYLON || (BABYLON = {}));
  96397. //# sourceMappingURL=babylon.csg.js.map
  96398. var BABYLON;
  96399. (function (BABYLON) {
  96400. /**
  96401. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96402. * It controls one of the indiviual texture used in the effect.
  96403. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96404. */
  96405. var LensFlare = /** @class */ (function () {
  96406. /**
  96407. * Instantiates a new Lens Flare.
  96408. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96409. * It controls one of the indiviual texture used in the effect.
  96410. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96411. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  96412. * @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.
  96413. * @param color Define the lens color
  96414. * @param imgUrl Define the lens texture url
  96415. * @param system Define the `lensFlareSystem` this flare is part of
  96416. */
  96417. function LensFlare(
  96418. /**
  96419. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  96420. */
  96421. size,
  96422. /**
  96423. * 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.
  96424. */
  96425. position, color, imgUrl, system) {
  96426. this.size = size;
  96427. this.position = position;
  96428. /**
  96429. * Define the alpha mode to render this particular lens.
  96430. */
  96431. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  96432. this.color = color || new BABYLON.Color3(1, 1, 1);
  96433. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  96434. this._system = system;
  96435. system.lensFlares.push(this);
  96436. }
  96437. /**
  96438. * Creates a new Lens Flare.
  96439. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96440. * It controls one of the indiviual texture used in the effect.
  96441. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96442. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  96443. * @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.
  96444. * @param color Define the lens color
  96445. * @param imgUrl Define the lens texture url
  96446. * @param system Define the `lensFlareSystem` this flare is part of
  96447. * @returns The newly created Lens Flare
  96448. */
  96449. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  96450. return new LensFlare(size, position, color, imgUrl, system);
  96451. };
  96452. /**
  96453. * Dispose and release the lens flare with its associated resources.
  96454. */
  96455. LensFlare.prototype.dispose = function () {
  96456. if (this.texture) {
  96457. this.texture.dispose();
  96458. }
  96459. // Remove from scene
  96460. var index = this._system.lensFlares.indexOf(this);
  96461. this._system.lensFlares.splice(index, 1);
  96462. };
  96463. return LensFlare;
  96464. }());
  96465. BABYLON.LensFlare = LensFlare;
  96466. })(BABYLON || (BABYLON = {}));
  96467. //# sourceMappingURL=babylon.lensFlare.js.map
  96468. var BABYLON;
  96469. (function (BABYLON) {
  96470. // Adds the parser to the scene parsers.
  96471. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  96472. // Lens flares
  96473. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  96474. if (!container.lensFlareSystems) {
  96475. container.lensFlareSystems = new Array();
  96476. }
  96477. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  96478. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  96479. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  96480. container.lensFlareSystems.push(lf);
  96481. }
  96482. }
  96483. });
  96484. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  96485. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96486. if (this.lensFlareSystems[index].name === name) {
  96487. return this.lensFlareSystems[index];
  96488. }
  96489. }
  96490. return null;
  96491. };
  96492. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  96493. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96494. if (this.lensFlareSystems[index].id === id) {
  96495. return this.lensFlareSystems[index];
  96496. }
  96497. }
  96498. return null;
  96499. };
  96500. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  96501. var index = this.lensFlareSystems.indexOf(toRemove);
  96502. if (index !== -1) {
  96503. this.lensFlareSystems.splice(index, 1);
  96504. }
  96505. return index;
  96506. };
  96507. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  96508. this.lensFlareSystems.push(newLensFlareSystem);
  96509. };
  96510. /**
  96511. * Defines the lens flare scene component responsible to manage any lens flares
  96512. * in a given scene.
  96513. */
  96514. var LensFlareSystemSceneComponent = /** @class */ (function () {
  96515. /**
  96516. * Creates a new instance of the component for the given scene
  96517. * @param scene Defines the scene to register the component in
  96518. */
  96519. function LensFlareSystemSceneComponent(scene) {
  96520. /**
  96521. * The component name helpfull to identify the component in the list of scene components.
  96522. */
  96523. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  96524. this.scene = scene;
  96525. scene.lensFlareSystems = new Array();
  96526. }
  96527. /**
  96528. * Registers the component in a given scene
  96529. */
  96530. LensFlareSystemSceneComponent.prototype.register = function () {
  96531. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  96532. };
  96533. /**
  96534. * Rebuilds the elements related to this component in case of
  96535. * context lost for instance.
  96536. */
  96537. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  96538. // Nothing to do for lens flare
  96539. };
  96540. /**
  96541. * Adds all the element from the container to the scene
  96542. * @param container the container holding the elements
  96543. */
  96544. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  96545. var _this = this;
  96546. if (!container.lensFlareSystems) {
  96547. return;
  96548. }
  96549. container.lensFlareSystems.forEach(function (o) {
  96550. _this.scene.addLensFlareSystem(o);
  96551. });
  96552. };
  96553. /**
  96554. * Removes all the elements in the container from the scene
  96555. * @param container contains the elements to remove
  96556. */
  96557. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  96558. var _this = this;
  96559. if (!container.lensFlareSystems) {
  96560. return;
  96561. }
  96562. container.lensFlareSystems.forEach(function (o) {
  96563. _this.scene.removeLensFlareSystem(o);
  96564. });
  96565. };
  96566. /**
  96567. * Serializes the component data to the specified json object
  96568. * @param serializationObject The object to serialize to
  96569. */
  96570. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  96571. // Lens flares
  96572. serializationObject.lensFlareSystems = [];
  96573. var lensFlareSystems = this.scene.lensFlareSystems;
  96574. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  96575. var lensFlareSystem = lensFlareSystems_1[_i];
  96576. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  96577. }
  96578. };
  96579. /**
  96580. * Disposes the component and the associated ressources.
  96581. */
  96582. LensFlareSystemSceneComponent.prototype.dispose = function () {
  96583. var lensFlareSystems = this.scene.lensFlareSystems;
  96584. while (lensFlareSystems.length) {
  96585. lensFlareSystems[0].dispose();
  96586. }
  96587. };
  96588. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  96589. // Lens flares
  96590. if (this.scene.lensFlaresEnabled) {
  96591. var lensFlareSystems = this.scene.lensFlareSystems;
  96592. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96593. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  96594. var lensFlareSystem = lensFlareSystems_2[_i];
  96595. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  96596. lensFlareSystem.render();
  96597. }
  96598. }
  96599. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96600. }
  96601. };
  96602. return LensFlareSystemSceneComponent;
  96603. }());
  96604. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  96605. })(BABYLON || (BABYLON = {}));
  96606. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  96607. var BABYLON;
  96608. (function (BABYLON) {
  96609. /**
  96610. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96611. * It is usually composed of several `BABYLON.lensFlare`.
  96612. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96613. */
  96614. var LensFlareSystem = /** @class */ (function () {
  96615. /**
  96616. * Instantiates a lens flare system.
  96617. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96618. * It is usually composed of several `BABYLON.lensFlare`.
  96619. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96620. * @param name Define the name of the lens flare system in the scene
  96621. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  96622. * @param scene Define the scene the lens flare system belongs to
  96623. */
  96624. function LensFlareSystem(
  96625. /**
  96626. * Define the name of the lens flare system
  96627. */
  96628. name, emitter, scene) {
  96629. this.name = name;
  96630. /**
  96631. * List of lens flares used in this system.
  96632. */
  96633. this.lensFlares = new Array();
  96634. /**
  96635. * Define a limit from the border the lens flare can be visible.
  96636. */
  96637. this.borderLimit = 300;
  96638. /**
  96639. * Define a viewport border we do not want to see the lens flare in.
  96640. */
  96641. this.viewportBorder = 0;
  96642. /**
  96643. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  96644. */
  96645. this.layerMask = 0x0FFFFFFF;
  96646. this._vertexBuffers = {};
  96647. this._isEnabled = true;
  96648. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  96649. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  96650. if (!component) {
  96651. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  96652. scene._addComponent(component);
  96653. }
  96654. this._emitter = emitter;
  96655. this.id = name;
  96656. scene.lensFlareSystems.push(this);
  96657. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  96658. var engine = scene.getEngine();
  96659. // VBO
  96660. var vertices = [];
  96661. vertices.push(1, 1);
  96662. vertices.push(-1, 1);
  96663. vertices.push(-1, -1);
  96664. vertices.push(1, -1);
  96665. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  96666. // Indices
  96667. var indices = [];
  96668. indices.push(0);
  96669. indices.push(1);
  96670. indices.push(2);
  96671. indices.push(0);
  96672. indices.push(2);
  96673. indices.push(3);
  96674. this._indexBuffer = engine.createIndexBuffer(indices);
  96675. // Effects
  96676. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  96677. }
  96678. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  96679. /**
  96680. * Define if the lens flare system is enabled.
  96681. */
  96682. get: function () {
  96683. return this._isEnabled;
  96684. },
  96685. set: function (value) {
  96686. this._isEnabled = value;
  96687. },
  96688. enumerable: true,
  96689. configurable: true
  96690. });
  96691. /**
  96692. * Get the scene the effects belongs to.
  96693. * @returns the scene holding the lens flare system
  96694. */
  96695. LensFlareSystem.prototype.getScene = function () {
  96696. return this._scene;
  96697. };
  96698. /**
  96699. * Get the emitter of the lens flare system.
  96700. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96701. * @returns the emitter of the lens flare system
  96702. */
  96703. LensFlareSystem.prototype.getEmitter = function () {
  96704. return this._emitter;
  96705. };
  96706. /**
  96707. * Set the emitter of the lens flare system.
  96708. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96709. * @param newEmitter Define the new emitter of the system
  96710. */
  96711. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  96712. this._emitter = newEmitter;
  96713. };
  96714. /**
  96715. * Get the lens flare system emitter position.
  96716. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  96717. * @returns the position
  96718. */
  96719. LensFlareSystem.prototype.getEmitterPosition = function () {
  96720. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  96721. };
  96722. /**
  96723. * @hidden
  96724. */
  96725. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  96726. var position = this.getEmitterPosition();
  96727. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  96728. this._positionX = position.x;
  96729. this._positionY = position.y;
  96730. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  96731. if (this.viewportBorder > 0) {
  96732. globalViewport.x -= this.viewportBorder;
  96733. globalViewport.y -= this.viewportBorder;
  96734. globalViewport.width += this.viewportBorder * 2;
  96735. globalViewport.height += this.viewportBorder * 2;
  96736. position.x += this.viewportBorder;
  96737. position.y += this.viewportBorder;
  96738. this._positionX += this.viewportBorder;
  96739. this._positionY += this.viewportBorder;
  96740. }
  96741. if (position.z > 0) {
  96742. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  96743. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  96744. return true;
  96745. }
  96746. }
  96747. return true;
  96748. }
  96749. return false;
  96750. };
  96751. /** @hidden */
  96752. LensFlareSystem.prototype._isVisible = function () {
  96753. if (!this._isEnabled || !this._scene.activeCamera) {
  96754. return false;
  96755. }
  96756. var emitterPosition = this.getEmitterPosition();
  96757. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  96758. var distance = direction.length();
  96759. direction.normalize();
  96760. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  96761. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  96762. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  96763. };
  96764. /**
  96765. * @hidden
  96766. */
  96767. LensFlareSystem.prototype.render = function () {
  96768. if (!this._effect.isReady() || !this._scene.activeCamera) {
  96769. return false;
  96770. }
  96771. var engine = this._scene.getEngine();
  96772. var viewport = this._scene.activeCamera.viewport;
  96773. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  96774. // Position
  96775. if (!this.computeEffectivePosition(globalViewport)) {
  96776. return false;
  96777. }
  96778. // Visibility
  96779. if (!this._isVisible()) {
  96780. return false;
  96781. }
  96782. // Intensity
  96783. var awayX;
  96784. var awayY;
  96785. if (this._positionX < this.borderLimit + globalViewport.x) {
  96786. awayX = this.borderLimit + globalViewport.x - this._positionX;
  96787. }
  96788. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  96789. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  96790. }
  96791. else {
  96792. awayX = 0;
  96793. }
  96794. if (this._positionY < this.borderLimit + globalViewport.y) {
  96795. awayY = this.borderLimit + globalViewport.y - this._positionY;
  96796. }
  96797. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  96798. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  96799. }
  96800. else {
  96801. awayY = 0;
  96802. }
  96803. var away = (awayX > awayY) ? awayX : awayY;
  96804. away -= this.viewportBorder;
  96805. if (away > this.borderLimit) {
  96806. away = this.borderLimit;
  96807. }
  96808. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  96809. if (intensity < 0) {
  96810. return false;
  96811. }
  96812. if (intensity > 1.0) {
  96813. intensity = 1.0;
  96814. }
  96815. if (this.viewportBorder > 0) {
  96816. globalViewport.x += this.viewportBorder;
  96817. globalViewport.y += this.viewportBorder;
  96818. globalViewport.width -= this.viewportBorder * 2;
  96819. globalViewport.height -= this.viewportBorder * 2;
  96820. this._positionX -= this.viewportBorder;
  96821. this._positionY -= this.viewportBorder;
  96822. }
  96823. // Position
  96824. var centerX = globalViewport.x + globalViewport.width / 2;
  96825. var centerY = globalViewport.y + globalViewport.height / 2;
  96826. var distX = centerX - this._positionX;
  96827. var distY = centerY - this._positionY;
  96828. // Effects
  96829. engine.enableEffect(this._effect);
  96830. engine.setState(false);
  96831. engine.setDepthBuffer(false);
  96832. // VBOs
  96833. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  96834. // Flares
  96835. for (var index = 0; index < this.lensFlares.length; index++) {
  96836. var flare = this.lensFlares[index];
  96837. engine.setAlphaMode(flare.alphaMode);
  96838. var x = centerX - (distX * flare.position);
  96839. var y = centerY - (distY * flare.position);
  96840. var cw = flare.size;
  96841. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  96842. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  96843. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  96844. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  96845. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  96846. // Texture
  96847. this._effect.setTexture("textureSampler", flare.texture);
  96848. // Color
  96849. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  96850. // Draw order
  96851. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  96852. }
  96853. engine.setDepthBuffer(true);
  96854. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  96855. return true;
  96856. };
  96857. /**
  96858. * Dispose and release the lens flare with its associated resources.
  96859. */
  96860. LensFlareSystem.prototype.dispose = function () {
  96861. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  96862. if (vertexBuffer) {
  96863. vertexBuffer.dispose();
  96864. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  96865. }
  96866. if (this._indexBuffer) {
  96867. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  96868. this._indexBuffer = null;
  96869. }
  96870. while (this.lensFlares.length) {
  96871. this.lensFlares[0].dispose();
  96872. }
  96873. // Remove from scene
  96874. var index = this._scene.lensFlareSystems.indexOf(this);
  96875. this._scene.lensFlareSystems.splice(index, 1);
  96876. };
  96877. /**
  96878. * Parse a lens flare system from a JSON repressentation
  96879. * @param parsedLensFlareSystem Define the JSON to parse
  96880. * @param scene Define the scene the parsed system should be instantiated in
  96881. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  96882. * @returns the parsed system
  96883. */
  96884. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96885. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96886. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96887. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96888. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96889. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96890. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96891. var parsedFlare = parsedLensFlareSystem.flares[index];
  96892. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96893. }
  96894. return lensFlareSystem;
  96895. };
  96896. /**
  96897. * Serialize the current Lens Flare System into a JSON representation.
  96898. * @returns the serialized JSON
  96899. */
  96900. LensFlareSystem.prototype.serialize = function () {
  96901. var serializationObject = {};
  96902. serializationObject.id = this.id;
  96903. serializationObject.name = this.name;
  96904. serializationObject.emitterId = this.getEmitter().id;
  96905. serializationObject.borderLimit = this.borderLimit;
  96906. serializationObject.flares = [];
  96907. for (var index = 0; index < this.lensFlares.length; index++) {
  96908. var flare = this.lensFlares[index];
  96909. serializationObject.flares.push({
  96910. size: flare.size,
  96911. position: flare.position,
  96912. color: flare.color.asArray(),
  96913. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96914. });
  96915. }
  96916. return serializationObject;
  96917. };
  96918. return LensFlareSystem;
  96919. }());
  96920. BABYLON.LensFlareSystem = LensFlareSystem;
  96921. })(BABYLON || (BABYLON = {}));
  96922. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96923. var BABYLON;
  96924. (function (BABYLON) {
  96925. /**
  96926. * This is a holder class for the physics joint created by the physics plugin
  96927. * It holds a set of functions to control the underlying joint
  96928. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96929. */
  96930. var PhysicsJoint = /** @class */ (function () {
  96931. /**
  96932. * Initializes the physics joint
  96933. * @param type The type of the physics joint
  96934. * @param jointData The data for the physics joint
  96935. */
  96936. function PhysicsJoint(
  96937. /**
  96938. * The type of the physics joint
  96939. */
  96940. type,
  96941. /**
  96942. * The data for the physics joint
  96943. */
  96944. jointData) {
  96945. this.type = type;
  96946. this.jointData = jointData;
  96947. jointData.nativeParams = jointData.nativeParams || {};
  96948. }
  96949. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96950. /**
  96951. * Gets the physics joint
  96952. */
  96953. get: function () {
  96954. return this._physicsJoint;
  96955. },
  96956. /**
  96957. * Sets the physics joint
  96958. */
  96959. set: function (newJoint) {
  96960. if (this._physicsJoint) {
  96961. //remove from the wolrd
  96962. }
  96963. this._physicsJoint = newJoint;
  96964. },
  96965. enumerable: true,
  96966. configurable: true
  96967. });
  96968. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96969. /**
  96970. * Sets the physics plugin
  96971. */
  96972. set: function (physicsPlugin) {
  96973. this._physicsPlugin = physicsPlugin;
  96974. },
  96975. enumerable: true,
  96976. configurable: true
  96977. });
  96978. /**
  96979. * Execute a function that is physics-plugin specific.
  96980. * @param {Function} func the function that will be executed.
  96981. * It accepts two parameters: the physics world and the physics joint
  96982. */
  96983. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96984. func(this._physicsPlugin.world, this._physicsJoint);
  96985. };
  96986. //TODO check if the native joints are the same
  96987. //Joint Types
  96988. /**
  96989. * Distance-Joint type
  96990. */
  96991. PhysicsJoint.DistanceJoint = 0;
  96992. /**
  96993. * Hinge-Joint type
  96994. */
  96995. PhysicsJoint.HingeJoint = 1;
  96996. /**
  96997. * Ball-and-Socket joint type
  96998. */
  96999. PhysicsJoint.BallAndSocketJoint = 2;
  97000. /**
  97001. * Wheel-Joint type
  97002. */
  97003. PhysicsJoint.WheelJoint = 3;
  97004. /**
  97005. * Slider-Joint type
  97006. */
  97007. PhysicsJoint.SliderJoint = 4;
  97008. //OIMO
  97009. /**
  97010. * Prismatic-Joint type
  97011. */
  97012. PhysicsJoint.PrismaticJoint = 5;
  97013. //
  97014. /**
  97015. * Universal-Joint type
  97016. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  97017. */
  97018. PhysicsJoint.UniversalJoint = 6;
  97019. /**
  97020. * Hinge-Joint 2 type
  97021. */
  97022. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  97023. //Cannon
  97024. /**
  97025. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  97026. */
  97027. PhysicsJoint.PointToPointJoint = 8;
  97028. //Cannon only at the moment
  97029. /**
  97030. * Spring-Joint type
  97031. */
  97032. PhysicsJoint.SpringJoint = 9;
  97033. /**
  97034. * Lock-Joint type
  97035. */
  97036. PhysicsJoint.LockJoint = 10;
  97037. return PhysicsJoint;
  97038. }());
  97039. BABYLON.PhysicsJoint = PhysicsJoint;
  97040. /**
  97041. * A class representing a physics distance joint
  97042. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97043. */
  97044. var DistanceJoint = /** @class */ (function (_super) {
  97045. __extends(DistanceJoint, _super);
  97046. /**
  97047. *
  97048. * @param jointData The data for the Distance-Joint
  97049. */
  97050. function DistanceJoint(jointData) {
  97051. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  97052. }
  97053. /**
  97054. * Update the predefined distance.
  97055. * @param maxDistance The maximum preferred distance
  97056. * @param minDistance The minimum preferred distance
  97057. */
  97058. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  97059. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  97060. };
  97061. return DistanceJoint;
  97062. }(PhysicsJoint));
  97063. BABYLON.DistanceJoint = DistanceJoint;
  97064. /**
  97065. * Represents a Motor-Enabled Joint
  97066. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97067. */
  97068. var MotorEnabledJoint = /** @class */ (function (_super) {
  97069. __extends(MotorEnabledJoint, _super);
  97070. /**
  97071. * Initializes the Motor-Enabled Joint
  97072. * @param type The type of the joint
  97073. * @param jointData The physica joint data for the joint
  97074. */
  97075. function MotorEnabledJoint(type, jointData) {
  97076. return _super.call(this, type, jointData) || this;
  97077. }
  97078. /**
  97079. * Set the motor values.
  97080. * Attention, this function is plugin specific. Engines won't react 100% the same.
  97081. * @param force the force to apply
  97082. * @param maxForce max force for this motor.
  97083. */
  97084. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  97085. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  97086. };
  97087. /**
  97088. * Set the motor's limits.
  97089. * Attention, this function is plugin specific. Engines won't react 100% the same.
  97090. * @param upperLimit The upper limit of the motor
  97091. * @param lowerLimit The lower limit of the motor
  97092. */
  97093. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  97094. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  97095. };
  97096. return MotorEnabledJoint;
  97097. }(PhysicsJoint));
  97098. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  97099. /**
  97100. * This class represents a single physics Hinge-Joint
  97101. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97102. */
  97103. var HingeJoint = /** @class */ (function (_super) {
  97104. __extends(HingeJoint, _super);
  97105. /**
  97106. * Initializes the Hinge-Joint
  97107. * @param jointData The joint data for the Hinge-Joint
  97108. */
  97109. function HingeJoint(jointData) {
  97110. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  97111. }
  97112. /**
  97113. * Set the motor values.
  97114. * Attention, this function is plugin specific. Engines won't react 100% the same.
  97115. * @param {number} force the force to apply
  97116. * @param {number} maxForce max force for this motor.
  97117. */
  97118. HingeJoint.prototype.setMotor = function (force, maxForce) {
  97119. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  97120. };
  97121. /**
  97122. * Set the motor's limits.
  97123. * Attention, this function is plugin specific. Engines won't react 100% the same.
  97124. * @param upperLimit The upper limit of the motor
  97125. * @param lowerLimit The lower limit of the motor
  97126. */
  97127. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  97128. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  97129. };
  97130. return HingeJoint;
  97131. }(MotorEnabledJoint));
  97132. BABYLON.HingeJoint = HingeJoint;
  97133. /**
  97134. * This class represents a dual hinge physics joint (same as wheel joint)
  97135. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97136. */
  97137. var Hinge2Joint = /** @class */ (function (_super) {
  97138. __extends(Hinge2Joint, _super);
  97139. /**
  97140. * Initializes the Hinge2-Joint
  97141. * @param jointData The joint data for the Hinge2-Joint
  97142. */
  97143. function Hinge2Joint(jointData) {
  97144. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  97145. }
  97146. /**
  97147. * Set the motor values.
  97148. * Attention, this function is plugin specific. Engines won't react 100% the same.
  97149. * @param {number} force the force to apply
  97150. * @param {number} maxForce max force for this motor.
  97151. * @param {motorIndex} the motor's index, 0 or 1.
  97152. */
  97153. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  97154. if (motorIndex === void 0) { motorIndex = 0; }
  97155. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  97156. };
  97157. /**
  97158. * Set the motor limits.
  97159. * Attention, this function is plugin specific. Engines won't react 100% the same.
  97160. * @param {number} upperLimit the upper limit
  97161. * @param {number} lowerLimit lower limit
  97162. * @param {motorIndex} the motor's index, 0 or 1.
  97163. */
  97164. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  97165. if (motorIndex === void 0) { motorIndex = 0; }
  97166. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  97167. };
  97168. return Hinge2Joint;
  97169. }(MotorEnabledJoint));
  97170. BABYLON.Hinge2Joint = Hinge2Joint;
  97171. })(BABYLON || (BABYLON = {}));
  97172. //# sourceMappingURL=babylon.physicsJoint.js.map
  97173. var BABYLON;
  97174. (function (BABYLON) {
  97175. /**
  97176. * Represents a physics imposter
  97177. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97178. */
  97179. var PhysicsImpostor = /** @class */ (function () {
  97180. /**
  97181. * Initializes the physics imposter
  97182. * @param object The physics-enabled object used as the physics imposter
  97183. * @param type The type of the physics imposter
  97184. * @param _options The options for the physics imposter
  97185. * @param _scene The Babylon scene
  97186. */
  97187. function PhysicsImpostor(
  97188. /**
  97189. * The physics-enabled object used as the physics imposter
  97190. */
  97191. object,
  97192. /**
  97193. * The type of the physics imposter
  97194. */
  97195. type, _options, _scene) {
  97196. if (_options === void 0) { _options = { mass: 0 }; }
  97197. var _this = this;
  97198. this.object = object;
  97199. this.type = type;
  97200. this._options = _options;
  97201. this._scene = _scene;
  97202. this._bodyUpdateRequired = false;
  97203. this._onBeforePhysicsStepCallbacks = new Array();
  97204. this._onAfterPhysicsStepCallbacks = new Array();
  97205. /** @hidden */
  97206. this._onPhysicsCollideCallbacks = [];
  97207. this._deltaPosition = BABYLON.Vector3.Zero();
  97208. this._isDisposed = false;
  97209. //temp variables for parent rotation calculations
  97210. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  97211. this._tmpQuat = new BABYLON.Quaternion();
  97212. this._tmpQuat2 = new BABYLON.Quaternion();
  97213. /**
  97214. * this function is executed by the physics engine.
  97215. */
  97216. this.beforeStep = function () {
  97217. if (!_this._physicsEngine) {
  97218. return;
  97219. }
  97220. _this.object.translate(_this._deltaPosition, -1);
  97221. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  97222. _this.object.computeWorldMatrix(false);
  97223. if (_this.object.parent && _this.object.rotationQuaternion) {
  97224. _this.getParentsRotation();
  97225. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  97226. }
  97227. else {
  97228. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  97229. }
  97230. if (!_this._options.disableBidirectionalTransformation) {
  97231. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePosition(), _this._tmpQuat);
  97232. }
  97233. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  97234. func(_this);
  97235. });
  97236. };
  97237. /**
  97238. * this function is executed by the physics engine
  97239. */
  97240. this.afterStep = function () {
  97241. if (!_this._physicsEngine) {
  97242. return;
  97243. }
  97244. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  97245. func(_this);
  97246. });
  97247. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  97248. // object has now its world rotation. needs to be converted to local.
  97249. if (_this.object.parent && _this.object.rotationQuaternion) {
  97250. _this.getParentsRotation();
  97251. _this._tmpQuat.conjugateInPlace();
  97252. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  97253. }
  97254. // take the position set and make it the absolute position of this object.
  97255. _this.object.setAbsolutePosition(_this.object.position);
  97256. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  97257. _this.object.translate(_this._deltaPosition, 1);
  97258. };
  97259. /**
  97260. * Legacy collision detection event support
  97261. */
  97262. this.onCollideEvent = null;
  97263. /**
  97264. * event and body object due to cannon's event-based architecture.
  97265. */
  97266. this.onCollide = function (e) {
  97267. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  97268. return;
  97269. }
  97270. if (!_this._physicsEngine) {
  97271. return;
  97272. }
  97273. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  97274. if (otherImpostor) {
  97275. // Legacy collision detection event support
  97276. if (_this.onCollideEvent) {
  97277. _this.onCollideEvent(_this, otherImpostor);
  97278. }
  97279. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  97280. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  97281. }).forEach(function (obj) {
  97282. obj.callback(_this, otherImpostor);
  97283. });
  97284. }
  97285. };
  97286. //sanity check!
  97287. if (!this.object) {
  97288. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  97289. return;
  97290. }
  97291. // Legacy support for old syntax.
  97292. if (!this._scene && object.getScene) {
  97293. this._scene = object.getScene();
  97294. }
  97295. if (!this._scene) {
  97296. return;
  97297. }
  97298. this._physicsEngine = this._scene.getPhysicsEngine();
  97299. if (!this._physicsEngine) {
  97300. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  97301. }
  97302. else {
  97303. //set the object's quaternion, if not set
  97304. if (!this.object.rotationQuaternion) {
  97305. if (this.object.rotation) {
  97306. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  97307. }
  97308. else {
  97309. this.object.rotationQuaternion = new BABYLON.Quaternion();
  97310. }
  97311. }
  97312. //default options params
  97313. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  97314. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  97315. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  97316. this._joints = [];
  97317. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  97318. if (!this.object.parent || this._options.ignoreParent) {
  97319. this._init();
  97320. }
  97321. else if (this.object.parent.physicsImpostor) {
  97322. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  97323. }
  97324. }
  97325. }
  97326. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  97327. /**
  97328. * Specifies if the physics imposter is disposed
  97329. */
  97330. get: function () {
  97331. return this._isDisposed;
  97332. },
  97333. enumerable: true,
  97334. configurable: true
  97335. });
  97336. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  97337. /**
  97338. * Gets the mass of the physics imposter
  97339. */
  97340. get: function () {
  97341. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  97342. },
  97343. set: function (value) {
  97344. this.setMass(value);
  97345. },
  97346. enumerable: true,
  97347. configurable: true
  97348. });
  97349. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  97350. /**
  97351. * Gets the coefficient of friction
  97352. */
  97353. get: function () {
  97354. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  97355. },
  97356. /**
  97357. * Sets the coefficient of friction
  97358. */
  97359. set: function (value) {
  97360. if (!this._physicsEngine) {
  97361. return;
  97362. }
  97363. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  97364. },
  97365. enumerable: true,
  97366. configurable: true
  97367. });
  97368. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  97369. /**
  97370. * Gets the coefficient of restitution
  97371. */
  97372. get: function () {
  97373. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  97374. },
  97375. /**
  97376. * Sets the coefficient of restitution
  97377. */
  97378. set: function (value) {
  97379. if (!this._physicsEngine) {
  97380. return;
  97381. }
  97382. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  97383. },
  97384. enumerable: true,
  97385. configurable: true
  97386. });
  97387. /**
  97388. * This function will completly initialize this impostor.
  97389. * It will create a new body - but only if this mesh has no parent.
  97390. * If it has, this impostor will not be used other than to define the impostor
  97391. * of the child mesh.
  97392. * @hidden
  97393. */
  97394. PhysicsImpostor.prototype._init = function () {
  97395. if (!this._physicsEngine) {
  97396. return;
  97397. }
  97398. this._physicsEngine.removeImpostor(this);
  97399. this.physicsBody = null;
  97400. this._parent = this._parent || this._getPhysicsParent();
  97401. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  97402. this._physicsEngine.addImpostor(this);
  97403. }
  97404. };
  97405. PhysicsImpostor.prototype._getPhysicsParent = function () {
  97406. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  97407. var parentMesh = this.object.parent;
  97408. return parentMesh.physicsImpostor;
  97409. }
  97410. return null;
  97411. };
  97412. /**
  97413. * Should a new body be generated.
  97414. * @returns boolean specifying if body initialization is required
  97415. */
  97416. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  97417. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  97418. };
  97419. /**
  97420. * Sets the updated scaling
  97421. * @param updated Specifies if the scaling is updated
  97422. */
  97423. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  97424. this.forceUpdate();
  97425. };
  97426. /**
  97427. * Force a regeneration of this or the parent's impostor's body.
  97428. * Use under cautious - This will remove all joints already implemented.
  97429. */
  97430. PhysicsImpostor.prototype.forceUpdate = function () {
  97431. this._init();
  97432. if (this.parent && !this._options.ignoreParent) {
  97433. this.parent.forceUpdate();
  97434. }
  97435. };
  97436. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  97437. /*public get mesh(): AbstractMesh {
  97438. return this._mesh;
  97439. }*/
  97440. /**
  97441. * Gets the body that holds this impostor. Either its own, or its parent.
  97442. */
  97443. get: function () {
  97444. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  97445. },
  97446. /**
  97447. * Set the physics body. Used mainly by the physics engine/plugin
  97448. */
  97449. set: function (physicsBody) {
  97450. if (this._physicsBody && this._physicsEngine) {
  97451. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  97452. }
  97453. this._physicsBody = physicsBody;
  97454. this.resetUpdateFlags();
  97455. },
  97456. enumerable: true,
  97457. configurable: true
  97458. });
  97459. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  97460. /**
  97461. * Get the parent of the physics imposter
  97462. * @returns Physics imposter or null
  97463. */
  97464. get: function () {
  97465. return !this._options.ignoreParent && this._parent ? this._parent : null;
  97466. },
  97467. /**
  97468. * Sets the parent of the physics imposter
  97469. */
  97470. set: function (value) {
  97471. this._parent = value;
  97472. },
  97473. enumerable: true,
  97474. configurable: true
  97475. });
  97476. /**
  97477. * Resets the update flags
  97478. */
  97479. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  97480. this._bodyUpdateRequired = false;
  97481. };
  97482. /**
  97483. * Gets the object extend size
  97484. * @returns the object extend size
  97485. */
  97486. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  97487. if (this.object.getBoundingInfo) {
  97488. var q = this.object.rotationQuaternion;
  97489. //reset rotation
  97490. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  97491. //calculate the world matrix with no rotation
  97492. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97493. var boundingInfo = this.object.getBoundingInfo();
  97494. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  97495. //bring back the rotation
  97496. this.object.rotationQuaternion = q;
  97497. //calculate the world matrix with the new rotation
  97498. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97499. return size;
  97500. }
  97501. else {
  97502. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  97503. }
  97504. };
  97505. /**
  97506. * Gets the object center
  97507. * @returns The object center
  97508. */
  97509. PhysicsImpostor.prototype.getObjectCenter = function () {
  97510. if (this.object.getBoundingInfo) {
  97511. var boundingInfo = this.object.getBoundingInfo();
  97512. return boundingInfo.boundingBox.centerWorld;
  97513. }
  97514. else {
  97515. return this.object.position;
  97516. }
  97517. };
  97518. /**
  97519. * Get a specific parametes from the options parameter
  97520. * @param paramName The object parameter name
  97521. * @returns The object parameter
  97522. */
  97523. PhysicsImpostor.prototype.getParam = function (paramName) {
  97524. return this._options[paramName];
  97525. };
  97526. /**
  97527. * Sets a specific parameter in the options given to the physics plugin
  97528. * @param paramName The parameter name
  97529. * @param value The value of the parameter
  97530. */
  97531. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  97532. this._options[paramName] = value;
  97533. this._bodyUpdateRequired = true;
  97534. };
  97535. /**
  97536. * Specifically change the body's mass option. Won't recreate the physics body object
  97537. * @param mass The mass of the physics imposter
  97538. */
  97539. PhysicsImpostor.prototype.setMass = function (mass) {
  97540. if (this.getParam("mass") !== mass) {
  97541. this.setParam("mass", mass);
  97542. }
  97543. if (this._physicsEngine) {
  97544. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  97545. }
  97546. };
  97547. /**
  97548. * Gets the linear velocity
  97549. * @returns linear velocity or null
  97550. */
  97551. PhysicsImpostor.prototype.getLinearVelocity = function () {
  97552. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  97553. };
  97554. /**
  97555. * Sets the linear velocity
  97556. * @param velocity linear velocity or null
  97557. */
  97558. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  97559. if (this._physicsEngine) {
  97560. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  97561. }
  97562. };
  97563. /**
  97564. * Gets the angular velocity
  97565. * @returns angular velocity or null
  97566. */
  97567. PhysicsImpostor.prototype.getAngularVelocity = function () {
  97568. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  97569. };
  97570. /**
  97571. * Sets the angular velocity
  97572. * @param velocity The velocity or null
  97573. */
  97574. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  97575. if (this._physicsEngine) {
  97576. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  97577. }
  97578. };
  97579. /**
  97580. * Execute a function with the physics plugin native code
  97581. * Provide a function the will have two variables - the world object and the physics body object
  97582. * @param func The function to execute with the physics plugin native code
  97583. */
  97584. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  97585. if (this._physicsEngine) {
  97586. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  97587. }
  97588. };
  97589. /**
  97590. * Register a function that will be executed before the physics world is stepping forward
  97591. * @param func The function to execute before the physics world is stepped forward
  97592. */
  97593. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  97594. this._onBeforePhysicsStepCallbacks.push(func);
  97595. };
  97596. /**
  97597. * Unregister a function that will be executed before the physics world is stepping forward
  97598. * @param func The function to execute before the physics world is stepped forward
  97599. */
  97600. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  97601. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  97602. if (index > -1) {
  97603. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  97604. }
  97605. else {
  97606. BABYLON.Tools.Warn("Function to remove was not found");
  97607. }
  97608. };
  97609. /**
  97610. * Register a function that will be executed after the physics step
  97611. * @param func The function to execute after physics step
  97612. */
  97613. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  97614. this._onAfterPhysicsStepCallbacks.push(func);
  97615. };
  97616. /**
  97617. * Unregisters a function that will be executed after the physics step
  97618. * @param func The function to execute after physics step
  97619. */
  97620. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  97621. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  97622. if (index > -1) {
  97623. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  97624. }
  97625. else {
  97626. BABYLON.Tools.Warn("Function to remove was not found");
  97627. }
  97628. };
  97629. /**
  97630. * register a function that will be executed when this impostor collides against a different body
  97631. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  97632. * @param func Callback that is executed on collision
  97633. */
  97634. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  97635. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97636. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  97637. };
  97638. /**
  97639. * Unregisters the physics imposter on contact
  97640. * @param collideAgainst The physics object to collide against
  97641. * @param func Callback to execute on collision
  97642. */
  97643. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  97644. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97645. var index = -1;
  97646. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  97647. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  97648. // chcek the arrays match
  97649. var sameList = cbDef.otherImpostors.every(function (impostor) {
  97650. return collidedAgainstList.indexOf(impostor) > -1;
  97651. });
  97652. if (sameList) {
  97653. index = idx;
  97654. }
  97655. return sameList;
  97656. }
  97657. return false;
  97658. });
  97659. if (found) {
  97660. this._onPhysicsCollideCallbacks.splice(index, 1);
  97661. }
  97662. else {
  97663. BABYLON.Tools.Warn("Function to remove was not found");
  97664. }
  97665. };
  97666. /**
  97667. * Get the parent rotation
  97668. * @returns The parent rotation
  97669. */
  97670. PhysicsImpostor.prototype.getParentsRotation = function () {
  97671. var parent = this.object.parent;
  97672. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  97673. while (parent) {
  97674. if (parent.rotationQuaternion) {
  97675. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  97676. }
  97677. else {
  97678. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  97679. }
  97680. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  97681. parent = parent.parent;
  97682. }
  97683. return this._tmpQuat;
  97684. };
  97685. /**
  97686. * Apply a force
  97687. * @param force The force to apply
  97688. * @param contactPoint The contact point for the force
  97689. * @returns The physics imposter
  97690. */
  97691. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  97692. if (this._physicsEngine) {
  97693. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  97694. }
  97695. return this;
  97696. };
  97697. /**
  97698. * Apply an impulse
  97699. * @param force The impulse force
  97700. * @param contactPoint The contact point for the impulse force
  97701. * @returns The physics imposter
  97702. */
  97703. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  97704. if (this._physicsEngine) {
  97705. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  97706. }
  97707. return this;
  97708. };
  97709. /**
  97710. * A help function to create a joint
  97711. * @param otherImpostor A physics imposter used to create a joint
  97712. * @param jointType The type of joint
  97713. * @param jointData The data for the joint
  97714. * @returns The physics imposter
  97715. */
  97716. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  97717. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  97718. this.addJoint(otherImpostor, joint);
  97719. return this;
  97720. };
  97721. /**
  97722. * Add a joint to this impostor with a different impostor
  97723. * @param otherImpostor A physics imposter used to add a joint
  97724. * @param joint The joint to add
  97725. * @returns The physics imposter
  97726. */
  97727. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  97728. this._joints.push({
  97729. otherImpostor: otherImpostor,
  97730. joint: joint
  97731. });
  97732. if (this._physicsEngine) {
  97733. this._physicsEngine.addJoint(this, otherImpostor, joint);
  97734. }
  97735. return this;
  97736. };
  97737. /**
  97738. * Will keep this body still, in a sleep mode.
  97739. * @returns the physics imposter
  97740. */
  97741. PhysicsImpostor.prototype.sleep = function () {
  97742. if (this._physicsEngine) {
  97743. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  97744. }
  97745. return this;
  97746. };
  97747. /**
  97748. * Wake the body up.
  97749. * @returns The physics imposter
  97750. */
  97751. PhysicsImpostor.prototype.wakeUp = function () {
  97752. if (this._physicsEngine) {
  97753. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  97754. }
  97755. return this;
  97756. };
  97757. /**
  97758. * Clones the physics imposter
  97759. * @param newObject The physics imposter clones to this physics-enabled object
  97760. * @returns A nullable physics imposter
  97761. */
  97762. PhysicsImpostor.prototype.clone = function (newObject) {
  97763. if (!newObject) {
  97764. return null;
  97765. }
  97766. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  97767. };
  97768. /**
  97769. * Disposes the physics imposter
  97770. */
  97771. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  97772. var _this = this;
  97773. //no dispose if no physics engine is available.
  97774. if (!this._physicsEngine) {
  97775. return;
  97776. }
  97777. this._joints.forEach(function (j) {
  97778. if (_this._physicsEngine) {
  97779. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  97780. }
  97781. });
  97782. //dispose the physics body
  97783. this._physicsEngine.removeImpostor(this);
  97784. if (this.parent) {
  97785. this.parent.forceUpdate();
  97786. }
  97787. else {
  97788. /*this._object.getChildMeshes().forEach(function(mesh) {
  97789. if (mesh.physicsImpostor) {
  97790. if (disposeChildren) {
  97791. mesh.physicsImpostor.dispose();
  97792. mesh.physicsImpostor = null;
  97793. }
  97794. }
  97795. })*/
  97796. }
  97797. this._isDisposed = true;
  97798. };
  97799. /**
  97800. * Sets the delta position
  97801. * @param position The delta position amount
  97802. */
  97803. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  97804. this._deltaPosition.copyFrom(position);
  97805. };
  97806. /**
  97807. * Sets the delta rotation
  97808. * @param rotation The delta rotation amount
  97809. */
  97810. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  97811. if (!this._deltaRotation) {
  97812. this._deltaRotation = new BABYLON.Quaternion();
  97813. }
  97814. this._deltaRotation.copyFrom(rotation);
  97815. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  97816. };
  97817. /**
  97818. * Gets the box size of the physics imposter and stores the result in the input parameter
  97819. * @param result Stores the box size
  97820. * @returns The physics imposter
  97821. */
  97822. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  97823. if (this._physicsEngine) {
  97824. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  97825. }
  97826. return this;
  97827. };
  97828. /**
  97829. * Gets the radius of the physics imposter
  97830. * @returns Radius of the physics imposter
  97831. */
  97832. PhysicsImpostor.prototype.getRadius = function () {
  97833. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  97834. };
  97835. /**
  97836. * Sync a bone with this impostor
  97837. * @param bone The bone to sync to the impostor.
  97838. * @param boneMesh The mesh that the bone is influencing.
  97839. * @param jointPivot The pivot of the joint / bone in local space.
  97840. * @param distToJoint Optional distance from the impostor to the joint.
  97841. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97842. */
  97843. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  97844. var tempVec = PhysicsImpostor._tmpVecs[0];
  97845. var mesh = this.object;
  97846. if (mesh.rotationQuaternion) {
  97847. if (adjustRotation) {
  97848. var tempQuat = PhysicsImpostor._tmpQuat;
  97849. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  97850. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  97851. }
  97852. else {
  97853. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  97854. }
  97855. }
  97856. tempVec.x = 0;
  97857. tempVec.y = 0;
  97858. tempVec.z = 0;
  97859. if (jointPivot) {
  97860. tempVec.x = jointPivot.x;
  97861. tempVec.y = jointPivot.y;
  97862. tempVec.z = jointPivot.z;
  97863. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  97864. if (distToJoint === undefined || distToJoint === null) {
  97865. distToJoint = jointPivot.length();
  97866. }
  97867. tempVec.x *= distToJoint;
  97868. tempVec.y *= distToJoint;
  97869. tempVec.z *= distToJoint;
  97870. }
  97871. if (bone.getParent()) {
  97872. tempVec.addInPlace(mesh.getAbsolutePosition());
  97873. bone.setAbsolutePosition(tempVec, boneMesh);
  97874. }
  97875. else {
  97876. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  97877. boneMesh.position.x -= tempVec.x;
  97878. boneMesh.position.y -= tempVec.y;
  97879. boneMesh.position.z -= tempVec.z;
  97880. }
  97881. };
  97882. /**
  97883. * Sync impostor to a bone
  97884. * @param bone The bone that the impostor will be synced to.
  97885. * @param boneMesh The mesh that the bone is influencing.
  97886. * @param jointPivot The pivot of the joint / bone in local space.
  97887. * @param distToJoint Optional distance from the impostor to the joint.
  97888. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97889. * @param boneAxis Optional vector3 axis the bone is aligned with
  97890. */
  97891. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97892. var mesh = this.object;
  97893. if (mesh.rotationQuaternion) {
  97894. if (adjustRotation) {
  97895. var tempQuat = PhysicsImpostor._tmpQuat;
  97896. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97897. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97898. }
  97899. else {
  97900. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97901. }
  97902. }
  97903. var pos = PhysicsImpostor._tmpVecs[0];
  97904. var boneDir = PhysicsImpostor._tmpVecs[1];
  97905. if (!boneAxis) {
  97906. boneAxis = PhysicsImpostor._tmpVecs[2];
  97907. boneAxis.x = 0;
  97908. boneAxis.y = 1;
  97909. boneAxis.z = 0;
  97910. }
  97911. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97912. bone.getAbsolutePositionToRef(boneMesh, pos);
  97913. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97914. distToJoint = jointPivot.length();
  97915. }
  97916. if (distToJoint !== undefined && distToJoint !== null) {
  97917. pos.x += boneDir.x * distToJoint;
  97918. pos.y += boneDir.y * distToJoint;
  97919. pos.z += boneDir.z * distToJoint;
  97920. }
  97921. mesh.setAbsolutePosition(pos);
  97922. };
  97923. /**
  97924. * The default object size of the imposter
  97925. */
  97926. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97927. /**
  97928. * The identity quaternion of the imposter
  97929. */
  97930. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97931. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97932. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97933. //Impostor types
  97934. /**
  97935. * No-Imposter type
  97936. */
  97937. PhysicsImpostor.NoImpostor = 0;
  97938. /**
  97939. * Sphere-Imposter type
  97940. */
  97941. PhysicsImpostor.SphereImpostor = 1;
  97942. /**
  97943. * Box-Imposter type
  97944. */
  97945. PhysicsImpostor.BoxImpostor = 2;
  97946. /**
  97947. * Plane-Imposter type
  97948. */
  97949. PhysicsImpostor.PlaneImpostor = 3;
  97950. /**
  97951. * Mesh-imposter type
  97952. */
  97953. PhysicsImpostor.MeshImpostor = 4;
  97954. /**
  97955. * Cylinder-Imposter type
  97956. */
  97957. PhysicsImpostor.CylinderImpostor = 7;
  97958. /**
  97959. * Particle-Imposter type
  97960. */
  97961. PhysicsImpostor.ParticleImpostor = 8;
  97962. /**
  97963. * Heightmap-Imposter type
  97964. */
  97965. PhysicsImpostor.HeightmapImpostor = 9;
  97966. return PhysicsImpostor;
  97967. }());
  97968. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97969. })(BABYLON || (BABYLON = {}));
  97970. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97971. var BABYLON;
  97972. (function (BABYLON) {
  97973. /**
  97974. * Class used to control physics engine
  97975. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97976. */
  97977. var PhysicsEngine = /** @class */ (function () {
  97978. /**
  97979. * Creates a new Physics Engine
  97980. * @param gravity defines the gravity vector used by the simulation
  97981. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97982. */
  97983. function PhysicsEngine(gravity, _physicsPlugin) {
  97984. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97985. this._physicsPlugin = _physicsPlugin;
  97986. this._impostors = [];
  97987. this._joints = [];
  97988. if (!this._physicsPlugin.isSupported()) {
  97989. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97990. + "Please make sure it is included.");
  97991. }
  97992. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97993. this.setGravity(gravity);
  97994. this.setTimeStep();
  97995. }
  97996. /**
  97997. * Sets the gravity vector used by the simulation
  97998. * @param gravity defines the gravity vector to use
  97999. */
  98000. PhysicsEngine.prototype.setGravity = function (gravity) {
  98001. this.gravity = gravity;
  98002. this._physicsPlugin.setGravity(this.gravity);
  98003. };
  98004. /**
  98005. * Set the time step of the physics engine.
  98006. * Default is 1/60.
  98007. * To slow it down, enter 1/600 for example.
  98008. * To speed it up, 1/30
  98009. * @param newTimeStep defines the new timestep to apply to this world.
  98010. */
  98011. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  98012. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  98013. this._physicsPlugin.setTimeStep(newTimeStep);
  98014. };
  98015. /**
  98016. * Get the time step of the physics engine.
  98017. * @returns the current time step
  98018. */
  98019. PhysicsEngine.prototype.getTimeStep = function () {
  98020. return this._physicsPlugin.getTimeStep();
  98021. };
  98022. /**
  98023. * Release all resources
  98024. */
  98025. PhysicsEngine.prototype.dispose = function () {
  98026. this._impostors.forEach(function (impostor) {
  98027. impostor.dispose();
  98028. });
  98029. this._physicsPlugin.dispose();
  98030. };
  98031. /**
  98032. * Gets the name of the current physics plugin
  98033. * @returns the name of the plugin
  98034. */
  98035. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  98036. return this._physicsPlugin.name;
  98037. };
  98038. /**
  98039. * Adding a new impostor for the impostor tracking.
  98040. * This will be done by the impostor itself.
  98041. * @param impostor the impostor to add
  98042. */
  98043. PhysicsEngine.prototype.addImpostor = function (impostor) {
  98044. impostor.uniqueId = this._impostors.push(impostor);
  98045. //if no parent, generate the body
  98046. if (!impostor.parent) {
  98047. this._physicsPlugin.generatePhysicsBody(impostor);
  98048. }
  98049. };
  98050. /**
  98051. * Remove an impostor from the engine.
  98052. * This impostor and its mesh will not longer be updated by the physics engine.
  98053. * @param impostor the impostor to remove
  98054. */
  98055. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  98056. var index = this._impostors.indexOf(impostor);
  98057. if (index > -1) {
  98058. var removed = this._impostors.splice(index, 1);
  98059. //Is it needed?
  98060. if (removed.length) {
  98061. //this will also remove it from the world.
  98062. removed[0].physicsBody = null;
  98063. }
  98064. }
  98065. };
  98066. /**
  98067. * Add a joint to the physics engine
  98068. * @param mainImpostor defines the main impostor to which the joint is added.
  98069. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  98070. * @param joint defines the joint that will connect both impostors.
  98071. */
  98072. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  98073. var impostorJoint = {
  98074. mainImpostor: mainImpostor,
  98075. connectedImpostor: connectedImpostor,
  98076. joint: joint
  98077. };
  98078. joint.physicsPlugin = this._physicsPlugin;
  98079. this._joints.push(impostorJoint);
  98080. this._physicsPlugin.generateJoint(impostorJoint);
  98081. };
  98082. /**
  98083. * Removes a joint from the simulation
  98084. * @param mainImpostor defines the impostor used with the joint
  98085. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  98086. * @param joint defines the joint to remove
  98087. */
  98088. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  98089. var matchingJoints = this._joints.filter(function (impostorJoint) {
  98090. return (impostorJoint.connectedImpostor === connectedImpostor
  98091. && impostorJoint.joint === joint
  98092. && impostorJoint.mainImpostor === mainImpostor);
  98093. });
  98094. if (matchingJoints.length) {
  98095. this._physicsPlugin.removeJoint(matchingJoints[0]);
  98096. //TODO remove it from the list as well
  98097. }
  98098. };
  98099. /**
  98100. * Called by the scene. No need to call it.
  98101. * @param delta defines the timespam between frames
  98102. */
  98103. PhysicsEngine.prototype._step = function (delta) {
  98104. var _this = this;
  98105. //check if any mesh has no body / requires an update
  98106. this._impostors.forEach(function (impostor) {
  98107. if (impostor.isBodyInitRequired()) {
  98108. _this._physicsPlugin.generatePhysicsBody(impostor);
  98109. }
  98110. });
  98111. if (delta > 0.1) {
  98112. delta = 0.1;
  98113. }
  98114. else if (delta <= 0) {
  98115. delta = 1.0 / 60.0;
  98116. }
  98117. this._physicsPlugin.executeStep(delta, this._impostors);
  98118. };
  98119. /**
  98120. * Gets the current plugin used to run the simulation
  98121. * @returns current plugin
  98122. */
  98123. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  98124. return this._physicsPlugin;
  98125. };
  98126. /**
  98127. * Gets the list of physic impostors
  98128. * @returns an array of PhysicsImpostor
  98129. */
  98130. PhysicsEngine.prototype.getImpostors = function () {
  98131. return this._impostors;
  98132. };
  98133. /**
  98134. * Gets the impostor for a physics enabled object
  98135. * @param object defines the object impersonated by the impostor
  98136. * @returns the PhysicsImpostor or null if not found
  98137. */
  98138. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  98139. for (var i = 0; i < this._impostors.length; ++i) {
  98140. if (this._impostors[i].object === object) {
  98141. return this._impostors[i];
  98142. }
  98143. }
  98144. return null;
  98145. };
  98146. /**
  98147. * Gets the impostor for a physics body object
  98148. * @param body defines physics body used by the impostor
  98149. * @returns the PhysicsImpostor or null if not found
  98150. */
  98151. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  98152. for (var i = 0; i < this._impostors.length; ++i) {
  98153. if (this._impostors[i].physicsBody === body) {
  98154. return this._impostors[i];
  98155. }
  98156. }
  98157. return null;
  98158. };
  98159. /**
  98160. * Global value used to control the smallest number supported by the simulation
  98161. */
  98162. PhysicsEngine.Epsilon = 0.001;
  98163. return PhysicsEngine;
  98164. }());
  98165. BABYLON.PhysicsEngine = PhysicsEngine;
  98166. })(BABYLON || (BABYLON = {}));
  98167. //# sourceMappingURL=babylon.physicsEngine.js.map
  98168. var BABYLON;
  98169. (function (BABYLON) {
  98170. /**
  98171. * A helper for physics simulations
  98172. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98173. */
  98174. var PhysicsHelper = /** @class */ (function () {
  98175. /**
  98176. * Initializes the Physics helper
  98177. * @param scene Babylon.js scene
  98178. */
  98179. function PhysicsHelper(scene) {
  98180. this._scene = scene;
  98181. this._physicsEngine = this._scene.getPhysicsEngine();
  98182. if (!this._physicsEngine) {
  98183. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  98184. }
  98185. }
  98186. /**
  98187. * Applies a radial explosion impulse
  98188. * @param origin the origin of the explosion
  98189. * @param radius the explosion radius
  98190. * @param strength the explosion strength
  98191. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98192. * @returns A physics radial explosion event, or null
  98193. */
  98194. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  98195. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98196. if (!this._physicsEngine) {
  98197. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  98198. return null;
  98199. }
  98200. var impostors = this._physicsEngine.getImpostors();
  98201. if (impostors.length === 0) {
  98202. return null;
  98203. }
  98204. var event = new PhysicsRadialExplosionEvent(this._scene);
  98205. impostors.forEach(function (impostor) {
  98206. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  98207. if (!impostorForceAndContactPoint) {
  98208. return;
  98209. }
  98210. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98211. });
  98212. event.dispose(false);
  98213. return event;
  98214. };
  98215. /**
  98216. * Applies a radial explosion force
  98217. * @param origin the origin of the explosion
  98218. * @param radius the explosion radius
  98219. * @param strength the explosion strength
  98220. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98221. * @returns A physics radial explosion event, or null
  98222. */
  98223. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  98224. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98225. if (!this._physicsEngine) {
  98226. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98227. return null;
  98228. }
  98229. var impostors = this._physicsEngine.getImpostors();
  98230. if (impostors.length === 0) {
  98231. return null;
  98232. }
  98233. var event = new PhysicsRadialExplosionEvent(this._scene);
  98234. impostors.forEach(function (impostor) {
  98235. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  98236. if (!impostorForceAndContactPoint) {
  98237. return;
  98238. }
  98239. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98240. });
  98241. event.dispose(false);
  98242. return event;
  98243. };
  98244. /**
  98245. * Creates a gravitational field
  98246. * @param origin the origin of the explosion
  98247. * @param radius the explosion radius
  98248. * @param strength the explosion strength
  98249. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98250. * @returns A physics gravitational field event, or null
  98251. */
  98252. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  98253. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98254. if (!this._physicsEngine) {
  98255. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98256. return null;
  98257. }
  98258. var impostors = this._physicsEngine.getImpostors();
  98259. if (impostors.length === 0) {
  98260. return null;
  98261. }
  98262. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  98263. event.dispose(false);
  98264. return event;
  98265. };
  98266. /**
  98267. * Creates a physics updraft event
  98268. * @param origin the origin of the updraft
  98269. * @param radius the radius of the updraft
  98270. * @param strength the strength of the updraft
  98271. * @param height the height of the updraft
  98272. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  98273. * @returns A physics updraft event, or null
  98274. */
  98275. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  98276. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  98277. if (!this._physicsEngine) {
  98278. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98279. return null;
  98280. }
  98281. if (this._physicsEngine.getImpostors().length === 0) {
  98282. return null;
  98283. }
  98284. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  98285. event.dispose(false);
  98286. return event;
  98287. };
  98288. /**
  98289. * Creates a physics vortex event
  98290. * @param origin the of the vortex
  98291. * @param radius the radius of the vortex
  98292. * @param strength the strength of the vortex
  98293. * @param height the height of the vortex
  98294. * @returns a Physics vortex event, or null
  98295. * A physics vortex event or null
  98296. */
  98297. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  98298. if (!this._physicsEngine) {
  98299. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98300. return null;
  98301. }
  98302. if (this._physicsEngine.getImpostors().length === 0) {
  98303. return null;
  98304. }
  98305. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  98306. event.dispose(false);
  98307. return event;
  98308. };
  98309. return PhysicsHelper;
  98310. }());
  98311. BABYLON.PhysicsHelper = PhysicsHelper;
  98312. /**
  98313. * Represents a physics radial explosion event
  98314. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98315. */
  98316. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  98317. /**
  98318. * Initializes a radial explosioin event
  98319. * @param scene BabylonJS scene
  98320. */
  98321. function PhysicsRadialExplosionEvent(scene) {
  98322. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  98323. this._rays = [];
  98324. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  98325. this._scene = scene;
  98326. }
  98327. /**
  98328. * Returns the data related to the radial explosion event (sphere & rays).
  98329. * @returns The radial explosion event data
  98330. */
  98331. PhysicsRadialExplosionEvent.prototype.getData = function () {
  98332. this._dataFetched = true;
  98333. return {
  98334. sphere: this._sphere,
  98335. rays: this._rays,
  98336. };
  98337. };
  98338. /**
  98339. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  98340. * @param impostor A physics imposter
  98341. * @param origin the origin of the explosion
  98342. * @param radius the explosion radius
  98343. * @param strength the explosion strength
  98344. * @param falloff possible options: Constant & Linear
  98345. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  98346. */
  98347. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  98348. if (impostor.mass === 0) {
  98349. return null;
  98350. }
  98351. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  98352. return null;
  98353. }
  98354. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98355. return null;
  98356. }
  98357. var impostorObjectCenter = impostor.getObjectCenter();
  98358. var direction = impostorObjectCenter.subtract(origin);
  98359. var ray = new BABYLON.Ray(origin, direction, radius);
  98360. this._rays.push(ray);
  98361. var hit = ray.intersectsMesh(impostor.object);
  98362. var contactPoint = hit.pickedPoint;
  98363. if (!contactPoint) {
  98364. return null;
  98365. }
  98366. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  98367. if (distanceFromOrigin > radius) {
  98368. return null;
  98369. }
  98370. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  98371. ? strength
  98372. : strength * (1 - (distanceFromOrigin / radius));
  98373. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98374. return { force: force, contactPoint: contactPoint };
  98375. };
  98376. /**
  98377. * Disposes the sphere.
  98378. * @param force Specifies if the sphere should be disposed by force
  98379. */
  98380. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  98381. var _this = this;
  98382. if (force === void 0) { force = true; }
  98383. if (force) {
  98384. this._sphere.dispose();
  98385. }
  98386. else {
  98387. setTimeout(function () {
  98388. if (!_this._dataFetched) {
  98389. _this._sphere.dispose();
  98390. }
  98391. }, 0);
  98392. }
  98393. };
  98394. /*** Helpers ***/
  98395. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  98396. if (!this._sphere) {
  98397. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  98398. this._sphere.isVisible = false;
  98399. }
  98400. };
  98401. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  98402. var impostorObject = impostor.object;
  98403. this._prepareSphere();
  98404. this._sphere.position = origin;
  98405. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  98406. this._sphere._updateBoundingInfo();
  98407. this._sphere.computeWorldMatrix(true);
  98408. return this._sphere.intersectsMesh(impostorObject, true);
  98409. };
  98410. return PhysicsRadialExplosionEvent;
  98411. }());
  98412. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  98413. /**
  98414. * Represents a gravitational field event
  98415. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98416. */
  98417. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  98418. /**
  98419. * Initializes the physics gravitational field event
  98420. * @param physicsHelper A physics helper
  98421. * @param scene BabylonJS scene
  98422. * @param origin The origin position of the gravitational field event
  98423. * @param radius The radius of the gravitational field event
  98424. * @param strength The strength of the gravitational field event
  98425. * @param falloff The falloff for the gravitational field event
  98426. */
  98427. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  98428. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98429. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98430. this._physicsHelper = physicsHelper;
  98431. this._scene = scene;
  98432. this._origin = origin;
  98433. this._radius = radius;
  98434. this._strength = strength;
  98435. this._falloff = falloff;
  98436. this._tickCallback = this._tick.bind(this);
  98437. }
  98438. /**
  98439. * Returns the data related to the gravitational field event (sphere).
  98440. * @returns A gravitational field event
  98441. */
  98442. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  98443. this._dataFetched = true;
  98444. return {
  98445. sphere: this._sphere,
  98446. };
  98447. };
  98448. /**
  98449. * Enables the gravitational field.
  98450. */
  98451. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  98452. this._tickCallback.call(this);
  98453. this._scene.registerBeforeRender(this._tickCallback);
  98454. };
  98455. /**
  98456. * Disables the gravitational field.
  98457. */
  98458. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  98459. this._scene.unregisterBeforeRender(this._tickCallback);
  98460. };
  98461. /**
  98462. * Disposes the sphere.
  98463. * @param force The force to dispose from the gravitational field event
  98464. */
  98465. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  98466. var _this = this;
  98467. if (force === void 0) { force = true; }
  98468. if (force) {
  98469. this._sphere.dispose();
  98470. }
  98471. else {
  98472. setTimeout(function () {
  98473. if (!_this._dataFetched) {
  98474. _this._sphere.dispose();
  98475. }
  98476. }, 0);
  98477. }
  98478. };
  98479. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  98480. // Since the params won't change, we fetch the event only once
  98481. if (this._sphere) {
  98482. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98483. }
  98484. else {
  98485. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98486. if (radialExplosionEvent) {
  98487. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  98488. }
  98489. }
  98490. };
  98491. return PhysicsGravitationalFieldEvent;
  98492. }());
  98493. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  98494. /**
  98495. * Represents a physics updraft event
  98496. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98497. */
  98498. var PhysicsUpdraftEvent = /** @class */ (function () {
  98499. /**
  98500. * Initializes the physics updraft event
  98501. * @param _scene BabylonJS scene
  98502. * @param _origin The origin position of the updraft
  98503. * @param _radius The radius of the updraft
  98504. * @param _strength The strength of the updraft
  98505. * @param _height The height of the updraft
  98506. * @param _updraftMode The mode of the updraft
  98507. */
  98508. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  98509. this._scene = _scene;
  98510. this._origin = _origin;
  98511. this._radius = _radius;
  98512. this._strength = _strength;
  98513. this._height = _height;
  98514. this._updraftMode = _updraftMode;
  98515. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98516. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  98517. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98518. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98519. this._physicsEngine = this._scene.getPhysicsEngine();
  98520. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98521. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98522. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98523. this._originDirection = this._origin.subtract(this._originTop).normalize();
  98524. }
  98525. this._tickCallback = this._tick.bind(this);
  98526. this._prepareCylinder();
  98527. }
  98528. /**
  98529. * Returns the data related to the updraft event (cylinder).
  98530. * @returns A physics updraft event
  98531. */
  98532. PhysicsUpdraftEvent.prototype.getData = function () {
  98533. this._dataFetched = true;
  98534. return {
  98535. cylinder: this._cylinder,
  98536. };
  98537. };
  98538. /**
  98539. * Enables the updraft.
  98540. */
  98541. PhysicsUpdraftEvent.prototype.enable = function () {
  98542. this._tickCallback.call(this);
  98543. this._scene.registerBeforeRender(this._tickCallback);
  98544. };
  98545. /**
  98546. * Disables the cortex.
  98547. */
  98548. PhysicsUpdraftEvent.prototype.disable = function () {
  98549. this._scene.unregisterBeforeRender(this._tickCallback);
  98550. };
  98551. /**
  98552. * Disposes the sphere.
  98553. * @param force Specifies if the updraft should be disposed by force
  98554. */
  98555. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  98556. var _this = this;
  98557. if (force === void 0) { force = true; }
  98558. if (!this._cylinder) {
  98559. return;
  98560. }
  98561. if (force) {
  98562. this._cylinder.dispose();
  98563. }
  98564. else {
  98565. setTimeout(function () {
  98566. if (!_this._dataFetched) {
  98567. _this._cylinder.dispose();
  98568. }
  98569. }, 0);
  98570. }
  98571. };
  98572. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98573. if (impostor.mass === 0) {
  98574. return null;
  98575. }
  98576. if (!this._intersectsWithCylinder(impostor)) {
  98577. return null;
  98578. }
  98579. var impostorObjectCenter = impostor.getObjectCenter();
  98580. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98581. var direction = this._originDirection;
  98582. }
  98583. else {
  98584. var direction = impostorObjectCenter.subtract(this._originTop);
  98585. }
  98586. var multiplier = this._strength * -1;
  98587. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98588. return { force: force, contactPoint: impostorObjectCenter };
  98589. };
  98590. PhysicsUpdraftEvent.prototype._tick = function () {
  98591. var _this = this;
  98592. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98593. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98594. if (!impostorForceAndContactPoint) {
  98595. return;
  98596. }
  98597. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98598. });
  98599. };
  98600. /*** Helpers ***/
  98601. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  98602. if (!this._cylinder) {
  98603. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  98604. height: this._height,
  98605. diameter: this._radius * 2,
  98606. }, this._scene);
  98607. this._cylinder.isVisible = false;
  98608. }
  98609. };
  98610. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  98611. var impostorObject = impostor.object;
  98612. this._cylinder.position = this._cylinderPosition;
  98613. return this._cylinder.intersectsMesh(impostorObject, true);
  98614. };
  98615. return PhysicsUpdraftEvent;
  98616. }());
  98617. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  98618. /**
  98619. * Represents a physics vortex event
  98620. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98621. */
  98622. var PhysicsVortexEvent = /** @class */ (function () {
  98623. /**
  98624. * Initializes the physics vortex event
  98625. * @param _scene The BabylonJS scene
  98626. * @param _origin The origin position of the vortex
  98627. * @param _radius The radius of the vortex
  98628. * @param _strength The strength of the vortex
  98629. * @param _height The height of the vortex
  98630. */
  98631. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  98632. this._scene = _scene;
  98633. this._origin = _origin;
  98634. this._radius = _radius;
  98635. this._strength = _strength;
  98636. this._height = _height;
  98637. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98638. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  98639. this._updraftMultiplier = 0.02;
  98640. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98641. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98642. this._physicsEngine = this._scene.getPhysicsEngine();
  98643. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98644. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98645. this._tickCallback = this._tick.bind(this);
  98646. this._prepareCylinder();
  98647. }
  98648. /**
  98649. * Returns the data related to the vortex event (cylinder).
  98650. * @returns The physics vortex event data
  98651. */
  98652. PhysicsVortexEvent.prototype.getData = function () {
  98653. this._dataFetched = true;
  98654. return {
  98655. cylinder: this._cylinder,
  98656. };
  98657. };
  98658. /**
  98659. * Enables the vortex.
  98660. */
  98661. PhysicsVortexEvent.prototype.enable = function () {
  98662. this._tickCallback.call(this);
  98663. this._scene.registerBeforeRender(this._tickCallback);
  98664. };
  98665. /**
  98666. * Disables the cortex.
  98667. */
  98668. PhysicsVortexEvent.prototype.disable = function () {
  98669. this._scene.unregisterBeforeRender(this._tickCallback);
  98670. };
  98671. /**
  98672. * Disposes the sphere.
  98673. * @param force
  98674. */
  98675. PhysicsVortexEvent.prototype.dispose = function (force) {
  98676. var _this = this;
  98677. if (force === void 0) { force = true; }
  98678. if (force) {
  98679. this._cylinder.dispose();
  98680. }
  98681. else {
  98682. setTimeout(function () {
  98683. if (!_this._dataFetched) {
  98684. _this._cylinder.dispose();
  98685. }
  98686. }, 0);
  98687. }
  98688. };
  98689. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98690. if (impostor.mass === 0) {
  98691. return null;
  98692. }
  98693. if (!this._intersectsWithCylinder(impostor)) {
  98694. return null;
  98695. }
  98696. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98697. return null;
  98698. }
  98699. var impostorObjectCenter = impostor.getObjectCenter();
  98700. 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)
  98701. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  98702. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  98703. var hit = ray.intersectsMesh(impostor.object);
  98704. var contactPoint = hit.pickedPoint;
  98705. if (!contactPoint) {
  98706. return null;
  98707. }
  98708. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  98709. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  98710. var directionToOrigin = contactPoint.normalize();
  98711. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98712. directionToOrigin = directionToOrigin.negate();
  98713. }
  98714. // TODO: find a more physically based solution
  98715. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98716. var forceX = directionToOrigin.x * this._strength / 8;
  98717. var forceY = directionToOrigin.y * this._updraftMultiplier;
  98718. var forceZ = directionToOrigin.z * this._strength / 8;
  98719. }
  98720. else {
  98721. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  98722. var forceY = this._originTop.y * this._updraftMultiplier;
  98723. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  98724. }
  98725. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  98726. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  98727. return { force: force, contactPoint: impostorObjectCenter };
  98728. };
  98729. PhysicsVortexEvent.prototype._tick = function () {
  98730. var _this = this;
  98731. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98732. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98733. if (!impostorForceAndContactPoint) {
  98734. return;
  98735. }
  98736. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98737. });
  98738. };
  98739. /*** Helpers ***/
  98740. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  98741. if (!this._cylinder) {
  98742. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  98743. height: this._height,
  98744. diameter: this._radius * 2,
  98745. }, this._scene);
  98746. this._cylinder.isVisible = false;
  98747. }
  98748. };
  98749. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  98750. var impostorObject = impostor.object;
  98751. this._cylinder.position = this._cylinderPosition;
  98752. return this._cylinder.intersectsMesh(impostorObject, true);
  98753. };
  98754. return PhysicsVortexEvent;
  98755. }());
  98756. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  98757. /**
  98758. * The strenght of the force in correspondence to the distance of the affected object
  98759. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98760. */
  98761. var PhysicsRadialImpulseFalloff;
  98762. (function (PhysicsRadialImpulseFalloff) {
  98763. /** Defines that impulse is constant in strength across it's whole radius */
  98764. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  98765. /** DEfines that impulse gets weaker if it's further from the origin */
  98766. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  98767. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  98768. /**
  98769. * The strength of the force in correspondence to the distance of the affected object
  98770. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98771. */
  98772. var PhysicsUpdraftMode;
  98773. (function (PhysicsUpdraftMode) {
  98774. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  98775. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  98776. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  98777. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  98778. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  98779. })(BABYLON || (BABYLON = {}));
  98780. //# sourceMappingURL=babylon.physicsHelper.js.map
  98781. var BABYLON;
  98782. (function (BABYLON) {
  98783. /** @hidden */
  98784. var CannonJSPlugin = /** @class */ (function () {
  98785. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  98786. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  98787. if (iterations === void 0) { iterations = 10; }
  98788. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  98789. this.name = "CannonJSPlugin";
  98790. this._physicsMaterials = new Array();
  98791. this._fixedTimeStep = 1 / 60;
  98792. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  98793. this.BJSCANNON = CANNON;
  98794. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  98795. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  98796. this._tmpPosition = BABYLON.Vector3.Zero();
  98797. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  98798. this._tmpUnityRotation = new BABYLON.Quaternion();
  98799. if (!this.isSupported()) {
  98800. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  98801. return;
  98802. }
  98803. this._extendNamespace();
  98804. this.world = new this.BJSCANNON.World();
  98805. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  98806. this.world.solver.iterations = iterations;
  98807. }
  98808. CannonJSPlugin.prototype.setGravity = function (gravity) {
  98809. this.world.gravity.copy(gravity);
  98810. };
  98811. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  98812. this._fixedTimeStep = timeStep;
  98813. };
  98814. CannonJSPlugin.prototype.getTimeStep = function () {
  98815. return this._fixedTimeStep;
  98816. };
  98817. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  98818. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  98819. };
  98820. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98821. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98822. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98823. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  98824. };
  98825. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98826. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98827. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98828. impostor.physicsBody.applyForce(impulse, worldPoint);
  98829. };
  98830. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98831. //parent-child relationship. Does this impostor has a parent impostor?
  98832. if (impostor.parent) {
  98833. if (impostor.physicsBody) {
  98834. this.removePhysicsBody(impostor);
  98835. //TODO is that needed?
  98836. impostor.forceUpdate();
  98837. }
  98838. return;
  98839. }
  98840. //should a new body be created for this impostor?
  98841. if (impostor.isBodyInitRequired()) {
  98842. var shape = this._createShape(impostor);
  98843. //unregister events, if body is being changed
  98844. var oldBody = impostor.physicsBody;
  98845. if (oldBody) {
  98846. this.removePhysicsBody(impostor);
  98847. }
  98848. //create the body and material
  98849. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  98850. var bodyCreationObject = {
  98851. mass: impostor.getParam("mass"),
  98852. material: material
  98853. };
  98854. // A simple extend, in case native options were used.
  98855. var nativeOptions = impostor.getParam("nativeOptions");
  98856. for (var key in nativeOptions) {
  98857. if (nativeOptions.hasOwnProperty(key)) {
  98858. bodyCreationObject[key] = nativeOptions[key];
  98859. }
  98860. }
  98861. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  98862. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  98863. this.world.addEventListener("preStep", impostor.beforeStep);
  98864. this.world.addEventListener("postStep", impostor.afterStep);
  98865. impostor.physicsBody.addShape(shape);
  98866. this.world.add(impostor.physicsBody);
  98867. //try to keep the body moving in the right direction by taking old properties.
  98868. //Should be tested!
  98869. if (oldBody) {
  98870. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  98871. impostor.physicsBody[param].copy(oldBody[param]);
  98872. });
  98873. }
  98874. this._processChildMeshes(impostor);
  98875. }
  98876. //now update the body's transformation
  98877. this._updatePhysicsBodyTransformation(impostor);
  98878. };
  98879. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  98880. var _this = this;
  98881. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  98882. var currentRotation = mainImpostor.object.rotationQuaternion;
  98883. if (meshChildren.length) {
  98884. var processMesh = function (localPosition, mesh) {
  98885. if (!currentRotation || !mesh.rotationQuaternion) {
  98886. return;
  98887. }
  98888. var childImpostor = mesh.getPhysicsImpostor();
  98889. if (childImpostor) {
  98890. var parent = childImpostor.parent;
  98891. if (parent !== mainImpostor) {
  98892. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98893. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98894. if (childImpostor.physicsBody) {
  98895. _this.removePhysicsBody(childImpostor);
  98896. childImpostor.physicsBody = null;
  98897. }
  98898. childImpostor.parent = mainImpostor;
  98899. childImpostor.resetUpdateFlags();
  98900. 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));
  98901. //Add the mass of the children.
  98902. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98903. }
  98904. }
  98905. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98906. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98907. };
  98908. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98909. }
  98910. };
  98911. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98912. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98913. this.world.removeEventListener("preStep", impostor.beforeStep);
  98914. this.world.removeEventListener("postStep", impostor.afterStep);
  98915. this.world.remove(impostor.physicsBody);
  98916. };
  98917. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98918. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98919. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98920. if (!mainBody || !connectedBody) {
  98921. return;
  98922. }
  98923. var constraint;
  98924. var jointData = impostorJoint.joint.jointData;
  98925. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98926. var constraintData = {
  98927. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98928. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98929. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98930. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98931. maxForce: jointData.nativeParams.maxForce,
  98932. collideConnected: !!jointData.collision
  98933. };
  98934. switch (impostorJoint.joint.type) {
  98935. case BABYLON.PhysicsJoint.HingeJoint:
  98936. case BABYLON.PhysicsJoint.Hinge2Joint:
  98937. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98938. break;
  98939. case BABYLON.PhysicsJoint.DistanceJoint:
  98940. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98941. break;
  98942. case BABYLON.PhysicsJoint.SpringJoint:
  98943. var springData = jointData;
  98944. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98945. restLength: springData.length,
  98946. stiffness: springData.stiffness,
  98947. damping: springData.damping,
  98948. localAnchorA: constraintData.pivotA,
  98949. localAnchorB: constraintData.pivotB
  98950. });
  98951. break;
  98952. case BABYLON.PhysicsJoint.LockJoint:
  98953. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98954. break;
  98955. case BABYLON.PhysicsJoint.PointToPointJoint:
  98956. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98957. default:
  98958. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98959. break;
  98960. }
  98961. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98962. constraint.collideConnected = !!jointData.collision;
  98963. impostorJoint.joint.physicsJoint = constraint;
  98964. //don't add spring as constraint, as it is not one.
  98965. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98966. this.world.addConstraint(constraint);
  98967. }
  98968. else {
  98969. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98970. constraint.applyForce();
  98971. };
  98972. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98973. }
  98974. };
  98975. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98976. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98977. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98978. }
  98979. else {
  98980. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98981. }
  98982. };
  98983. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98984. var index;
  98985. var mat;
  98986. for (index = 0; index < this._physicsMaterials.length; index++) {
  98987. mat = this._physicsMaterials[index];
  98988. if (mat.friction === friction && mat.restitution === restitution) {
  98989. return mat;
  98990. }
  98991. }
  98992. var currentMat = new this.BJSCANNON.Material(name);
  98993. currentMat.friction = friction;
  98994. currentMat.restitution = restitution;
  98995. this._physicsMaterials.push(currentMat);
  98996. return currentMat;
  98997. };
  98998. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98999. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  99000. };
  99001. CannonJSPlugin.prototype._createShape = function (impostor) {
  99002. var object = impostor.object;
  99003. var returnValue;
  99004. var extendSize = impostor.getObjectExtendSize();
  99005. switch (impostor.type) {
  99006. case BABYLON.PhysicsImpostor.SphereImpostor:
  99007. var radiusX = extendSize.x;
  99008. var radiusY = extendSize.y;
  99009. var radiusZ = extendSize.z;
  99010. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  99011. break;
  99012. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  99013. case BABYLON.PhysicsImpostor.CylinderImpostor:
  99014. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  99015. break;
  99016. case BABYLON.PhysicsImpostor.BoxImpostor:
  99017. var box = extendSize.scale(0.5);
  99018. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  99019. break;
  99020. case BABYLON.PhysicsImpostor.PlaneImpostor:
  99021. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  99022. returnValue = new this.BJSCANNON.Plane();
  99023. break;
  99024. case BABYLON.PhysicsImpostor.MeshImpostor:
  99025. // should transform the vertex data to world coordinates!!
  99026. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  99027. var rawFaces = object.getIndices ? object.getIndices() : [];
  99028. if (!rawVerts) {
  99029. return;
  99030. }
  99031. // get only scale! so the object could transform correctly.
  99032. var oldPosition = object.position.clone();
  99033. var oldRotation = object.rotation && object.rotation.clone();
  99034. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  99035. object.position.copyFromFloats(0, 0, 0);
  99036. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  99037. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  99038. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  99039. var transform = object.computeWorldMatrix(true);
  99040. // convert rawVerts to object space
  99041. var temp = new Array();
  99042. var index;
  99043. for (index = 0; index < rawVerts.length; index += 3) {
  99044. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  99045. }
  99046. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  99047. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  99048. //now set back the transformation!
  99049. object.position.copyFrom(oldPosition);
  99050. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  99051. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  99052. break;
  99053. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  99054. var oldPosition2 = object.position.clone();
  99055. var oldRotation2 = object.rotation && object.rotation.clone();
  99056. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  99057. object.position.copyFromFloats(0, 0, 0);
  99058. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  99059. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  99060. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  99061. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  99062. returnValue = this._createHeightmap(object);
  99063. object.position.copyFrom(oldPosition2);
  99064. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  99065. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  99066. object.computeWorldMatrix(true);
  99067. break;
  99068. case BABYLON.PhysicsImpostor.ParticleImpostor:
  99069. returnValue = new this.BJSCANNON.Particle();
  99070. break;
  99071. }
  99072. return returnValue;
  99073. };
  99074. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  99075. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  99076. var transform = object.computeWorldMatrix(true);
  99077. // convert rawVerts to object space
  99078. var temp = new Array();
  99079. var index;
  99080. for (index = 0; index < pos.length; index += 3) {
  99081. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  99082. }
  99083. pos = temp;
  99084. var matrix = new Array();
  99085. //For now pointDepth will not be used and will be automatically calculated.
  99086. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  99087. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  99088. var boundingInfo = object.getBoundingInfo();
  99089. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  99090. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  99091. var elementSize = dim * 2 / arraySize;
  99092. for (var i = 0; i < pos.length; i = i + 3) {
  99093. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  99094. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  99095. var y = -pos[i + 2] + minY;
  99096. if (!matrix[x]) {
  99097. matrix[x] = [];
  99098. }
  99099. if (!matrix[x][z]) {
  99100. matrix[x][z] = y;
  99101. }
  99102. matrix[x][z] = Math.max(y, matrix[x][z]);
  99103. }
  99104. for (var x = 0; x <= arraySize; ++x) {
  99105. if (!matrix[x]) {
  99106. var loc = 1;
  99107. while (!matrix[(x + loc) % arraySize]) {
  99108. loc++;
  99109. }
  99110. matrix[x] = matrix[(x + loc) % arraySize].slice();
  99111. //console.log("missing x", x);
  99112. }
  99113. for (var z = 0; z <= arraySize; ++z) {
  99114. if (!matrix[x][z]) {
  99115. var loc = 1;
  99116. var newValue;
  99117. while (newValue === undefined) {
  99118. newValue = matrix[x][(z + loc++) % arraySize];
  99119. }
  99120. matrix[x][z] = newValue;
  99121. }
  99122. }
  99123. }
  99124. var shape = new this.BJSCANNON.Heightfield(matrix, {
  99125. elementSize: elementSize
  99126. });
  99127. //For future reference, needed for body transformation
  99128. shape.minY = minY;
  99129. return shape;
  99130. };
  99131. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  99132. var object = impostor.object;
  99133. //make sure it is updated...
  99134. object.computeWorldMatrix && object.computeWorldMatrix(true);
  99135. // The delta between the mesh position and the mesh bounding box center
  99136. var bInfo = object.getBoundingInfo();
  99137. if (!bInfo) {
  99138. return;
  99139. }
  99140. var center = impostor.getObjectCenter();
  99141. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  99142. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  99143. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  99144. this._tmpPosition.copyFrom(center);
  99145. var quaternion = object.rotationQuaternion;
  99146. if (!quaternion) {
  99147. return;
  99148. }
  99149. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  99150. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  99151. //-90 DEG in X, precalculated
  99152. quaternion = quaternion.multiply(this._minus90X);
  99153. //Invert! (Precalculated, 90 deg in X)
  99154. //No need to clone. this will never change.
  99155. impostor.setDeltaRotation(this._plus90X);
  99156. }
  99157. //If it is a heightfield, if should be centered.
  99158. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  99159. var mesh = object;
  99160. var boundingInfo = mesh.getBoundingInfo();
  99161. //calculate the correct body position:
  99162. var rotationQuaternion = mesh.rotationQuaternion;
  99163. mesh.rotationQuaternion = this._tmpUnityRotation;
  99164. mesh.computeWorldMatrix(true);
  99165. //get original center with no rotation
  99166. var c = center.clone();
  99167. var oldPivot = mesh.getPivotMatrix();
  99168. if (oldPivot) {
  99169. // create a copy the pivot Matrix as it is modified in place
  99170. oldPivot = oldPivot.clone();
  99171. }
  99172. else {
  99173. oldPivot = BABYLON.Matrix.Identity();
  99174. }
  99175. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  99176. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  99177. mesh.setPreTransformMatrix(p);
  99178. mesh.computeWorldMatrix(true);
  99179. //calculate the translation
  99180. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  99181. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  99182. //add it inverted to the delta
  99183. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  99184. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  99185. //rotation is back
  99186. mesh.rotationQuaternion = rotationQuaternion;
  99187. mesh.setPreTransformMatrix(oldPivot);
  99188. mesh.computeWorldMatrix(true);
  99189. }
  99190. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  99191. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  99192. //this._tmpPosition.copyFrom(object.position);
  99193. }
  99194. impostor.setDeltaPosition(this._tmpDeltaPosition);
  99195. //Now update the impostor object
  99196. impostor.physicsBody.position.copy(this._tmpPosition);
  99197. impostor.physicsBody.quaternion.copy(quaternion);
  99198. };
  99199. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99200. impostor.object.position.copyFrom(impostor.physicsBody.position);
  99201. if (impostor.object.rotationQuaternion) {
  99202. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  99203. }
  99204. };
  99205. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99206. impostor.physicsBody.position.copy(newPosition);
  99207. impostor.physicsBody.quaternion.copy(newRotation);
  99208. };
  99209. CannonJSPlugin.prototype.isSupported = function () {
  99210. return this.BJSCANNON !== undefined;
  99211. };
  99212. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99213. impostor.physicsBody.velocity.copy(velocity);
  99214. };
  99215. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99216. impostor.physicsBody.angularVelocity.copy(velocity);
  99217. };
  99218. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99219. var v = impostor.physicsBody.velocity;
  99220. if (!v) {
  99221. return null;
  99222. }
  99223. return new BABYLON.Vector3(v.x, v.y, v.z);
  99224. };
  99225. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99226. var v = impostor.physicsBody.angularVelocity;
  99227. if (!v) {
  99228. return null;
  99229. }
  99230. return new BABYLON.Vector3(v.x, v.y, v.z);
  99231. };
  99232. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99233. impostor.physicsBody.mass = mass;
  99234. impostor.physicsBody.updateMassProperties();
  99235. };
  99236. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  99237. return impostor.physicsBody.mass;
  99238. };
  99239. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  99240. return impostor.physicsBody.material.friction;
  99241. };
  99242. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99243. impostor.physicsBody.material.friction = friction;
  99244. };
  99245. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99246. return impostor.physicsBody.material.restitution;
  99247. };
  99248. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99249. impostor.physicsBody.material.restitution = restitution;
  99250. };
  99251. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  99252. impostor.physicsBody.sleep();
  99253. };
  99254. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  99255. impostor.physicsBody.wakeUp();
  99256. };
  99257. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99258. joint.physicsJoint.distance = maxDistance;
  99259. };
  99260. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  99261. // if (!motorIndex) {
  99262. // joint.physicsJoint.enableMotor();
  99263. // }
  99264. // }
  99265. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  99266. // if (!motorIndex) {
  99267. // joint.physicsJoint.disableMotor();
  99268. // }
  99269. // }
  99270. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99271. if (!motorIndex) {
  99272. joint.physicsJoint.enableMotor();
  99273. joint.physicsJoint.setMotorSpeed(speed);
  99274. if (maxForce) {
  99275. this.setLimit(joint, maxForce);
  99276. }
  99277. }
  99278. };
  99279. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  99280. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  99281. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  99282. };
  99283. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99284. var body = impostor.physicsBody;
  99285. mesh.position.x = body.position.x;
  99286. mesh.position.y = body.position.y;
  99287. mesh.position.z = body.position.z;
  99288. if (mesh.rotationQuaternion) {
  99289. mesh.rotationQuaternion.x = body.quaternion.x;
  99290. mesh.rotationQuaternion.y = body.quaternion.y;
  99291. mesh.rotationQuaternion.z = body.quaternion.z;
  99292. mesh.rotationQuaternion.w = body.quaternion.w;
  99293. }
  99294. };
  99295. CannonJSPlugin.prototype.getRadius = function (impostor) {
  99296. var shape = impostor.physicsBody.shapes[0];
  99297. return shape.boundingSphereRadius;
  99298. };
  99299. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99300. var shape = impostor.physicsBody.shapes[0];
  99301. result.x = shape.halfExtents.x * 2;
  99302. result.y = shape.halfExtents.y * 2;
  99303. result.z = shape.halfExtents.z * 2;
  99304. };
  99305. CannonJSPlugin.prototype.dispose = function () {
  99306. };
  99307. CannonJSPlugin.prototype._extendNamespace = function () {
  99308. //this will force cannon to execute at least one step when using interpolation
  99309. var step_tmp1 = new this.BJSCANNON.Vec3();
  99310. var Engine = this.BJSCANNON;
  99311. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  99312. maxSubSteps = maxSubSteps || 10;
  99313. timeSinceLastCalled = timeSinceLastCalled || 0;
  99314. if (timeSinceLastCalled === 0) {
  99315. this.internalStep(dt);
  99316. this.time += dt;
  99317. }
  99318. else {
  99319. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  99320. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  99321. var t0 = performance.now();
  99322. for (var i = 0; i !== internalSteps; i++) {
  99323. this.internalStep(dt);
  99324. if (performance.now() - t0 > dt * 1000) {
  99325. break;
  99326. }
  99327. }
  99328. this.time += timeSinceLastCalled;
  99329. var h = this.time % dt;
  99330. var h_div_dt = h / dt;
  99331. var interpvelo = step_tmp1;
  99332. var bodies = this.bodies;
  99333. for (var j = 0; j !== bodies.length; j++) {
  99334. var b = bodies[j];
  99335. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  99336. b.position.vsub(b.previousPosition, interpvelo);
  99337. interpvelo.scale(h_div_dt, interpvelo);
  99338. b.position.vadd(interpvelo, b.interpolatedPosition);
  99339. }
  99340. else {
  99341. b.interpolatedPosition.copy(b.position);
  99342. b.interpolatedQuaternion.copy(b.quaternion);
  99343. }
  99344. }
  99345. }
  99346. };
  99347. };
  99348. return CannonJSPlugin;
  99349. }());
  99350. BABYLON.CannonJSPlugin = CannonJSPlugin;
  99351. })(BABYLON || (BABYLON = {}));
  99352. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  99353. var BABYLON;
  99354. (function (BABYLON) {
  99355. /**
  99356. * AmmoJS Physics plugin
  99357. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  99358. * @see https://github.com/kripken/ammo.js/
  99359. */
  99360. var AmmoJSPlugin = /** @class */ (function () {
  99361. /**
  99362. * Initializes the ammoJS plugin
  99363. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  99364. */
  99365. function AmmoJSPlugin(_useDeltaForWorldStep) {
  99366. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  99367. var _this = this;
  99368. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  99369. /**
  99370. * Name of the plugin
  99371. */
  99372. this.name = "AmmoJSPlugin";
  99373. this._timeStep = 1 / 60;
  99374. this._fixedTimeStep = 1 / 60;
  99375. this._maxSteps = 5;
  99376. this._tmpQuaternion = new BABYLON.Quaternion();
  99377. this._tmpContactCallbackResult = false;
  99378. if (typeof Ammo === "function") {
  99379. Ammo();
  99380. }
  99381. this.bjsAMMO = Ammo;
  99382. if (!this.isSupported()) {
  99383. BABYLON.Tools.Error("AmmoJS is not available. Please make sure you included the js file.");
  99384. return;
  99385. }
  99386. // Initialize the physics world
  99387. this._collisionConfiguration = new this.bjsAMMO.btDefaultCollisionConfiguration();
  99388. this._dispatcher = new this.bjsAMMO.btCollisionDispatcher(this._collisionConfiguration);
  99389. this._overlappingPairCache = new this.bjsAMMO.btDbvtBroadphase();
  99390. this._solver = new this.bjsAMMO.btSequentialImpulseConstraintSolver();
  99391. this.world = new this.bjsAMMO.btDiscreteDynamicsWorld(this._dispatcher, this._overlappingPairCache, this._solver, this._collisionConfiguration);
  99392. this._tmpAmmoConcreteContactResultCallback = new this.bjsAMMO.ConcreteContactResultCallback();
  99393. this._tmpAmmoConcreteContactResultCallback.addSingleResult = function () { _this._tmpContactCallbackResult = true; };
  99394. // Create temp ammo variables
  99395. this._tmpAmmoTransform = new this.bjsAMMO.btTransform();
  99396. this._tmpAmmoTransform.setIdentity();
  99397. this._tmpAmmoQuaternion = new this.bjsAMMO.btQuaternion(0, 0, 0, 1);
  99398. this._tmpAmmoVectorA = new this.bjsAMMO.btVector3(0, 0, 0);
  99399. this._tmpAmmoVectorB = new this.bjsAMMO.btVector3(0, 0, 0);
  99400. this._tmpAmmoVectorC = new this.bjsAMMO.btVector3(0, 0, 0);
  99401. }
  99402. /**
  99403. * Sets the gravity of the physics world (m/(s^2))
  99404. * @param gravity Gravity to set
  99405. */
  99406. AmmoJSPlugin.prototype.setGravity = function (gravity) {
  99407. this._tmpAmmoVectorA.setValue(gravity.x, gravity.y, gravity.z);
  99408. this.world.setGravity(this._tmpAmmoVectorA);
  99409. };
  99410. /**
  99411. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  99412. * @param timeStep timestep to use in seconds
  99413. */
  99414. AmmoJSPlugin.prototype.setTimeStep = function (timeStep) {
  99415. this._timeStep = timeStep;
  99416. };
  99417. /**
  99418. * 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)
  99419. * @param fixedTimeStep fixedTimeStep to use in seconds
  99420. */
  99421. AmmoJSPlugin.prototype.setFixedTimeStep = function (fixedTimeStep) {
  99422. this._fixedTimeStep = fixedTimeStep;
  99423. };
  99424. /**
  99425. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  99426. * @param maxSteps the maximum number of steps by the physics engine per frame
  99427. */
  99428. AmmoJSPlugin.prototype.setMaxSteps = function (maxSteps) {
  99429. this._maxSteps = maxSteps;
  99430. };
  99431. /**
  99432. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  99433. * @returns the current timestep in seconds
  99434. */
  99435. AmmoJSPlugin.prototype.getTimeStep = function () {
  99436. return this._timeStep;
  99437. };
  99438. // Ammo's contactTest and contactPairTest take a callback that runs synchronously, wrap them so that they are easier to consume
  99439. AmmoJSPlugin.prototype._isImpostorInContact = function (impostor) {
  99440. this._tmpContactCallbackResult = false;
  99441. this.world.contactTest(impostor.physicsBody, this._tmpAmmoConcreteContactResultCallback);
  99442. return this._tmpContactCallbackResult;
  99443. };
  99444. // Ammo's collision events have some weird quirks
  99445. // contactPairTest fires too many events as it fires events even when objects are close together but contactTest does not
  99446. // so only fire event if both contactTest and contactPairTest have a hit
  99447. AmmoJSPlugin.prototype._isImpostorPairInContact = function (impostorA, impostorB) {
  99448. this._tmpContactCallbackResult = false;
  99449. this.world.contactPairTest(impostorA.physicsBody, impostorB.physicsBody, this._tmpAmmoConcreteContactResultCallback);
  99450. return this._tmpContactCallbackResult;
  99451. };
  99452. // Ammo's behavior when maxSteps > 0 does not behave as described in docs
  99453. // @see http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Stepping_The_World
  99454. //
  99455. // When maxSteps is 0 do the entire simulation in one step
  99456. // 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)
  99457. // Note: To get deterministic physics, timeStep would always need to be divisible by fixedTimeStep
  99458. AmmoJSPlugin.prototype._stepSimulation = function (timeStep, maxSteps, fixedTimeStep) {
  99459. if (timeStep === void 0) { timeStep = 1 / 60; }
  99460. if (maxSteps === void 0) { maxSteps = 10; }
  99461. if (fixedTimeStep === void 0) { fixedTimeStep = 1 / 60; }
  99462. if (maxSteps == 0) {
  99463. this.world.stepSimulation(timeStep, 0);
  99464. }
  99465. else {
  99466. while (maxSteps > 0 && timeStep > 0) {
  99467. if (timeStep - fixedTimeStep < fixedTimeStep) {
  99468. this.world.stepSimulation(timeStep, 0);
  99469. timeStep = 0;
  99470. }
  99471. else {
  99472. timeStep -= fixedTimeStep;
  99473. this.world.stepSimulation(fixedTimeStep, 0);
  99474. }
  99475. maxSteps--;
  99476. }
  99477. }
  99478. };
  99479. /**
  99480. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  99481. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  99482. * After the step the babylon meshes are set to the position of the physics imposters
  99483. * @param delta amount of time to step forward
  99484. * @param impostors array of imposters to update before/after the step
  99485. */
  99486. AmmoJSPlugin.prototype.executeStep = function (delta, impostors) {
  99487. for (var _i = 0, impostors_1 = impostors; _i < impostors_1.length; _i++) {
  99488. var impostor = impostors_1[_i];
  99489. // Update physics world objects to match babylon world
  99490. impostor.beforeStep();
  99491. }
  99492. this._stepSimulation(this._useDeltaForWorldStep ? delta : this._timeStep, this._maxSteps, this._fixedTimeStep);
  99493. for (var _a = 0, impostors_2 = impostors; _a < impostors_2.length; _a++) {
  99494. var mainImpostor = impostors_2[_a];
  99495. // After physics update make babylon world objects match physics world objects
  99496. mainImpostor.afterStep();
  99497. // Handle collision event
  99498. if (mainImpostor._onPhysicsCollideCallbacks.length > 0) {
  99499. if (this._isImpostorInContact(mainImpostor)) {
  99500. for (var _b = 0, _c = mainImpostor._onPhysicsCollideCallbacks; _b < _c.length; _b++) {
  99501. var collideCallback = _c[_b];
  99502. for (var _d = 0, _e = collideCallback.otherImpostors; _d < _e.length; _d++) {
  99503. var otherImpostor = _e[_d];
  99504. if (mainImpostor.physicsBody.isActive() || otherImpostor.physicsBody.isActive()) {
  99505. if (this._isImpostorPairInContact(mainImpostor, otherImpostor)) {
  99506. mainImpostor.onCollide({ body: otherImpostor.physicsBody });
  99507. otherImpostor.onCollide({ body: mainImpostor.physicsBody });
  99508. }
  99509. }
  99510. }
  99511. }
  99512. }
  99513. }
  99514. }
  99515. };
  99516. /**
  99517. * Applies an implulse on the imposter
  99518. * @param impostor imposter to apply impulse
  99519. * @param force amount of force to be applied to the imposter
  99520. * @param contactPoint the location to apply the impulse on the imposter
  99521. */
  99522. AmmoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  99523. var worldPoint = this._tmpAmmoVectorA;
  99524. var impulse = this._tmpAmmoVectorB;
  99525. worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);
  99526. impulse.setValue(force.x, force.y, force.z);
  99527. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  99528. };
  99529. /**
  99530. * Applies a force on the imposter
  99531. * @param impostor imposter to apply force
  99532. * @param force amount of force to be applied to the imposter
  99533. * @param contactPoint the location to apply the force on the imposter
  99534. */
  99535. AmmoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  99536. var worldPoint = this._tmpAmmoVectorA;
  99537. var impulse = this._tmpAmmoVectorB;
  99538. worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);
  99539. impulse.setValue(force.x, force.y, force.z);
  99540. impostor.physicsBody.applyForce(impulse, worldPoint);
  99541. };
  99542. /**
  99543. * Creates a physics body using the plugin
  99544. * @param impostor the imposter to create the physics body on
  99545. */
  99546. AmmoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  99547. impostor._pluginData = { toDispose: [] };
  99548. //parent-child relationship
  99549. if (impostor.parent) {
  99550. if (impostor.physicsBody) {
  99551. this.removePhysicsBody(impostor);
  99552. impostor.forceUpdate();
  99553. }
  99554. return;
  99555. }
  99556. if (impostor.isBodyInitRequired()) {
  99557. var colShape = this._createShape(impostor);
  99558. var mass = impostor.getParam("mass");
  99559. impostor._pluginData.mass = mass;
  99560. var localInertia = new Ammo.btVector3(0, 0, 0);
  99561. var startTransform = new Ammo.btTransform();
  99562. startTransform.setIdentity();
  99563. if (mass !== 0) {
  99564. colShape.calculateLocalInertia(mass, localInertia);
  99565. }
  99566. this._tmpAmmoVectorA.setValue(impostor.object.position.x, impostor.object.position.y, impostor.object.position.z);
  99567. this._tmpAmmoQuaternion.setValue(impostor.object.rotationQuaternion.x, impostor.object.rotationQuaternion.y, impostor.object.rotationQuaternion.z, impostor.object.rotationQuaternion.w);
  99568. startTransform.setOrigin(this._tmpAmmoVectorA);
  99569. startTransform.setRotation(this._tmpAmmoQuaternion);
  99570. var myMotionState = new Ammo.btDefaultMotionState(startTransform);
  99571. var rbInfo = new Ammo.btRigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
  99572. var body = new Ammo.btRigidBody(rbInfo);
  99573. // Make objects kinematic if it's mass is 0
  99574. if (mass === 0) {
  99575. body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.KINEMATIC_FLAG);
  99576. body.setActivationState(AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG);
  99577. }
  99578. // Disable collision if NoImpostor, but keep collision if shape is btCompoundShape
  99579. if (impostor.type == BABYLON.PhysicsImpostor.NoImpostor && !colShape.getChildShape) {
  99580. body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.DISABLE_COLLISION_FLAG);
  99581. }
  99582. body.setRestitution(impostor.getParam("restitution"));
  99583. this.world.addRigidBody(body);
  99584. impostor.physicsBody = body;
  99585. impostor._pluginData.toDispose.concat([body, rbInfo, myMotionState, startTransform, localInertia, colShape]);
  99586. }
  99587. };
  99588. /**
  99589. * Removes the physics body from the imposter and disposes of the body's memory
  99590. * @param impostor imposter to remove the physics body from
  99591. */
  99592. AmmoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  99593. var _this = this;
  99594. if (this.world) {
  99595. this.world.removeRigidBody(impostor.physicsBody);
  99596. impostor._pluginData.toDispose.forEach(function (d) {
  99597. _this.bjsAMMO.destroy(d);
  99598. });
  99599. }
  99600. };
  99601. /**
  99602. * Generates a joint
  99603. * @param impostorJoint the imposter joint to create the joint with
  99604. */
  99605. AmmoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  99606. var mainBody = impostorJoint.mainImpostor.physicsBody;
  99607. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  99608. if (!mainBody || !connectedBody) {
  99609. return;
  99610. }
  99611. var jointData = impostorJoint.joint.jointData;
  99612. if (!jointData.mainPivot) {
  99613. jointData.mainPivot = new BABYLON.Vector3(0, 0, 0);
  99614. }
  99615. if (!jointData.connectedPivot) {
  99616. jointData.connectedPivot = new BABYLON.Vector3(0, 0, 0);
  99617. }
  99618. var joint;
  99619. switch (impostorJoint.joint.type) {
  99620. case BABYLON.PhysicsJoint.DistanceJoint:
  99621. var distance = jointData.maxDistance;
  99622. if (distance) {
  99623. jointData.mainPivot = new BABYLON.Vector3(0, -distance / 2, 0);
  99624. jointData.connectedPivot = new BABYLON.Vector3(0, distance / 2, 0);
  99625. }
  99626. 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));
  99627. break;
  99628. case BABYLON.PhysicsJoint.HingeJoint:
  99629. if (!jointData.mainAxis) {
  99630. jointData.mainAxis = new BABYLON.Vector3(0, 0, 0);
  99631. }
  99632. if (!jointData.connectedAxis) {
  99633. jointData.connectedAxis = new BABYLON.Vector3(0, 0, 0);
  99634. }
  99635. var mainAxis = new Ammo.btVector3(jointData.mainAxis.x, jointData.mainAxis.y, jointData.mainAxis.z);
  99636. var connectedAxis = new Ammo.btVector3(jointData.connectedAxis.x, jointData.connectedAxis.y, jointData.connectedAxis.z);
  99637. 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);
  99638. break;
  99639. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  99640. 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));
  99641. break;
  99642. default:
  99643. BABYLON.Tools.Warn("JointType not currently supported by the Ammo plugin, falling back to PhysicsJoint.BallAndSocketJoint");
  99644. 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));
  99645. break;
  99646. }
  99647. this.world.addConstraint(joint, true);
  99648. impostorJoint.joint.physicsJoint = joint;
  99649. };
  99650. /**
  99651. * Removes a joint
  99652. * @param impostorJoint the imposter joint to remove the joint from
  99653. */
  99654. AmmoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  99655. if (this.world) {
  99656. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  99657. }
  99658. };
  99659. // adds all verticies (including child verticies) to the triangle mesh
  99660. AmmoJSPlugin.prototype._addMeshVerts = function (btTriangleMesh, topLevelObject, object) {
  99661. var _this = this;
  99662. var triangleCount = 0;
  99663. if (object && object.getIndices && object.getWorldMatrix && object.getChildMeshes) {
  99664. var indices = object.getIndices();
  99665. if (!indices) {
  99666. indices = [];
  99667. }
  99668. var vertexPositions = object.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  99669. if (!vertexPositions) {
  99670. vertexPositions = [];
  99671. }
  99672. object.computeWorldMatrix(false);
  99673. var faceCount = indices.length / 3;
  99674. for (var i = 0; i < faceCount; i++) {
  99675. var triPoints = [];
  99676. for (var point = 0; point < 3; point++) {
  99677. 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]);
  99678. v = BABYLON.Vector3.TransformCoordinates(v, object.getWorldMatrix());
  99679. v.subtractInPlace(topLevelObject.position);
  99680. var vec;
  99681. if (point == 0) {
  99682. vec = this._tmpAmmoVectorA;
  99683. }
  99684. else if (point == 1) {
  99685. vec = this._tmpAmmoVectorB;
  99686. }
  99687. else {
  99688. vec = this._tmpAmmoVectorC;
  99689. }
  99690. vec.setValue(v.x, v.y, v.z);
  99691. triPoints.push(vec);
  99692. }
  99693. btTriangleMesh.addTriangle(triPoints[0], triPoints[1], triPoints[2]);
  99694. triangleCount++;
  99695. }
  99696. object.getChildMeshes().forEach(function (m) {
  99697. triangleCount += _this._addMeshVerts(btTriangleMesh, topLevelObject, m);
  99698. });
  99699. }
  99700. return triangleCount;
  99701. };
  99702. AmmoJSPlugin.prototype._createShape = function (impostor, ignoreChildren) {
  99703. var _this = this;
  99704. if (ignoreChildren === void 0) { ignoreChildren = false; }
  99705. var object = impostor.object;
  99706. var returnValue;
  99707. var extendSize = impostor.getObjectExtendSize();
  99708. if (!ignoreChildren) {
  99709. var meshChildren = impostor.object.getChildMeshes ? impostor.object.getChildMeshes(true) : [];
  99710. returnValue = new Ammo.btCompoundShape();
  99711. // Add shape of all children to the compound shape
  99712. var childrenAdded = 0;
  99713. meshChildren.forEach(function (childMesh) {
  99714. var childImpostor = childMesh.getPhysicsImpostor();
  99715. if (childImpostor) {
  99716. var shape = _this._createShape(childImpostor);
  99717. // Position needs to be scaled based on parent's scaling
  99718. var parentMat = childMesh.parent.getWorldMatrix().clone();
  99719. var s = new BABYLON.Vector3();
  99720. parentMat.decompose(s);
  99721. _this._tmpAmmoTransform.getOrigin().setValue(childMesh.position.x * s.x, childMesh.position.y * s.y, childMesh.position.z * s.z);
  99722. _this._tmpAmmoQuaternion.setValue(childMesh.rotationQuaternion.x, childMesh.rotationQuaternion.y, childMesh.rotationQuaternion.z, childMesh.rotationQuaternion.w);
  99723. _this._tmpAmmoTransform.setRotation(_this._tmpAmmoQuaternion);
  99724. returnValue.addChildShape(_this._tmpAmmoTransform, shape);
  99725. childImpostor.dispose();
  99726. childrenAdded++;
  99727. }
  99728. });
  99729. if (childrenAdded > 0) {
  99730. // Add parents shape as a child if present
  99731. if (impostor.type != BABYLON.PhysicsImpostor.NoImpostor) {
  99732. var shape = this._createShape(impostor, true);
  99733. if (shape) {
  99734. this._tmpAmmoTransform.getOrigin().setValue(0, 0, 0);
  99735. this._tmpAmmoQuaternion.setValue(0, 0, 0, 1);
  99736. this._tmpAmmoTransform.setRotation(this._tmpAmmoQuaternion);
  99737. returnValue.addChildShape(this._tmpAmmoTransform, shape);
  99738. }
  99739. }
  99740. return returnValue;
  99741. }
  99742. else {
  99743. // If no children with impostors create the actual shape below instead
  99744. Ammo.destroy(returnValue);
  99745. returnValue = null;
  99746. }
  99747. }
  99748. switch (impostor.type) {
  99749. case BABYLON.PhysicsImpostor.SphereImpostor:
  99750. returnValue = new Ammo.btSphereShape(extendSize.x / 2);
  99751. break;
  99752. case BABYLON.PhysicsImpostor.CylinderImpostor:
  99753. this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);
  99754. returnValue = new Ammo.btCylinderShape(this._tmpAmmoVectorA);
  99755. break;
  99756. case BABYLON.PhysicsImpostor.PlaneImpostor:
  99757. case BABYLON.PhysicsImpostor.BoxImpostor:
  99758. this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);
  99759. returnValue = new Ammo.btBoxShape(this._tmpAmmoVectorA);
  99760. break;
  99761. case BABYLON.PhysicsImpostor.MeshImpostor:
  99762. var tetraMesh = new Ammo.btTriangleMesh();
  99763. impostor._pluginData.toDispose.concat([tetraMesh]);
  99764. var triangeCount = this._addMeshVerts(tetraMesh, object, object);
  99765. if (triangeCount == 0) {
  99766. returnValue = new Ammo.btCompoundShape();
  99767. }
  99768. else {
  99769. returnValue = new Ammo.btBvhTriangleMeshShape(tetraMesh);
  99770. }
  99771. break;
  99772. case BABYLON.PhysicsImpostor.NoImpostor:
  99773. // Fill with sphere but collision is disabled on the rigid body in generatePhysicsBody, using an empty shape caused unexpected movement with joints
  99774. returnValue = new Ammo.btSphereShape(extendSize.x / 2);
  99775. break;
  99776. default:
  99777. BABYLON.Tools.Warn("The impostor type is not currently supported by the ammo plugin.");
  99778. break;
  99779. }
  99780. return returnValue;
  99781. };
  99782. /**
  99783. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  99784. * @param impostor imposter containing the physics body and babylon object
  99785. */
  99786. AmmoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99787. impostor.physicsBody.getMotionState().getWorldTransform(this._tmpAmmoTransform);
  99788. impostor.object.position.set(this._tmpAmmoTransform.getOrigin().x(), this._tmpAmmoTransform.getOrigin().y(), this._tmpAmmoTransform.getOrigin().z());
  99789. if (!impostor.object.rotationQuaternion) {
  99790. if (impostor.object.rotation) {
  99791. this._tmpQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());
  99792. this._tmpQuaternion.toEulerAnglesToRef(impostor.object.rotation);
  99793. }
  99794. }
  99795. else {
  99796. impostor.object.rotationQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());
  99797. }
  99798. };
  99799. /**
  99800. * Sets the babylon object's position/rotation from the physics body's position/rotation
  99801. * @param impostor imposter containing the physics body and babylon object
  99802. * @param newPosition new position
  99803. * @param newRotation new rotation
  99804. */
  99805. AmmoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99806. var trans = impostor.physicsBody.getWorldTransform();
  99807. // If rotation/position has changed update and activate riged body
  99808. if (trans.getOrigin().x() != newPosition.x ||
  99809. trans.getOrigin().y() != newPosition.y ||
  99810. trans.getOrigin().z() != newPosition.z ||
  99811. trans.getRotation().x() != newRotation.x ||
  99812. trans.getRotation().y() != newRotation.y ||
  99813. trans.getRotation().z() != newRotation.z ||
  99814. trans.getRotation().w() != newRotation.w) {
  99815. this._tmpAmmoVectorA.setValue(newPosition.x, newPosition.y, newPosition.z);
  99816. trans.setOrigin(this._tmpAmmoVectorA);
  99817. this._tmpAmmoQuaternion.setValue(newRotation.x, newRotation.y, newRotation.z, newRotation.w);
  99818. trans.setRotation(this._tmpAmmoQuaternion);
  99819. impostor.physicsBody.setWorldTransform(trans);
  99820. if (impostor.mass == 0) {
  99821. // Kinematic objects must be updated using motion state
  99822. var motionState = impostor.physicsBody.getMotionState();
  99823. if (motionState) {
  99824. motionState.setWorldTransform(trans);
  99825. }
  99826. }
  99827. else {
  99828. impostor.physicsBody.activate();
  99829. }
  99830. }
  99831. };
  99832. /**
  99833. * If this plugin is supported
  99834. * @returns true if its supported
  99835. */
  99836. AmmoJSPlugin.prototype.isSupported = function () {
  99837. return this.bjsAMMO !== undefined;
  99838. };
  99839. /**
  99840. * Sets the linear velocity of the physics body
  99841. * @param impostor imposter to set the velocity on
  99842. * @param velocity velocity to set
  99843. */
  99844. AmmoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99845. this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);
  99846. impostor.physicsBody.setLinearVelocity(this._tmpAmmoVectorA);
  99847. };
  99848. /**
  99849. * Sets the angular velocity of the physics body
  99850. * @param impostor imposter to set the velocity on
  99851. * @param velocity velocity to set
  99852. */
  99853. AmmoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99854. this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);
  99855. impostor.physicsBody.setAngularVelocity(this._tmpAmmoVectorA);
  99856. };
  99857. /**
  99858. * gets the linear velocity
  99859. * @param impostor imposter to get linear velocity from
  99860. * @returns linear velocity
  99861. */
  99862. AmmoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99863. var v = impostor.physicsBody.getLinearVelocity();
  99864. if (!v) {
  99865. return null;
  99866. }
  99867. return new BABYLON.Vector3(v.x(), v.y(), v.z());
  99868. };
  99869. /**
  99870. * gets the angular velocity
  99871. * @param impostor imposter to get angular velocity from
  99872. * @returns angular velocity
  99873. */
  99874. AmmoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99875. var v = impostor.physicsBody.getAngularVelocity();
  99876. if (!v) {
  99877. return null;
  99878. }
  99879. return new BABYLON.Vector3(v.x(), v.y(), v.z());
  99880. };
  99881. /**
  99882. * Sets the mass of physics body
  99883. * @param impostor imposter to set the mass on
  99884. * @param mass mass to set
  99885. */
  99886. AmmoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99887. impostor.physicsBody.setMassProps(mass);
  99888. impostor._pluginData.mass = mass;
  99889. };
  99890. /**
  99891. * Gets the mass of the physics body
  99892. * @param impostor imposter to get the mass from
  99893. * @returns mass
  99894. */
  99895. AmmoJSPlugin.prototype.getBodyMass = function (impostor) {
  99896. return impostor._pluginData.mass;
  99897. };
  99898. /**
  99899. * Gets friction of the impostor
  99900. * @param impostor impostor to get friction from
  99901. * @returns friction value
  99902. */
  99903. AmmoJSPlugin.prototype.getBodyFriction = function (impostor) {
  99904. return impostor.physicsBody.getFriction();
  99905. };
  99906. /**
  99907. * Sets friction of the impostor
  99908. * @param impostor impostor to set friction on
  99909. * @param friction friction value
  99910. */
  99911. AmmoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99912. impostor.physicsBody.setFriction(friction);
  99913. };
  99914. /**
  99915. * Gets restitution of the impostor
  99916. * @param impostor impostor to get restitution from
  99917. * @returns restitution value
  99918. */
  99919. AmmoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99920. return impostor.physicsBody.getRestitution();
  99921. };
  99922. /**
  99923. * Sets resitution of the impostor
  99924. * @param impostor impostor to set resitution on
  99925. * @param restitution resitution value
  99926. */
  99927. AmmoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99928. impostor.physicsBody.setRestitution(restitution);
  99929. };
  99930. /**
  99931. * Sleeps the physics body and stops it from being active
  99932. * @param impostor impostor to sleep
  99933. */
  99934. AmmoJSPlugin.prototype.sleepBody = function (impostor) {
  99935. BABYLON.Tools.Warn("sleepBody is not currently supported by the Ammo physics plugin");
  99936. };
  99937. /**
  99938. * Activates the physics body
  99939. * @param impostor impostor to activate
  99940. */
  99941. AmmoJSPlugin.prototype.wakeUpBody = function (impostor) {
  99942. impostor.physicsBody.activate();
  99943. };
  99944. /**
  99945. * Updates the distance parameters of the joint
  99946. * @param joint joint to update
  99947. * @param maxDistance maximum distance of the joint
  99948. * @param minDistance minimum distance of the joint
  99949. */
  99950. AmmoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99951. BABYLON.Tools.Warn("updateDistanceJoint is not currently supported by the Ammo physics plugin");
  99952. };
  99953. /**
  99954. * Sets a motor on the joint
  99955. * @param joint joint to set motor on
  99956. * @param speed speed of the motor
  99957. * @param maxForce maximum force of the motor
  99958. * @param motorIndex index of the motor
  99959. */
  99960. AmmoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99961. joint.physicsJoint.enableAngularMotor(true, speed, maxForce);
  99962. };
  99963. /**
  99964. * Sets the motors limit
  99965. * @param joint joint to set limit on
  99966. * @param upperLimit upper limit
  99967. * @param lowerLimit lower limit
  99968. */
  99969. AmmoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  99970. BABYLON.Tools.Warn("setLimit is not currently supported by the Ammo physics plugin");
  99971. };
  99972. /**
  99973. * Syncs the position and rotation of a mesh with the impostor
  99974. * @param mesh mesh to sync
  99975. * @param impostor impostor to update the mesh with
  99976. */
  99977. AmmoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99978. var body = impostor.physicsBody;
  99979. body.getMotionState().getWorldTransform(this._tmpAmmoTransform);
  99980. mesh.position.x = this._tmpAmmoTransform.getOrigin().x();
  99981. mesh.position.y = this._tmpAmmoTransform.getOrigin().y();
  99982. mesh.position.z = this._tmpAmmoTransform.getOrigin().z();
  99983. if (mesh.rotationQuaternion) {
  99984. mesh.rotationQuaternion.x = this._tmpAmmoTransform.getRotation().x();
  99985. mesh.rotationQuaternion.y = this._tmpAmmoTransform.getRotation().y();
  99986. mesh.rotationQuaternion.z = this._tmpAmmoTransform.getRotation().z();
  99987. mesh.rotationQuaternion.w = this._tmpAmmoTransform.getRotation().w();
  99988. }
  99989. };
  99990. /**
  99991. * Gets the radius of the impostor
  99992. * @param impostor impostor to get radius from
  99993. * @returns the radius
  99994. */
  99995. AmmoJSPlugin.prototype.getRadius = function (impostor) {
  99996. var exntend = impostor.getObjectExtendSize();
  99997. return exntend.x / 2;
  99998. };
  99999. /**
  100000. * Gets the box size of the impostor
  100001. * @param impostor impostor to get box size from
  100002. * @param result the resulting box size
  100003. */
  100004. AmmoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  100005. var exntend = impostor.getObjectExtendSize();
  100006. result.x = exntend.x;
  100007. result.y = exntend.y;
  100008. result.z = exntend.z;
  100009. };
  100010. /**
  100011. * Disposes of the impostor
  100012. */
  100013. AmmoJSPlugin.prototype.dispose = function () {
  100014. // Dispose of world
  100015. Ammo.destroy(this.world);
  100016. Ammo.destroy(this._solver);
  100017. Ammo.destroy(this._overlappingPairCache);
  100018. Ammo.destroy(this._dispatcher);
  100019. Ammo.destroy(this._collisionConfiguration);
  100020. // Dispose of tmp variables
  100021. Ammo.destroy(this._tmpAmmoVectorA);
  100022. Ammo.destroy(this._tmpAmmoVectorB);
  100023. Ammo.destroy(this._tmpAmmoVectorC);
  100024. Ammo.destroy(this._tmpAmmoTransform);
  100025. Ammo.destroy(this._tmpAmmoQuaternion);
  100026. Ammo.destroy(this._tmpAmmoConcreteContactResultCallback);
  100027. this.world = null;
  100028. };
  100029. AmmoJSPlugin.DISABLE_COLLISION_FLAG = 4;
  100030. AmmoJSPlugin.KINEMATIC_FLAG = 2;
  100031. AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG = 4;
  100032. return AmmoJSPlugin;
  100033. }());
  100034. BABYLON.AmmoJSPlugin = AmmoJSPlugin;
  100035. })(BABYLON || (BABYLON = {}));
  100036. //# sourceMappingURL=babylon.ammoJSPlugin.js.map
  100037. var BABYLON;
  100038. (function (BABYLON) {
  100039. /** @hidden */
  100040. var OimoJSPlugin = /** @class */ (function () {
  100041. function OimoJSPlugin(iterations) {
  100042. this.name = "OimoJSPlugin";
  100043. this._tmpImpostorsArray = [];
  100044. this._tmpPositionVector = BABYLON.Vector3.Zero();
  100045. this.BJSOIMO = OIMO;
  100046. this.world = new this.BJSOIMO.World({
  100047. iterations: iterations
  100048. });
  100049. this.world.clear();
  100050. }
  100051. OimoJSPlugin.prototype.setGravity = function (gravity) {
  100052. this.world.gravity.copy(gravity);
  100053. };
  100054. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  100055. this.world.timeStep = timeStep;
  100056. };
  100057. OimoJSPlugin.prototype.getTimeStep = function () {
  100058. return this.world.timeStep;
  100059. };
  100060. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  100061. var _this = this;
  100062. impostors.forEach(function (impostor) {
  100063. impostor.beforeStep();
  100064. });
  100065. this.world.step();
  100066. impostors.forEach(function (impostor) {
  100067. impostor.afterStep();
  100068. //update the ordered impostors array
  100069. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  100070. });
  100071. //check for collisions
  100072. var contact = this.world.contacts;
  100073. while (contact !== null) {
  100074. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  100075. contact = contact.next;
  100076. continue;
  100077. }
  100078. //is this body colliding with any other? get the impostor
  100079. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  100080. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  100081. if (!mainImpostor || !collidingImpostor) {
  100082. contact = contact.next;
  100083. continue;
  100084. }
  100085. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  100086. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  100087. contact = contact.next;
  100088. }
  100089. };
  100090. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  100091. var mass = impostor.physicsBody.mass;
  100092. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  100093. };
  100094. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  100095. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  100096. this.applyImpulse(impostor, force, contactPoint);
  100097. };
  100098. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  100099. var _this = this;
  100100. //parent-child relationship. Does this impostor has a parent impostor?
  100101. if (impostor.parent) {
  100102. if (impostor.physicsBody) {
  100103. this.removePhysicsBody(impostor);
  100104. //TODO is that needed?
  100105. impostor.forceUpdate();
  100106. }
  100107. return;
  100108. }
  100109. if (impostor.isBodyInitRequired()) {
  100110. var bodyConfig = {
  100111. name: impostor.uniqueId,
  100112. //Oimo must have mass, also for static objects.
  100113. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  100114. size: [],
  100115. type: [],
  100116. pos: [],
  100117. posShape: [],
  100118. rot: [],
  100119. rotShape: [],
  100120. move: impostor.getParam("mass") !== 0,
  100121. density: impostor.getParam("mass"),
  100122. friction: impostor.getParam("friction"),
  100123. restitution: impostor.getParam("restitution"),
  100124. //Supporting older versions of Oimo
  100125. world: this.world
  100126. };
  100127. var impostors = [impostor];
  100128. var addToArray = function (parent) {
  100129. if (!parent.getChildMeshes) {
  100130. return;
  100131. }
  100132. parent.getChildMeshes().forEach(function (m) {
  100133. if (m.physicsImpostor) {
  100134. impostors.push(m.physicsImpostor);
  100135. //m.physicsImpostor._init();
  100136. }
  100137. });
  100138. };
  100139. addToArray(impostor.object);
  100140. var checkWithEpsilon_1 = function (value) {
  100141. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  100142. };
  100143. var globalQuaternion_1 = new BABYLON.Quaternion();
  100144. impostors.forEach(function (i) {
  100145. if (!i.object.rotationQuaternion) {
  100146. return;
  100147. }
  100148. //get the correct bounding box
  100149. var oldQuaternion = i.object.rotationQuaternion;
  100150. globalQuaternion_1 = oldQuaternion.clone();
  100151. var rot = oldQuaternion.toEulerAngles();
  100152. var extendSize = i.getObjectExtendSize();
  100153. var radToDeg = 57.295779513082320876;
  100154. if (i === impostor) {
  100155. var center = impostor.getObjectCenter();
  100156. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  100157. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  100158. //Can also use Array.prototype.push.apply
  100159. bodyConfig.pos.push(center.x);
  100160. bodyConfig.pos.push(center.y);
  100161. bodyConfig.pos.push(center.z);
  100162. bodyConfig.posShape.push(0, 0, 0);
  100163. bodyConfig.rotShape.push(0, 0, 0);
  100164. }
  100165. else {
  100166. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  100167. bodyConfig.posShape.push(localPosition.x);
  100168. bodyConfig.posShape.push(localPosition.y);
  100169. bodyConfig.posShape.push(localPosition.z);
  100170. bodyConfig.pos.push(0, 0, 0);
  100171. bodyConfig.rotShape.push(rot.x * radToDeg);
  100172. bodyConfig.rotShape.push(rot.y * radToDeg);
  100173. bodyConfig.rotShape.push(rot.z * radToDeg);
  100174. }
  100175. // register mesh
  100176. switch (i.type) {
  100177. case BABYLON.PhysicsImpostor.ParticleImpostor:
  100178. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  100179. case BABYLON.PhysicsImpostor.SphereImpostor:
  100180. var radiusX = extendSize.x;
  100181. var radiusY = extendSize.y;
  100182. var radiusZ = extendSize.z;
  100183. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  100184. bodyConfig.type.push('sphere');
  100185. //due to the way oimo works with compounds, add 3 times
  100186. bodyConfig.size.push(size);
  100187. bodyConfig.size.push(size);
  100188. bodyConfig.size.push(size);
  100189. break;
  100190. case BABYLON.PhysicsImpostor.CylinderImpostor:
  100191. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  100192. var sizeY = checkWithEpsilon_1(extendSize.y);
  100193. bodyConfig.type.push('cylinder');
  100194. bodyConfig.size.push(sizeX);
  100195. bodyConfig.size.push(sizeY);
  100196. //due to the way oimo works with compounds, add one more value.
  100197. bodyConfig.size.push(sizeY);
  100198. break;
  100199. case BABYLON.PhysicsImpostor.PlaneImpostor:
  100200. case BABYLON.PhysicsImpostor.BoxImpostor:
  100201. default:
  100202. var sizeX = checkWithEpsilon_1(extendSize.x);
  100203. var sizeY = checkWithEpsilon_1(extendSize.y);
  100204. var sizeZ = checkWithEpsilon_1(extendSize.z);
  100205. bodyConfig.type.push('box');
  100206. //if (i === impostor) {
  100207. bodyConfig.size.push(sizeX);
  100208. bodyConfig.size.push(sizeY);
  100209. bodyConfig.size.push(sizeZ);
  100210. //} else {
  100211. // bodyConfig.size.push(0,0,0);
  100212. //}
  100213. break;
  100214. }
  100215. //actually not needed, but hey...
  100216. i.object.rotationQuaternion = oldQuaternion;
  100217. });
  100218. impostor.physicsBody = this.world.add(bodyConfig);
  100219. // set the quaternion, ignoring the previously defined (euler) rotation
  100220. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  100221. // update with delta 0, so the body will reveive the new rotation.
  100222. impostor.physicsBody.updatePosition(0);
  100223. }
  100224. else {
  100225. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  100226. }
  100227. impostor.setDeltaPosition(this._tmpPositionVector);
  100228. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  100229. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  100230. };
  100231. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  100232. //impostor.physicsBody.dispose();
  100233. //Same as : (older oimo versions)
  100234. this.world.removeRigidBody(impostor.physicsBody);
  100235. };
  100236. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  100237. var mainBody = impostorJoint.mainImpostor.physicsBody;
  100238. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  100239. if (!mainBody || !connectedBody) {
  100240. return;
  100241. }
  100242. var jointData = impostorJoint.joint.jointData;
  100243. var options = jointData.nativeParams || {};
  100244. var type;
  100245. var nativeJointData = {
  100246. body1: mainBody,
  100247. body2: connectedBody,
  100248. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  100249. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  100250. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  100251. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  100252. min: options.min,
  100253. max: options.max,
  100254. collision: options.collision || jointData.collision,
  100255. spring: options.spring,
  100256. //supporting older version of Oimo
  100257. world: this.world
  100258. };
  100259. switch (impostorJoint.joint.type) {
  100260. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  100261. type = "jointBall";
  100262. break;
  100263. case BABYLON.PhysicsJoint.SpringJoint:
  100264. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  100265. var springData = jointData;
  100266. nativeJointData.min = springData.length || nativeJointData.min;
  100267. //Max should also be set, just make sure it is at least min
  100268. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  100269. case BABYLON.PhysicsJoint.DistanceJoint:
  100270. type = "jointDistance";
  100271. nativeJointData.max = jointData.maxDistance;
  100272. break;
  100273. case BABYLON.PhysicsJoint.PrismaticJoint:
  100274. type = "jointPrisme";
  100275. break;
  100276. case BABYLON.PhysicsJoint.SliderJoint:
  100277. type = "jointSlide";
  100278. break;
  100279. case BABYLON.PhysicsJoint.WheelJoint:
  100280. type = "jointWheel";
  100281. break;
  100282. case BABYLON.PhysicsJoint.HingeJoint:
  100283. default:
  100284. type = "jointHinge";
  100285. break;
  100286. }
  100287. nativeJointData.type = type;
  100288. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  100289. };
  100290. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  100291. //Bug in Oimo prevents us from disposing a joint in the playground
  100292. //joint.joint.physicsJoint.dispose();
  100293. //So we will bruteforce it!
  100294. try {
  100295. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  100296. }
  100297. catch (e) {
  100298. BABYLON.Tools.Warn(e);
  100299. }
  100300. };
  100301. OimoJSPlugin.prototype.isSupported = function () {
  100302. return this.BJSOIMO !== undefined;
  100303. };
  100304. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  100305. if (!impostor.physicsBody.sleeping) {
  100306. //TODO check that
  100307. /*if (impostor.physicsBody.shapes.next) {
  100308. var parentShape = this._getLastShape(impostor.physicsBody);
  100309. impostor.object.position.copyFrom(parentShape.position);
  100310. console.log(parentShape.position);
  100311. } else {*/
  100312. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  100313. //}
  100314. if (impostor.object.rotationQuaternion) {
  100315. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  100316. }
  100317. }
  100318. };
  100319. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  100320. var body = impostor.physicsBody;
  100321. body.position.copy(newPosition);
  100322. body.orientation.copy(newRotation);
  100323. body.syncShapes();
  100324. body.awake();
  100325. };
  100326. /*private _getLastShape(body: any): any {
  100327. var lastShape = body.shapes;
  100328. while (lastShape.next) {
  100329. lastShape = lastShape.next;
  100330. }
  100331. return lastShape;
  100332. }*/
  100333. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  100334. impostor.physicsBody.linearVelocity.copy(velocity);
  100335. };
  100336. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  100337. impostor.physicsBody.angularVelocity.copy(velocity);
  100338. };
  100339. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  100340. var v = impostor.physicsBody.linearVelocity;
  100341. if (!v) {
  100342. return null;
  100343. }
  100344. return new BABYLON.Vector3(v.x, v.y, v.z);
  100345. };
  100346. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  100347. var v = impostor.physicsBody.angularVelocity;
  100348. if (!v) {
  100349. return null;
  100350. }
  100351. return new BABYLON.Vector3(v.x, v.y, v.z);
  100352. };
  100353. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  100354. var staticBody = mass === 0;
  100355. //this will actually set the body's density and not its mass.
  100356. //But this is how oimo treats the mass variable.
  100357. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  100358. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  100359. };
  100360. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  100361. return impostor.physicsBody.shapes.density;
  100362. };
  100363. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  100364. return impostor.physicsBody.shapes.friction;
  100365. };
  100366. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  100367. impostor.physicsBody.shapes.friction = friction;
  100368. };
  100369. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  100370. return impostor.physicsBody.shapes.restitution;
  100371. };
  100372. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  100373. impostor.physicsBody.shapes.restitution = restitution;
  100374. };
  100375. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  100376. impostor.physicsBody.sleep();
  100377. };
  100378. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  100379. impostor.physicsBody.awake();
  100380. };
  100381. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  100382. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  100383. if (minDistance !== void 0) {
  100384. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  100385. }
  100386. };
  100387. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  100388. //TODO separate rotational and transational motors.
  100389. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  100390. if (motor) {
  100391. motor.setMotor(speed, maxForce);
  100392. }
  100393. };
  100394. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  100395. //TODO separate rotational and transational motors.
  100396. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  100397. if (motor) {
  100398. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  100399. }
  100400. };
  100401. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  100402. var body = impostor.physicsBody;
  100403. mesh.position.x = body.position.x;
  100404. mesh.position.y = body.position.y;
  100405. mesh.position.z = body.position.z;
  100406. if (mesh.rotationQuaternion) {
  100407. mesh.rotationQuaternion.x = body.orientation.x;
  100408. mesh.rotationQuaternion.y = body.orientation.y;
  100409. mesh.rotationQuaternion.z = body.orientation.z;
  100410. mesh.rotationQuaternion.w = body.orientation.s;
  100411. }
  100412. };
  100413. OimoJSPlugin.prototype.getRadius = function (impostor) {
  100414. return impostor.physicsBody.shapes.radius;
  100415. };
  100416. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  100417. var shape = impostor.physicsBody.shapes;
  100418. result.x = shape.halfWidth * 2;
  100419. result.y = shape.halfHeight * 2;
  100420. result.z = shape.halfDepth * 2;
  100421. };
  100422. OimoJSPlugin.prototype.dispose = function () {
  100423. this.world.clear();
  100424. };
  100425. return OimoJSPlugin;
  100426. }());
  100427. BABYLON.OimoJSPlugin = OimoJSPlugin;
  100428. })(BABYLON || (BABYLON = {}));
  100429. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  100430. var BABYLON;
  100431. (function (BABYLON) {
  100432. /**
  100433. * Gets the current physics engine
  100434. * @returns a IPhysicsEngine or null if none attached
  100435. */
  100436. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  100437. return this._physicsEngine;
  100438. };
  100439. /**
  100440. * Enables physics to the current scene
  100441. * @param gravity defines the scene's gravity for the physics engine
  100442. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  100443. * @return a boolean indicating if the physics engine was initialized
  100444. */
  100445. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  100446. if (gravity === void 0) { gravity = null; }
  100447. if (this._physicsEngine) {
  100448. return true;
  100449. }
  100450. // Register the component to the scene
  100451. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  100452. if (!component) {
  100453. component = new PhysicsEngineSceneComponent(this);
  100454. this._addComponent(component);
  100455. }
  100456. try {
  100457. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  100458. return true;
  100459. }
  100460. catch (e) {
  100461. BABYLON.Tools.Error(e.message);
  100462. return false;
  100463. }
  100464. };
  100465. /**
  100466. * Disables and disposes the physics engine associated with the scene
  100467. */
  100468. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  100469. if (!this._physicsEngine) {
  100470. return;
  100471. }
  100472. this._physicsEngine.dispose();
  100473. this._physicsEngine = null;
  100474. };
  100475. /**
  100476. * Gets a boolean indicating if there is an active physics engine
  100477. * @returns a boolean indicating if there is an active physics engine
  100478. */
  100479. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  100480. return this._physicsEngine !== undefined;
  100481. };
  100482. /**
  100483. * Deletes a physics compound impostor
  100484. * @param compound defines the compound to delete
  100485. */
  100486. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  100487. var mesh = compound.parts[0].mesh;
  100488. if (mesh.physicsImpostor) {
  100489. mesh.physicsImpostor.dispose( /*true*/);
  100490. mesh.physicsImpostor = null;
  100491. }
  100492. };
  100493. /** @hidden */
  100494. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  100495. if (this._physicsEngine) {
  100496. this.onBeforePhysicsObservable.notifyObservers(this);
  100497. this._physicsEngine._step(step / 1000);
  100498. this.onAfterPhysicsObservable.notifyObservers(this);
  100499. }
  100500. };
  100501. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  100502. get: function () {
  100503. return this._physicsImpostor;
  100504. },
  100505. set: function (value) {
  100506. var _this = this;
  100507. if (this._physicsImpostor === value) {
  100508. return;
  100509. }
  100510. if (this._disposePhysicsObserver) {
  100511. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  100512. }
  100513. this._physicsImpostor = value;
  100514. if (value) {
  100515. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  100516. // Physics
  100517. if (_this.physicsImpostor) {
  100518. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  100519. _this.physicsImpostor = null;
  100520. }
  100521. });
  100522. }
  100523. },
  100524. enumerable: true,
  100525. configurable: true
  100526. });
  100527. /**
  100528. * Gets the current physics impostor
  100529. * @see http://doc.babylonjs.com/features/physics_engine
  100530. * @returns a physics impostor or null
  100531. */
  100532. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  100533. return this.physicsImpostor;
  100534. };
  100535. /**
  100536. * Apply a physic impulse to the mesh
  100537. * @param force defines the force to apply
  100538. * @param contactPoint defines where to apply the force
  100539. * @returns the current mesh
  100540. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  100541. */
  100542. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  100543. if (!this.physicsImpostor) {
  100544. return this;
  100545. }
  100546. this.physicsImpostor.applyImpulse(force, contactPoint);
  100547. return this;
  100548. };
  100549. /**
  100550. * Creates a physic joint between two meshes
  100551. * @param otherMesh defines the other mesh to use
  100552. * @param pivot1 defines the pivot to use on this mesh
  100553. * @param pivot2 defines the pivot to use on the other mesh
  100554. * @param options defines additional options (can be plugin dependent)
  100555. * @returns the current mesh
  100556. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  100557. */
  100558. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  100559. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  100560. return this;
  100561. }
  100562. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  100563. mainPivot: pivot1,
  100564. connectedPivot: pivot2,
  100565. nativeParams: options
  100566. });
  100567. return this;
  100568. };
  100569. /**
  100570. * Defines the physics engine scene component responsible to manage a physics engine
  100571. */
  100572. var PhysicsEngineSceneComponent = /** @class */ (function () {
  100573. /**
  100574. * Creates a new instance of the component for the given scene
  100575. * @param scene Defines the scene to register the component in
  100576. */
  100577. function PhysicsEngineSceneComponent(scene) {
  100578. var _this = this;
  100579. /**
  100580. * The component name helpful to identify the component in the list of scene components.
  100581. */
  100582. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  100583. this.scene = scene;
  100584. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  100585. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  100586. // Replace the function used to get the deterministic frame time
  100587. this.scene.getDeterministicFrameTime = function () {
  100588. if (_this.scene._physicsEngine) {
  100589. return _this.scene._physicsEngine.getTimeStep() * 1000;
  100590. }
  100591. return 1000.0 / 60.0;
  100592. };
  100593. }
  100594. /**
  100595. * Registers the component in a given scene
  100596. */
  100597. PhysicsEngineSceneComponent.prototype.register = function () {
  100598. };
  100599. /**
  100600. * Rebuilds the elements related to this component in case of
  100601. * context lost for instance.
  100602. */
  100603. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  100604. // Nothing to do for this component
  100605. };
  100606. /**
  100607. * Disposes the component and the associated ressources
  100608. */
  100609. PhysicsEngineSceneComponent.prototype.dispose = function () {
  100610. this.scene.onBeforePhysicsObservable.clear();
  100611. this.scene.onAfterPhysicsObservable.clear();
  100612. if (this.scene._physicsEngine) {
  100613. this.scene.disablePhysicsEngine();
  100614. }
  100615. };
  100616. return PhysicsEngineSceneComponent;
  100617. }());
  100618. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  100619. })(BABYLON || (BABYLON = {}));
  100620. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  100621. var BABYLON;
  100622. (function (BABYLON) {
  100623. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  100624. // All values and structures referenced from:
  100625. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  100626. var DDS_MAGIC = 0x20534444;
  100627. var
  100628. //DDSD_CAPS = 0x1,
  100629. //DDSD_HEIGHT = 0x2,
  100630. //DDSD_WIDTH = 0x4,
  100631. //DDSD_PITCH = 0x8,
  100632. //DDSD_PIXELFORMAT = 0x1000,
  100633. DDSD_MIPMAPCOUNT = 0x20000;
  100634. //DDSD_LINEARSIZE = 0x80000,
  100635. //DDSD_DEPTH = 0x800000;
  100636. // var DDSCAPS_COMPLEX = 0x8,
  100637. // DDSCAPS_MIPMAP = 0x400000,
  100638. // DDSCAPS_TEXTURE = 0x1000;
  100639. var DDSCAPS2_CUBEMAP = 0x200;
  100640. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  100641. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  100642. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  100643. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  100644. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  100645. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  100646. // DDSCAPS2_VOLUME = 0x200000;
  100647. var
  100648. //DDPF_ALPHAPIXELS = 0x1,
  100649. //DDPF_ALPHA = 0x2,
  100650. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  100651. //DDPF_YUV = 0x200,
  100652. DDPF_LUMINANCE = 0x20000;
  100653. function FourCCToInt32(value) {
  100654. return value.charCodeAt(0) +
  100655. (value.charCodeAt(1) << 8) +
  100656. (value.charCodeAt(2) << 16) +
  100657. (value.charCodeAt(3) << 24);
  100658. }
  100659. function Int32ToFourCC(value) {
  100660. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  100661. }
  100662. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  100663. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  100664. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  100665. var FOURCC_DX10 = FourCCToInt32("DX10");
  100666. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  100667. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  100668. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  100669. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  100670. var headerLengthInt = 31; // The header length in 32 bit ints
  100671. // Offsets into the header array
  100672. var off_magic = 0;
  100673. var off_size = 1;
  100674. var off_flags = 2;
  100675. var off_height = 3;
  100676. var off_width = 4;
  100677. var off_mipmapCount = 7;
  100678. var off_pfFlags = 20;
  100679. var off_pfFourCC = 21;
  100680. var off_RGBbpp = 22;
  100681. var off_RMask = 23;
  100682. var off_GMask = 24;
  100683. var off_BMask = 25;
  100684. var off_AMask = 26;
  100685. // var off_caps1 = 27;
  100686. var off_caps2 = 28;
  100687. // var off_caps3 = 29;
  100688. // var off_caps4 = 30;
  100689. var off_dxgiFormat = 32;
  100690. /**
  100691. * Class used to provide DDS decompression tools
  100692. */
  100693. var DDSTools = /** @class */ (function () {
  100694. function DDSTools() {
  100695. }
  100696. /**
  100697. * Gets DDS information from an array buffer
  100698. * @param arrayBuffer defines the array buffer to read data from
  100699. * @returns the DDS information
  100700. */
  100701. DDSTools.GetDDSInfo = function (arrayBuffer) {
  100702. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  100703. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  100704. var mipmapCount = 1;
  100705. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  100706. mipmapCount = Math.max(1, header[off_mipmapCount]);
  100707. }
  100708. var fourCC = header[off_pfFourCC];
  100709. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  100710. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100711. switch (fourCC) {
  100712. case FOURCC_D3DFMT_R16G16B16A16F:
  100713. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100714. break;
  100715. case FOURCC_D3DFMT_R32G32B32A32F:
  100716. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100717. break;
  100718. case FOURCC_DX10:
  100719. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  100720. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100721. break;
  100722. }
  100723. }
  100724. return {
  100725. width: header[off_width],
  100726. height: header[off_height],
  100727. mipmapCount: mipmapCount,
  100728. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  100729. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  100730. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  100731. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  100732. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  100733. dxgiFormat: dxgiFormat,
  100734. textureType: textureType
  100735. };
  100736. };
  100737. DDSTools._ToHalfFloat = function (value) {
  100738. if (!DDSTools._FloatView) {
  100739. DDSTools._FloatView = new Float32Array(1);
  100740. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  100741. }
  100742. DDSTools._FloatView[0] = value;
  100743. var x = DDSTools._Int32View[0];
  100744. var bits = (x >> 16) & 0x8000; /* Get the sign */
  100745. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  100746. var e = (x >> 23) & 0xff; /* Using int is faster here */
  100747. /* If zero, or denormal, or exponent underflows too much for a denormal
  100748. * half, return signed zero. */
  100749. if (e < 103) {
  100750. return bits;
  100751. }
  100752. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  100753. if (e > 142) {
  100754. bits |= 0x7c00;
  100755. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  100756. * not Inf, so make sure we set one mantissa bit too. */
  100757. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  100758. return bits;
  100759. }
  100760. /* If exponent underflows but not too much, return a denormal */
  100761. if (e < 113) {
  100762. m |= 0x0800;
  100763. /* Extra rounding may overflow and set mantissa to 0 and exponent
  100764. * to 1, which is OK. */
  100765. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  100766. return bits;
  100767. }
  100768. bits |= ((e - 112) << 10) | (m >> 1);
  100769. bits += m & 1;
  100770. return bits;
  100771. };
  100772. DDSTools._FromHalfFloat = function (value) {
  100773. var s = (value & 0x8000) >> 15;
  100774. var e = (value & 0x7C00) >> 10;
  100775. var f = value & 0x03FF;
  100776. if (e === 0) {
  100777. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  100778. }
  100779. else if (e == 0x1F) {
  100780. return f ? NaN : ((s ? -1 : 1) * Infinity);
  100781. }
  100782. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  100783. };
  100784. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100785. var destArray = new Float32Array(dataLength);
  100786. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100787. var index = 0;
  100788. for (var y = 0; y < height; y++) {
  100789. for (var x = 0; x < width; x++) {
  100790. var srcPos = (x + y * width) * 4;
  100791. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  100792. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  100793. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  100794. if (DDSTools.StoreLODInAlphaChannel) {
  100795. destArray[index + 3] = lod;
  100796. }
  100797. else {
  100798. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  100799. }
  100800. index += 4;
  100801. }
  100802. }
  100803. return destArray;
  100804. };
  100805. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100806. if (DDSTools.StoreLODInAlphaChannel) {
  100807. var destArray = new Uint16Array(dataLength);
  100808. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100809. var index = 0;
  100810. for (var y = 0; y < height; y++) {
  100811. for (var x = 0; x < width; x++) {
  100812. var srcPos = (x + y * width) * 4;
  100813. destArray[index] = srcData[srcPos];
  100814. destArray[index + 1] = srcData[srcPos + 1];
  100815. destArray[index + 2] = srcData[srcPos + 2];
  100816. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  100817. index += 4;
  100818. }
  100819. }
  100820. return destArray;
  100821. }
  100822. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  100823. };
  100824. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100825. if (DDSTools.StoreLODInAlphaChannel) {
  100826. var destArray = new Float32Array(dataLength);
  100827. var srcData = new Float32Array(arrayBuffer, dataOffset);
  100828. var index = 0;
  100829. for (var y = 0; y < height; y++) {
  100830. for (var x = 0; x < width; x++) {
  100831. var srcPos = (x + y * width) * 4;
  100832. destArray[index] = srcData[srcPos];
  100833. destArray[index + 1] = srcData[srcPos + 1];
  100834. destArray[index + 2] = srcData[srcPos + 2];
  100835. destArray[index + 3] = lod;
  100836. index += 4;
  100837. }
  100838. }
  100839. return destArray;
  100840. }
  100841. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  100842. };
  100843. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100844. var destArray = new Uint8Array(dataLength);
  100845. var srcData = new Float32Array(arrayBuffer, dataOffset);
  100846. var index = 0;
  100847. for (var y = 0; y < height; y++) {
  100848. for (var x = 0; x < width; x++) {
  100849. var srcPos = (x + y * width) * 4;
  100850. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  100851. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  100852. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  100853. if (DDSTools.StoreLODInAlphaChannel) {
  100854. destArray[index + 3] = lod;
  100855. }
  100856. else {
  100857. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  100858. }
  100859. index += 4;
  100860. }
  100861. }
  100862. return destArray;
  100863. };
  100864. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100865. var destArray = new Uint8Array(dataLength);
  100866. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100867. var index = 0;
  100868. for (var y = 0; y < height; y++) {
  100869. for (var x = 0; x < width; x++) {
  100870. var srcPos = (x + y * width) * 4;
  100871. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  100872. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  100873. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  100874. if (DDSTools.StoreLODInAlphaChannel) {
  100875. destArray[index + 3] = lod;
  100876. }
  100877. else {
  100878. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  100879. }
  100880. index += 4;
  100881. }
  100882. }
  100883. return destArray;
  100884. };
  100885. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  100886. var byteArray = new Uint8Array(dataLength);
  100887. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100888. var index = 0;
  100889. for (var y = 0; y < height; y++) {
  100890. for (var x = 0; x < width; x++) {
  100891. var srcPos = (x + y * width) * 4;
  100892. byteArray[index] = srcData[srcPos + rOffset];
  100893. byteArray[index + 1] = srcData[srcPos + gOffset];
  100894. byteArray[index + 2] = srcData[srcPos + bOffset];
  100895. byteArray[index + 3] = srcData[srcPos + aOffset];
  100896. index += 4;
  100897. }
  100898. }
  100899. return byteArray;
  100900. };
  100901. DDSTools._ExtractLongWordOrder = function (value) {
  100902. if (value === 0 || value === 255 || value === -16777216) {
  100903. return 0;
  100904. }
  100905. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  100906. };
  100907. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  100908. var byteArray = new Uint8Array(dataLength);
  100909. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100910. var index = 0;
  100911. for (var y = 0; y < height; y++) {
  100912. for (var x = 0; x < width; x++) {
  100913. var srcPos = (x + y * width) * 3;
  100914. byteArray[index] = srcData[srcPos + rOffset];
  100915. byteArray[index + 1] = srcData[srcPos + gOffset];
  100916. byteArray[index + 2] = srcData[srcPos + bOffset];
  100917. index += 3;
  100918. }
  100919. }
  100920. return byteArray;
  100921. };
  100922. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  100923. var byteArray = new Uint8Array(dataLength);
  100924. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100925. var index = 0;
  100926. for (var y = 0; y < height; y++) {
  100927. for (var x = 0; x < width; x++) {
  100928. var srcPos = (x + y * width);
  100929. byteArray[index] = srcData[srcPos];
  100930. index++;
  100931. }
  100932. }
  100933. return byteArray;
  100934. };
  100935. /**
  100936. * Uploads DDS Levels to a Babylon Texture
  100937. * @hidden
  100938. */
  100939. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  100940. if (lodIndex === void 0) { lodIndex = -1; }
  100941. var sphericalPolynomialFaces = null;
  100942. if (info.sphericalPolynomial) {
  100943. sphericalPolynomialFaces = new Array();
  100944. }
  100945. var ext = engine.getCaps().s3tc;
  100946. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  100947. var fourCC, width, height, dataLength = 0, dataOffset;
  100948. var byteArray, mipmapCount, mip;
  100949. var internalCompressedFormat = 0;
  100950. var blockBytes = 1;
  100951. if (header[off_magic] !== DDS_MAGIC) {
  100952. BABYLON.Tools.Error("Invalid magic number in DDS header");
  100953. return;
  100954. }
  100955. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  100956. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  100957. return;
  100958. }
  100959. if (info.isCompressed && !ext) {
  100960. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  100961. return;
  100962. }
  100963. var bpp = header[off_RGBbpp];
  100964. dataOffset = header[off_size] + 4;
  100965. var computeFormats = false;
  100966. if (info.isFourCC) {
  100967. fourCC = header[off_pfFourCC];
  100968. switch (fourCC) {
  100969. case FOURCC_DXT1:
  100970. blockBytes = 8;
  100971. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  100972. break;
  100973. case FOURCC_DXT3:
  100974. blockBytes = 16;
  100975. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  100976. break;
  100977. case FOURCC_DXT5:
  100978. blockBytes = 16;
  100979. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  100980. break;
  100981. case FOURCC_D3DFMT_R16G16B16A16F:
  100982. computeFormats = true;
  100983. break;
  100984. case FOURCC_D3DFMT_R32G32B32A32F:
  100985. computeFormats = true;
  100986. break;
  100987. case FOURCC_DX10:
  100988. // There is an additionnal header so dataOffset need to be changed
  100989. dataOffset += 5 * 4; // 5 uints
  100990. var supported = false;
  100991. switch (info.dxgiFormat) {
  100992. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  100993. computeFormats = true;
  100994. supported = true;
  100995. break;
  100996. case DXGI_FORMAT_B8G8R8X8_UNORM:
  100997. info.isRGB = true;
  100998. info.isFourCC = false;
  100999. bpp = 32;
  101000. supported = true;
  101001. break;
  101002. }
  101003. if (supported) {
  101004. break;
  101005. }
  101006. default:
  101007. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  101008. return;
  101009. }
  101010. }
  101011. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  101012. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  101013. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  101014. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  101015. if (computeFormats) {
  101016. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  101017. }
  101018. mipmapCount = 1;
  101019. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  101020. mipmapCount = Math.max(1, header[off_mipmapCount]);
  101021. }
  101022. for (var face = 0; face < faces; face++) {
  101023. width = header[off_width];
  101024. height = header[off_height];
  101025. for (mip = 0; mip < mipmapCount; ++mip) {
  101026. if (lodIndex === -1 || lodIndex === mip) {
  101027. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  101028. var i = (lodIndex === -1) ? mip : 0;
  101029. if (!info.isCompressed && info.isFourCC) {
  101030. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  101031. dataLength = width * height * 4;
  101032. var floatArray = null;
  101033. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  101034. if (bpp === 128) {
  101035. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  101036. if (sphericalPolynomialFaces && i == 0) {
  101037. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  101038. }
  101039. }
  101040. else if (bpp === 64) {
  101041. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  101042. if (sphericalPolynomialFaces && i == 0) {
  101043. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  101044. }
  101045. }
  101046. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  101047. }
  101048. else {
  101049. if (bpp === 128) {
  101050. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101051. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  101052. if (sphericalPolynomialFaces && i == 0) {
  101053. sphericalPolynomialFaces.push(floatArray);
  101054. }
  101055. }
  101056. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  101057. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101058. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  101059. if (sphericalPolynomialFaces && i == 0) {
  101060. sphericalPolynomialFaces.push(floatArray);
  101061. }
  101062. }
  101063. else { // 64
  101064. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  101065. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  101066. if (sphericalPolynomialFaces && i == 0) {
  101067. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  101068. }
  101069. }
  101070. }
  101071. if (floatArray) {
  101072. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  101073. }
  101074. }
  101075. else if (info.isRGB) {
  101076. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  101077. if (bpp === 24) {
  101078. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  101079. dataLength = width * height * 3;
  101080. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  101081. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  101082. }
  101083. else { // 32
  101084. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  101085. dataLength = width * height * 4;
  101086. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  101087. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  101088. }
  101089. }
  101090. else if (info.isLuminance) {
  101091. var unpackAlignment = engine._getUnpackAlignement();
  101092. var unpaddedRowSize = width;
  101093. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  101094. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  101095. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  101096. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  101097. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  101098. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  101099. }
  101100. else {
  101101. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  101102. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  101103. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  101104. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  101105. }
  101106. }
  101107. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  101108. width *= 0.5;
  101109. height *= 0.5;
  101110. width = Math.max(1.0, width);
  101111. height = Math.max(1.0, height);
  101112. }
  101113. if (currentFace !== undefined) {
  101114. // Loading a single face
  101115. break;
  101116. }
  101117. }
  101118. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  101119. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  101120. size: header[off_width],
  101121. right: sphericalPolynomialFaces[0],
  101122. left: sphericalPolynomialFaces[1],
  101123. up: sphericalPolynomialFaces[2],
  101124. down: sphericalPolynomialFaces[3],
  101125. front: sphericalPolynomialFaces[4],
  101126. back: sphericalPolynomialFaces[5],
  101127. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  101128. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  101129. gammaSpace: false,
  101130. });
  101131. }
  101132. else {
  101133. info.sphericalPolynomial = undefined;
  101134. }
  101135. };
  101136. /**
  101137. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  101138. */
  101139. DDSTools.StoreLODInAlphaChannel = false;
  101140. return DDSTools;
  101141. }());
  101142. BABYLON.DDSTools = DDSTools;
  101143. })(BABYLON || (BABYLON = {}));
  101144. //# sourceMappingURL=babylon.dds.js.map
  101145. var BABYLON;
  101146. (function (BABYLON) {
  101147. /**
  101148. * Implementation of the DDS Texture Loader.
  101149. */
  101150. var DDSTextureLoader = /** @class */ (function () {
  101151. function DDSTextureLoader() {
  101152. /**
  101153. * Defines wether the loader supports cascade loading the different faces.
  101154. */
  101155. this.supportCascades = true;
  101156. }
  101157. /**
  101158. * This returns if the loader support the current file information.
  101159. * @param extension defines the file extension of the file being loaded
  101160. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101161. * @param fallback defines the fallback internal texture if any
  101162. * @param isBase64 defines whether the texture is encoded as a base64
  101163. * @param isBuffer defines whether the texture data are stored as a buffer
  101164. * @returns true if the loader can load the specified file
  101165. */
  101166. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101167. return extension.indexOf(".dds") === 0;
  101168. };
  101169. /**
  101170. * Transform the url before loading if required.
  101171. * @param rootUrl the url of the texture
  101172. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101173. * @returns the transformed texture
  101174. */
  101175. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101176. return rootUrl;
  101177. };
  101178. /**
  101179. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101180. * @param rootUrl the url of the texture
  101181. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101182. * @returns the fallback texture
  101183. */
  101184. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101185. return null;
  101186. };
  101187. /**
  101188. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101189. * @param data contains the texture data
  101190. * @param texture defines the BabylonJS internal texture
  101191. * @param createPolynomials will be true if polynomials have been requested
  101192. * @param onLoad defines the callback to trigger once the texture is ready
  101193. * @param onError defines the callback to trigger in case of error
  101194. */
  101195. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  101196. var engine = texture.getEngine();
  101197. var info;
  101198. var loadMipmap = false;
  101199. if (Array.isArray(imgs)) {
  101200. for (var index = 0; index < imgs.length; index++) {
  101201. var data_1 = imgs[index];
  101202. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  101203. texture.width = info.width;
  101204. texture.height = info.height;
  101205. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  101206. engine._unpackFlipY(info.isCompressed);
  101207. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  101208. if (!info.isFourCC && info.mipmapCount === 1) {
  101209. engine.generateMipMapsForCubemap(texture);
  101210. }
  101211. }
  101212. }
  101213. else {
  101214. var data = imgs;
  101215. info = BABYLON.DDSTools.GetDDSInfo(data);
  101216. texture.width = info.width;
  101217. texture.height = info.height;
  101218. if (createPolynomials) {
  101219. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  101220. }
  101221. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  101222. engine._unpackFlipY(info.isCompressed);
  101223. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  101224. if (!info.isFourCC && info.mipmapCount === 1) {
  101225. engine.generateMipMapsForCubemap(texture);
  101226. }
  101227. }
  101228. engine._setCubeMapTextureParams(loadMipmap);
  101229. texture.isReady = true;
  101230. if (onLoad) {
  101231. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  101232. }
  101233. };
  101234. /**
  101235. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101236. * @param data contains the texture data
  101237. * @param texture defines the BabylonJS internal texture
  101238. * @param callback defines the method to call once ready to upload
  101239. */
  101240. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  101241. var info = BABYLON.DDSTools.GetDDSInfo(data);
  101242. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  101243. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  101244. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  101245. });
  101246. };
  101247. return DDSTextureLoader;
  101248. }());
  101249. // Register the loader.
  101250. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  101251. })(BABYLON || (BABYLON = {}));
  101252. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  101253. var BABYLON;
  101254. (function (BABYLON) {
  101255. /**
  101256. * Based on jsTGALoader - Javascript loader for TGA file
  101257. * By Vincent Thibault
  101258. * @see http://blog.robrowser.com/javascript-tga-loader.html
  101259. */
  101260. var TGATools = /** @class */ (function () {
  101261. function TGATools() {
  101262. }
  101263. /**
  101264. * Gets the header of a TGA file
  101265. * @param data defines the TGA data
  101266. * @returns the header
  101267. */
  101268. TGATools.GetTGAHeader = function (data) {
  101269. var offset = 0;
  101270. var header = {
  101271. id_length: data[offset++],
  101272. colormap_type: data[offset++],
  101273. image_type: data[offset++],
  101274. colormap_index: data[offset++] | data[offset++] << 8,
  101275. colormap_length: data[offset++] | data[offset++] << 8,
  101276. colormap_size: data[offset++],
  101277. origin: [
  101278. data[offset++] | data[offset++] << 8,
  101279. data[offset++] | data[offset++] << 8
  101280. ],
  101281. width: data[offset++] | data[offset++] << 8,
  101282. height: data[offset++] | data[offset++] << 8,
  101283. pixel_size: data[offset++],
  101284. flags: data[offset++]
  101285. };
  101286. return header;
  101287. };
  101288. /**
  101289. * Uploads TGA content to a Babylon Texture
  101290. * @hidden
  101291. */
  101292. TGATools.UploadContent = function (texture, data) {
  101293. // Not enough data to contain header ?
  101294. if (data.length < 19) {
  101295. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  101296. return;
  101297. }
  101298. // Read Header
  101299. var offset = 18;
  101300. var header = TGATools.GetTGAHeader(data);
  101301. // Assume it's a valid Targa file.
  101302. if (header.id_length + offset > data.length) {
  101303. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  101304. return;
  101305. }
  101306. // Skip not needed data
  101307. offset += header.id_length;
  101308. var use_rle = false;
  101309. var use_pal = false;
  101310. var use_grey = false;
  101311. // Get some informations.
  101312. switch (header.image_type) {
  101313. case TGATools._TYPE_RLE_INDEXED:
  101314. use_rle = true;
  101315. case TGATools._TYPE_INDEXED:
  101316. use_pal = true;
  101317. break;
  101318. case TGATools._TYPE_RLE_RGB:
  101319. use_rle = true;
  101320. case TGATools._TYPE_RGB:
  101321. // use_rgb = true;
  101322. break;
  101323. case TGATools._TYPE_RLE_GREY:
  101324. use_rle = true;
  101325. case TGATools._TYPE_GREY:
  101326. use_grey = true;
  101327. break;
  101328. }
  101329. var pixel_data;
  101330. // var numAlphaBits = header.flags & 0xf;
  101331. var pixel_size = header.pixel_size >> 3;
  101332. var pixel_total = header.width * header.height * pixel_size;
  101333. // Read palettes
  101334. var palettes;
  101335. if (use_pal) {
  101336. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  101337. }
  101338. // Read LRE
  101339. if (use_rle) {
  101340. pixel_data = new Uint8Array(pixel_total);
  101341. var c, count, i;
  101342. var localOffset = 0;
  101343. var pixels = new Uint8Array(pixel_size);
  101344. while (offset < pixel_total && localOffset < pixel_total) {
  101345. c = data[offset++];
  101346. count = (c & 0x7f) + 1;
  101347. // RLE pixels
  101348. if (c & 0x80) {
  101349. // Bind pixel tmp array
  101350. for (i = 0; i < pixel_size; ++i) {
  101351. pixels[i] = data[offset++];
  101352. }
  101353. // Copy pixel array
  101354. for (i = 0; i < count; ++i) {
  101355. pixel_data.set(pixels, localOffset + i * pixel_size);
  101356. }
  101357. localOffset += pixel_size * count;
  101358. }
  101359. // Raw pixels
  101360. else {
  101361. count *= pixel_size;
  101362. for (i = 0; i < count; ++i) {
  101363. pixel_data[localOffset + i] = data[offset++];
  101364. }
  101365. localOffset += count;
  101366. }
  101367. }
  101368. }
  101369. // RAW Pixels
  101370. else {
  101371. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  101372. }
  101373. // Load to texture
  101374. var x_start, y_start, x_step, y_step, y_end, x_end;
  101375. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  101376. default:
  101377. case TGATools._ORIGIN_UL:
  101378. x_start = 0;
  101379. x_step = 1;
  101380. x_end = header.width;
  101381. y_start = 0;
  101382. y_step = 1;
  101383. y_end = header.height;
  101384. break;
  101385. case TGATools._ORIGIN_BL:
  101386. x_start = 0;
  101387. x_step = 1;
  101388. x_end = header.width;
  101389. y_start = header.height - 1;
  101390. y_step = -1;
  101391. y_end = -1;
  101392. break;
  101393. case TGATools._ORIGIN_UR:
  101394. x_start = header.width - 1;
  101395. x_step = -1;
  101396. x_end = -1;
  101397. y_start = 0;
  101398. y_step = 1;
  101399. y_end = header.height;
  101400. break;
  101401. case TGATools._ORIGIN_BR:
  101402. x_start = header.width - 1;
  101403. x_step = -1;
  101404. x_end = -1;
  101405. y_start = header.height - 1;
  101406. y_step = -1;
  101407. y_end = -1;
  101408. break;
  101409. }
  101410. // Load the specify method
  101411. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  101412. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  101413. var engine = texture.getEngine();
  101414. engine._uploadDataToTextureDirectly(texture, imageData);
  101415. };
  101416. /** @hidden */
  101417. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101418. var image = pixel_data, colormap = palettes;
  101419. var width = header.width, height = header.height;
  101420. var color, i = 0, x, y;
  101421. var imageData = new Uint8Array(width * height * 4);
  101422. for (y = y_start; y !== y_end; y += y_step) {
  101423. for (x = x_start; x !== x_end; x += x_step, i++) {
  101424. color = image[i];
  101425. imageData[(x + width * y) * 4 + 3] = 255;
  101426. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  101427. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  101428. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  101429. }
  101430. }
  101431. return imageData;
  101432. };
  101433. /** @hidden */
  101434. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101435. var image = pixel_data;
  101436. var width = header.width, height = header.height;
  101437. var color, i = 0, x, y;
  101438. var imageData = new Uint8Array(width * height * 4);
  101439. for (y = y_start; y !== y_end; y += y_step) {
  101440. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  101441. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  101442. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  101443. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  101444. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  101445. imageData[(x + width * y) * 4 + 0] = r;
  101446. imageData[(x + width * y) * 4 + 1] = g;
  101447. imageData[(x + width * y) * 4 + 2] = b;
  101448. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  101449. }
  101450. }
  101451. return imageData;
  101452. };
  101453. /** @hidden */
  101454. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101455. var image = pixel_data;
  101456. var width = header.width, height = header.height;
  101457. var i = 0, x, y;
  101458. var imageData = new Uint8Array(width * height * 4);
  101459. for (y = y_start; y !== y_end; y += y_step) {
  101460. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  101461. imageData[(x + width * y) * 4 + 3] = 255;
  101462. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101463. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  101464. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  101465. }
  101466. }
  101467. return imageData;
  101468. };
  101469. /** @hidden */
  101470. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101471. var image = pixel_data;
  101472. var width = header.width, height = header.height;
  101473. var i = 0, x, y;
  101474. var imageData = new Uint8Array(width * height * 4);
  101475. for (y = y_start; y !== y_end; y += y_step) {
  101476. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  101477. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101478. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  101479. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  101480. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  101481. }
  101482. }
  101483. return imageData;
  101484. };
  101485. /** @hidden */
  101486. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101487. var image = pixel_data;
  101488. var width = header.width, height = header.height;
  101489. var color, i = 0, x, y;
  101490. var imageData = new Uint8Array(width * height * 4);
  101491. for (y = y_start; y !== y_end; y += y_step) {
  101492. for (x = x_start; x !== x_end; x += x_step, i++) {
  101493. color = image[i];
  101494. imageData[(x + width * y) * 4 + 0] = color;
  101495. imageData[(x + width * y) * 4 + 1] = color;
  101496. imageData[(x + width * y) * 4 + 2] = color;
  101497. imageData[(x + width * y) * 4 + 3] = 255;
  101498. }
  101499. }
  101500. return imageData;
  101501. };
  101502. /** @hidden */
  101503. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101504. var image = pixel_data;
  101505. var width = header.width, height = header.height;
  101506. var i = 0, x, y;
  101507. var imageData = new Uint8Array(width * height * 4);
  101508. for (y = y_start; y !== y_end; y += y_step) {
  101509. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  101510. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  101511. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  101512. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101513. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  101514. }
  101515. }
  101516. return imageData;
  101517. };
  101518. //private static _TYPE_NO_DATA = 0;
  101519. TGATools._TYPE_INDEXED = 1;
  101520. TGATools._TYPE_RGB = 2;
  101521. TGATools._TYPE_GREY = 3;
  101522. TGATools._TYPE_RLE_INDEXED = 9;
  101523. TGATools._TYPE_RLE_RGB = 10;
  101524. TGATools._TYPE_RLE_GREY = 11;
  101525. TGATools._ORIGIN_MASK = 0x30;
  101526. TGATools._ORIGIN_SHIFT = 0x04;
  101527. TGATools._ORIGIN_BL = 0x00;
  101528. TGATools._ORIGIN_BR = 0x01;
  101529. TGATools._ORIGIN_UL = 0x02;
  101530. TGATools._ORIGIN_UR = 0x03;
  101531. return TGATools;
  101532. }());
  101533. BABYLON.TGATools = TGATools;
  101534. })(BABYLON || (BABYLON = {}));
  101535. //# sourceMappingURL=babylon.tga.js.map
  101536. var BABYLON;
  101537. (function (BABYLON) {
  101538. /**
  101539. * Implementation of the TGA Texture Loader.
  101540. */
  101541. var TGATextureLoader = /** @class */ (function () {
  101542. function TGATextureLoader() {
  101543. /**
  101544. * Defines wether the loader supports cascade loading the different faces.
  101545. */
  101546. this.supportCascades = false;
  101547. }
  101548. /**
  101549. * This returns if the loader support the current file information.
  101550. * @param extension defines the file extension of the file being loaded
  101551. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101552. * @param fallback defines the fallback internal texture if any
  101553. * @param isBase64 defines whether the texture is encoded as a base64
  101554. * @param isBuffer defines whether the texture data are stored as a buffer
  101555. * @returns true if the loader can load the specified file
  101556. */
  101557. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101558. return extension.indexOf(".tga") === 0;
  101559. };
  101560. /**
  101561. * Transform the url before loading if required.
  101562. * @param rootUrl the url of the texture
  101563. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101564. * @returns the transformed texture
  101565. */
  101566. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101567. return rootUrl;
  101568. };
  101569. /**
  101570. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101571. * @param rootUrl the url of the texture
  101572. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101573. * @returns the fallback texture
  101574. */
  101575. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101576. return null;
  101577. };
  101578. /**
  101579. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101580. * @param data contains the texture data
  101581. * @param texture defines the BabylonJS internal texture
  101582. * @param createPolynomials will be true if polynomials have been requested
  101583. * @param onLoad defines the callback to trigger once the texture is ready
  101584. * @param onError defines the callback to trigger in case of error
  101585. */
  101586. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101587. throw ".env not supported in Cube.";
  101588. };
  101589. /**
  101590. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101591. * @param data contains the texture data
  101592. * @param texture defines the BabylonJS internal texture
  101593. * @param callback defines the method to call once ready to upload
  101594. */
  101595. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  101596. var uintData = new Uint8Array(data);
  101597. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  101598. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  101599. BABYLON.TGATools.UploadContent(texture, uintData);
  101600. });
  101601. };
  101602. return TGATextureLoader;
  101603. }());
  101604. // Register the loader.
  101605. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  101606. })(BABYLON || (BABYLON = {}));
  101607. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  101608. var BABYLON;
  101609. (function (BABYLON) {
  101610. /**
  101611. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  101612. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  101613. */
  101614. var KhronosTextureContainer = /** @class */ (function () {
  101615. /**
  101616. * Creates a new KhronosTextureContainer
  101617. * @param arrayBuffer contents of the KTX container file
  101618. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  101619. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  101620. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  101621. */
  101622. function KhronosTextureContainer(
  101623. /** contents of the KTX container file */
  101624. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  101625. this.arrayBuffer = arrayBuffer;
  101626. /**
  101627. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  101628. */
  101629. this.isInvalid = false;
  101630. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  101631. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  101632. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  101633. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  101634. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  101635. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  101636. this.isInvalid = true;
  101637. BABYLON.Tools.Error("texture missing KTX identifier");
  101638. return;
  101639. }
  101640. // load the reset of the header in native 32 bit uint
  101641. var dataSize = Uint32Array.BYTES_PER_ELEMENT;
  101642. var headerDataView = new DataView(this.arrayBuffer, 12, 13 * dataSize);
  101643. var endianness = headerDataView.getUint32(0, true);
  101644. var littleEndian = endianness === 0x04030201;
  101645. this.glType = headerDataView.getUint32(1 * dataSize, littleEndian); // must be 0 for compressed textures
  101646. this.glTypeSize = headerDataView.getUint32(2 * dataSize, littleEndian); // must be 1 for compressed textures
  101647. this.glFormat = headerDataView.getUint32(3 * dataSize, littleEndian); // must be 0 for compressed textures
  101648. this.glInternalFormat = headerDataView.getUint32(4 * dataSize, littleEndian); // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  101649. this.glBaseInternalFormat = headerDataView.getUint32(5 * dataSize, littleEndian); // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  101650. this.pixelWidth = headerDataView.getUint32(6 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  101651. this.pixelHeight = headerDataView.getUint32(7 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  101652. this.pixelDepth = headerDataView.getUint32(8 * dataSize, littleEndian); // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  101653. this.numberOfArrayElements = headerDataView.getUint32(9 * dataSize, littleEndian); // used for texture arrays
  101654. this.numberOfFaces = headerDataView.getUint32(10 * dataSize, littleEndian); // used for cubemap textures, should either be 1 or 6
  101655. this.numberOfMipmapLevels = headerDataView.getUint32(11 * dataSize, littleEndian); // number of levels; disregard possibility of 0 for compressed textures
  101656. this.bytesOfKeyValueData = headerDataView.getUint32(12 * dataSize, littleEndian); // the amount of space after the header for meta-data
  101657. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  101658. if (this.glType !== 0) {
  101659. BABYLON.Tools.Error("only compressed formats currently supported");
  101660. return;
  101661. }
  101662. else {
  101663. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  101664. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  101665. }
  101666. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  101667. BABYLON.Tools.Error("only 2D textures currently supported");
  101668. return;
  101669. }
  101670. if (this.numberOfArrayElements !== 0) {
  101671. BABYLON.Tools.Error("texture arrays not currently supported");
  101672. return;
  101673. }
  101674. if (this.numberOfFaces !== facesExpected) {
  101675. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  101676. return;
  101677. }
  101678. // we now have a completely validated file, so could use existence of loadType as success
  101679. // would need to make this more elaborate & adjust checks above to support more than one load type
  101680. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  101681. }
  101682. /**
  101683. * Uploads KTX content to a Babylon Texture.
  101684. * It is assumed that the texture has already been created & is currently bound
  101685. * @hidden
  101686. */
  101687. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  101688. switch (this.loadType) {
  101689. case KhronosTextureContainer.COMPRESSED_2D:
  101690. this._upload2DCompressedLevels(texture, loadMipmaps);
  101691. break;
  101692. case KhronosTextureContainer.TEX_2D:
  101693. case KhronosTextureContainer.COMPRESSED_3D:
  101694. case KhronosTextureContainer.TEX_3D:
  101695. }
  101696. };
  101697. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  101698. // initialize width & height for level 1
  101699. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  101700. var width = this.pixelWidth;
  101701. var height = this.pixelHeight;
  101702. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  101703. for (var level = 0; level < mipmapCount; level++) {
  101704. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  101705. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  101706. for (var face = 0; face < this.numberOfFaces; face++) {
  101707. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  101708. var engine = texture.getEngine();
  101709. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  101710. dataOffset += imageSize; // add size of the image for the next face/mipmap
  101711. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  101712. }
  101713. width = Math.max(1.0, width * 0.5);
  101714. height = Math.max(1.0, height * 0.5);
  101715. }
  101716. };
  101717. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  101718. // load types
  101719. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  101720. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  101721. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  101722. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  101723. return KhronosTextureContainer;
  101724. }());
  101725. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  101726. })(BABYLON || (BABYLON = {}));
  101727. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  101728. var BABYLON;
  101729. (function (BABYLON) {
  101730. /**
  101731. * Implementation of the KTX Texture Loader.
  101732. */
  101733. var KTXTextureLoader = /** @class */ (function () {
  101734. function KTXTextureLoader() {
  101735. /**
  101736. * Defines wether the loader supports cascade loading the different faces.
  101737. */
  101738. this.supportCascades = false;
  101739. }
  101740. /**
  101741. * This returns if the loader support the current file information.
  101742. * @param extension defines the file extension of the file being loaded
  101743. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101744. * @param fallback defines the fallback internal texture if any
  101745. * @param isBase64 defines whether the texture is encoded as a base64
  101746. * @param isBuffer defines whether the texture data are stored as a buffer
  101747. * @returns true if the loader can load the specified file
  101748. */
  101749. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101750. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  101751. return true;
  101752. }
  101753. return false;
  101754. };
  101755. /**
  101756. * Transform the url before loading if required.
  101757. * @param rootUrl the url of the texture
  101758. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101759. * @returns the transformed texture
  101760. */
  101761. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101762. var lastDot = rootUrl.lastIndexOf('.');
  101763. if (lastDot != -1 && rootUrl.substring(lastDot + 1) == "ktx") {
  101764. // Already transformed
  101765. return rootUrl;
  101766. }
  101767. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  101768. };
  101769. /**
  101770. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101771. * @param rootUrl the url of the texture
  101772. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101773. * @returns the fallback texture
  101774. */
  101775. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101776. // remove the format appended to the rootUrl in the original createCubeTexture call.
  101777. var exp = new RegExp("" + textureFormatInUse + "$");
  101778. return rootUrl.replace(exp, "");
  101779. };
  101780. /**
  101781. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101782. * @param data contains the texture data
  101783. * @param texture defines the BabylonJS internal texture
  101784. * @param createPolynomials will be true if polynomials have been requested
  101785. * @param onLoad defines the callback to trigger once the texture is ready
  101786. * @param onError defines the callback to trigger in case of error
  101787. */
  101788. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101789. if (Array.isArray(data)) {
  101790. return;
  101791. }
  101792. // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture
  101793. texture._invertVScale = !texture.invertY;
  101794. var engine = texture.getEngine();
  101795. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  101796. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  101797. engine._unpackFlipY(true);
  101798. ktx.uploadLevels(texture, texture.generateMipMaps);
  101799. texture.width = ktx.pixelWidth;
  101800. texture.height = ktx.pixelHeight;
  101801. engine._setCubeMapTextureParams(loadMipmap);
  101802. texture.isReady = true;
  101803. };
  101804. /**
  101805. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101806. * @param data contains the texture data
  101807. * @param texture defines the BabylonJS internal texture
  101808. * @param callback defines the method to call once ready to upload
  101809. */
  101810. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  101811. // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture
  101812. texture._invertVScale = !texture.invertY;
  101813. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  101814. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  101815. ktx.uploadLevels(texture, texture.generateMipMaps);
  101816. }, ktx.isInvalid);
  101817. };
  101818. return KTXTextureLoader;
  101819. }());
  101820. // Register the loader.
  101821. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  101822. })(BABYLON || (BABYLON = {}));
  101823. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  101824. var BABYLON;
  101825. (function (BABYLON) {
  101826. /**
  101827. * Sets of helpers addressing the serialization and deserialization of environment texture
  101828. * stored in a BabylonJS env file.
  101829. * Those files are usually stored as .env files.
  101830. */
  101831. var EnvironmentTextureTools = /** @class */ (function () {
  101832. function EnvironmentTextureTools() {
  101833. }
  101834. /**
  101835. * Gets the environment info from an env file.
  101836. * @param data The array buffer containing the .env bytes.
  101837. * @returns the environment file info (the json header) if successfully parsed.
  101838. */
  101839. EnvironmentTextureTools.GetEnvInfo = function (data) {
  101840. var dataView = new DataView(data);
  101841. var pos = 0;
  101842. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  101843. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  101844. BABYLON.Tools.Error('Not a babylon environment map');
  101845. return null;
  101846. }
  101847. }
  101848. // Read json manifest - collect characters up to null terminator
  101849. var manifestString = '';
  101850. var charCode = 0x00;
  101851. while ((charCode = dataView.getUint8(pos++))) {
  101852. manifestString += String.fromCharCode(charCode);
  101853. }
  101854. var manifest = JSON.parse(manifestString);
  101855. if (manifest.specular) {
  101856. // Extend the header with the position of the payload.
  101857. manifest.specular.specularDataPosition = pos;
  101858. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  101859. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  101860. }
  101861. return manifest;
  101862. };
  101863. /**
  101864. * Creates an environment texture from a loaded cube texture.
  101865. * @param texture defines the cube texture to convert in env file
  101866. * @return a promise containing the environment data if succesfull.
  101867. */
  101868. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  101869. var _this = this;
  101870. var internalTexture = texture.getInternalTexture();
  101871. if (!internalTexture) {
  101872. return Promise.reject("The cube texture is invalid.");
  101873. }
  101874. if (!texture._prefiltered) {
  101875. return Promise.reject("The cube texture is invalid (not prefiltered).");
  101876. }
  101877. var engine = internalTexture.getEngine();
  101878. if (engine && engine.premultipliedAlpha) {
  101879. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  101880. }
  101881. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  101882. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  101883. }
  101884. var canvas = engine.getRenderingCanvas();
  101885. if (!canvas) {
  101886. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  101887. }
  101888. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101889. if (!engine.getCaps().textureFloatRender) {
  101890. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  101891. if (!engine.getCaps().textureHalfFloatRender) {
  101892. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  101893. }
  101894. }
  101895. var cubeWidth = internalTexture.width;
  101896. var hostingScene = new BABYLON.Scene(engine);
  101897. var specularTextures = {};
  101898. var promises = [];
  101899. // Read and collect all mipmaps data from the cube.
  101900. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  101901. mipmapsCount = Math.round(mipmapsCount);
  101902. var _loop_1 = function (i) {
  101903. var faceWidth = Math.pow(2, mipmapsCount - i);
  101904. var _loop_2 = function (face) {
  101905. var data = texture.readPixels(face, i);
  101906. // Creates a temp texture with the face data.
  101907. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  101908. // And rgbdEncode them.
  101909. var promise = new Promise(function (resolve, reject) {
  101910. 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);
  101911. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  101912. rgbdPostProcess.onApply = function (effect) {
  101913. effect._bindTexture("textureSampler", tempTexture);
  101914. };
  101915. // As the process needs to happen on the main canvas, keep track of the current size
  101916. var currentW = engine.getRenderWidth();
  101917. var currentH = engine.getRenderHeight();
  101918. // Set the desired size for the texture
  101919. engine.setSize(faceWidth, faceWidth);
  101920. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  101921. // Reading datas from WebGL
  101922. BABYLON.Tools.ToBlob(canvas, function (blob) {
  101923. var fileReader = new FileReader();
  101924. fileReader.onload = function (event) {
  101925. var arrayBuffer = event.target.result;
  101926. specularTextures[i * 6 + face] = arrayBuffer;
  101927. resolve();
  101928. };
  101929. fileReader.readAsArrayBuffer(blob);
  101930. });
  101931. // Reapply the previous canvas size
  101932. engine.setSize(currentW, currentH);
  101933. });
  101934. });
  101935. promises.push(promise);
  101936. };
  101937. // All faces of the cube.
  101938. for (var face = 0; face < 6; face++) {
  101939. _loop_2(face);
  101940. }
  101941. };
  101942. for (var i = 0; i <= mipmapsCount; i++) {
  101943. _loop_1(i);
  101944. }
  101945. // Once all the textures haves been collected as RGBD stored in PNGs
  101946. return Promise.all(promises).then(function () {
  101947. // We can delete the hosting scene keeping track of all the creation objects
  101948. hostingScene.dispose();
  101949. // Creates the json header for the env texture
  101950. var info = {
  101951. version: 1,
  101952. width: cubeWidth,
  101953. irradiance: _this._CreateEnvTextureIrradiance(texture),
  101954. specular: {
  101955. mipmaps: [],
  101956. lodGenerationScale: texture.lodGenerationScale
  101957. }
  101958. };
  101959. // Sets the specular image data information
  101960. var position = 0;
  101961. for (var i = 0; i <= mipmapsCount; i++) {
  101962. for (var face = 0; face < 6; face++) {
  101963. var byteLength = specularTextures[i * 6 + face].byteLength;
  101964. info.specular.mipmaps.push({
  101965. length: byteLength,
  101966. position: position
  101967. });
  101968. position += byteLength;
  101969. }
  101970. }
  101971. // Encode the JSON as an array buffer
  101972. var infoString = JSON.stringify(info);
  101973. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  101974. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  101975. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  101976. infoView[i] = infoString.charCodeAt(i);
  101977. }
  101978. // Ends up with a null terminator for easier parsing
  101979. infoView[infoString.length] = 0x00;
  101980. // Computes the final required size and creates the storage
  101981. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  101982. var finalBuffer = new ArrayBuffer(totalSize);
  101983. var finalBufferView = new Uint8Array(finalBuffer);
  101984. var dataView = new DataView(finalBuffer);
  101985. // Copy the magic bytes identifying the file in
  101986. var pos = 0;
  101987. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  101988. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  101989. }
  101990. // Add the json info
  101991. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  101992. pos += infoBuffer.byteLength;
  101993. // Finally inserts the texture data
  101994. for (var i = 0; i <= mipmapsCount; i++) {
  101995. for (var face = 0; face < 6; face++) {
  101996. var dataBuffer = specularTextures[i * 6 + face];
  101997. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  101998. pos += dataBuffer.byteLength;
  101999. }
  102000. }
  102001. // Voila
  102002. return finalBuffer;
  102003. });
  102004. };
  102005. /**
  102006. * Creates a JSON representation of the spherical data.
  102007. * @param texture defines the texture containing the polynomials
  102008. * @return the JSON representation of the spherical info
  102009. */
  102010. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  102011. var polynmials = texture.sphericalPolynomial;
  102012. if (polynmials == null) {
  102013. return null;
  102014. }
  102015. return {
  102016. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  102017. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  102018. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  102019. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  102020. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  102021. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  102022. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  102023. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  102024. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  102025. };
  102026. };
  102027. /**
  102028. * Uploads the texture info contained in the env file to the GPU.
  102029. * @param texture defines the internal texture to upload to
  102030. * @param arrayBuffer defines the buffer cotaining the data to load
  102031. * @param info defines the texture info retrieved through the GetEnvInfo method
  102032. * @returns a promise
  102033. */
  102034. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  102035. if (info.version !== 1) {
  102036. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  102037. }
  102038. var specularInfo = info.specular;
  102039. if (!specularInfo) {
  102040. // Nothing else parsed so far
  102041. return Promise.resolve();
  102042. }
  102043. // Double checks the enclosed info
  102044. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  102045. mipmapsCount = Math.round(mipmapsCount) + 1;
  102046. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  102047. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  102048. }
  102049. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  102050. var imageData = new Array(mipmapsCount);
  102051. for (var i = 0; i < mipmapsCount; i++) {
  102052. imageData[i] = new Array(6);
  102053. for (var face = 0; face < 6; face++) {
  102054. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  102055. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  102056. }
  102057. }
  102058. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  102059. };
  102060. /**
  102061. * Uploads the levels of image data to the GPU.
  102062. * @param texture defines the internal texture to upload to
  102063. * @param imageData defines the array buffer views of image data [mipmap][face]
  102064. * @returns a promise
  102065. */
  102066. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  102067. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  102068. throw new Error("Texture size must be a power of two");
  102069. }
  102070. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  102071. // Gets everything ready.
  102072. var engine = texture.getEngine();
  102073. var expandTexture = false;
  102074. var generateNonLODTextures = false;
  102075. var rgbdPostProcess = null;
  102076. var cubeRtt = null;
  102077. var lodTextures = null;
  102078. var caps = engine.getCaps();
  102079. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  102080. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  102081. texture.generateMipMaps = true;
  102082. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  102083. // Add extra process if texture lod is not supported
  102084. if (!caps.textureLOD) {
  102085. expandTexture = false;
  102086. generateNonLODTextures = true;
  102087. lodTextures = {};
  102088. }
  102089. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  102090. else if (engine.webGLVersion < 2) {
  102091. expandTexture = false;
  102092. }
  102093. // If half float available we can uncompress the texture
  102094. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  102095. expandTexture = true;
  102096. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  102097. }
  102098. // If full float available we can uncompress the texture
  102099. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  102100. expandTexture = true;
  102101. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  102102. }
  102103. // Expand the texture if possible
  102104. if (expandTexture) {
  102105. // Simply run through the decode PP
  102106. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  102107. texture._isRGBD = false;
  102108. texture.invertY = false;
  102109. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  102110. generateDepthBuffer: false,
  102111. generateMipMaps: true,
  102112. generateStencilBuffer: false,
  102113. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  102114. type: texture.type,
  102115. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  102116. });
  102117. }
  102118. else {
  102119. texture._isRGBD = true;
  102120. texture.invertY = true;
  102121. // In case of missing support, applies the same patch than DDS files.
  102122. if (generateNonLODTextures) {
  102123. var mipSlices = 3;
  102124. var scale = texture._lodGenerationScale;
  102125. var offset = texture._lodGenerationOffset;
  102126. for (var i = 0; i < mipSlices; i++) {
  102127. //compute LOD from even spacing in smoothness (matching shader calculation)
  102128. var smoothness = i / (mipSlices - 1);
  102129. var roughness = 1 - smoothness;
  102130. var minLODIndex = offset; // roughness = 0
  102131. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  102132. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  102133. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  102134. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  102135. glTextureFromLod.isCube = true;
  102136. glTextureFromLod.invertY = true;
  102137. glTextureFromLod.generateMipMaps = false;
  102138. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  102139. // Wrap in a base texture for easy binding.
  102140. var lodTexture = new BABYLON.BaseTexture(null);
  102141. lodTexture.isCube = true;
  102142. lodTexture._texture = glTextureFromLod;
  102143. lodTextures[mipmapIndex] = lodTexture;
  102144. switch (i) {
  102145. case 0:
  102146. texture._lodTextureLow = lodTexture;
  102147. break;
  102148. case 1:
  102149. texture._lodTextureMid = lodTexture;
  102150. break;
  102151. case 2:
  102152. texture._lodTextureHigh = lodTexture;
  102153. break;
  102154. }
  102155. }
  102156. }
  102157. }
  102158. var promises = [];
  102159. var _loop_3 = function (i) {
  102160. var _loop_4 = function (face) {
  102161. // Constructs an image element from image data
  102162. var bytes = imageData[i][face];
  102163. var blob = new Blob([bytes], { type: 'image/png' });
  102164. var url = URL.createObjectURL(blob);
  102165. var image = new Image();
  102166. image.src = url;
  102167. // Enqueue promise to upload to the texture.
  102168. var promise = new Promise(function (resolve, reject) {
  102169. image.onload = function () {
  102170. if (expandTexture) {
  102171. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  102172. reject(message);
  102173. }, image);
  102174. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  102175. // Uncompress the data to a RTT
  102176. rgbdPostProcess.onApply = function (effect) {
  102177. effect._bindTexture("textureSampler", tempTexture_1);
  102178. effect.setFloat2("scale", 1, 1);
  102179. };
  102180. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  102181. // Cleanup
  102182. engine.restoreDefaultFramebuffer();
  102183. tempTexture_1.dispose();
  102184. window.URL.revokeObjectURL(url);
  102185. resolve();
  102186. });
  102187. }
  102188. else {
  102189. engine._uploadImageToTexture(texture, image, face, i);
  102190. // Upload the face to the non lod texture support
  102191. if (generateNonLODTextures) {
  102192. var lodTexture = lodTextures[i];
  102193. if (lodTexture) {
  102194. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  102195. }
  102196. }
  102197. resolve();
  102198. }
  102199. };
  102200. image.onerror = function (error) {
  102201. reject(error);
  102202. };
  102203. });
  102204. promises.push(promise);
  102205. };
  102206. // All faces
  102207. for (var face = 0; face < 6; face++) {
  102208. _loop_4(face);
  102209. }
  102210. };
  102211. // All mipmaps up to provided number of images
  102212. for (var i = 0; i < imageData.length; i++) {
  102213. _loop_3(i);
  102214. }
  102215. // Fill remaining mipmaps with black textures.
  102216. if (imageData.length < mipmapsCount) {
  102217. var data = void 0;
  102218. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  102219. var dataLength = size * size * 4;
  102220. switch (texture.type) {
  102221. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  102222. data = new Uint8Array(dataLength);
  102223. break;
  102224. }
  102225. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  102226. data = new Uint16Array(dataLength);
  102227. break;
  102228. }
  102229. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  102230. data = new Float32Array(dataLength);
  102231. break;
  102232. }
  102233. }
  102234. for (var i = imageData.length; i < mipmapsCount; i++) {
  102235. for (var face = 0; face < 6; face++) {
  102236. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  102237. }
  102238. }
  102239. }
  102240. // Once all done, finishes the cleanup and return
  102241. return Promise.all(promises).then(function () {
  102242. // Release temp RTT.
  102243. if (cubeRtt) {
  102244. engine._releaseFramebufferObjects(cubeRtt);
  102245. cubeRtt._swapAndDie(texture);
  102246. }
  102247. // Release temp Post Process.
  102248. if (rgbdPostProcess) {
  102249. rgbdPostProcess.dispose();
  102250. }
  102251. // Flag internal texture as ready in case they are in use.
  102252. if (generateNonLODTextures) {
  102253. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  102254. texture._lodTextureHigh._texture.isReady = true;
  102255. }
  102256. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  102257. texture._lodTextureMid._texture.isReady = true;
  102258. }
  102259. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  102260. texture._lodTextureLow._texture.isReady = true;
  102261. }
  102262. }
  102263. });
  102264. };
  102265. /**
  102266. * Uploads spherical polynomials information to the texture.
  102267. * @param texture defines the texture we are trying to upload the information to
  102268. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  102269. */
  102270. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  102271. if (info.version !== 1) {
  102272. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  102273. }
  102274. var irradianceInfo = info.irradiance;
  102275. if (!irradianceInfo) {
  102276. return;
  102277. }
  102278. var sp = new BABYLON.SphericalPolynomial();
  102279. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  102280. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  102281. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  102282. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  102283. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  102284. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  102285. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  102286. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  102287. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  102288. texture._sphericalPolynomial = sp;
  102289. };
  102290. /**
  102291. * Magic number identifying the env file.
  102292. */
  102293. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  102294. return EnvironmentTextureTools;
  102295. }());
  102296. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  102297. })(BABYLON || (BABYLON = {}));
  102298. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  102299. var BABYLON;
  102300. (function (BABYLON) {
  102301. /**
  102302. * Implementation of the ENV Texture Loader.
  102303. */
  102304. var ENVTextureLoader = /** @class */ (function () {
  102305. function ENVTextureLoader() {
  102306. /**
  102307. * Defines wether the loader supports cascade loading the different faces.
  102308. */
  102309. this.supportCascades = false;
  102310. }
  102311. /**
  102312. * This returns if the loader support the current file information.
  102313. * @param extension defines the file extension of the file being loaded
  102314. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102315. * @param fallback defines the fallback internal texture if any
  102316. * @param isBase64 defines whether the texture is encoded as a base64
  102317. * @param isBuffer defines whether the texture data are stored as a buffer
  102318. * @returns true if the loader can load the specified file
  102319. */
  102320. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  102321. return extension.indexOf(".env") === 0;
  102322. };
  102323. /**
  102324. * Transform the url before loading if required.
  102325. * @param rootUrl the url of the texture
  102326. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102327. * @returns the transformed texture
  102328. */
  102329. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  102330. return rootUrl;
  102331. };
  102332. /**
  102333. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  102334. * @param rootUrl the url of the texture
  102335. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102336. * @returns the fallback texture
  102337. */
  102338. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  102339. return null;
  102340. };
  102341. /**
  102342. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  102343. * @param data contains the texture data
  102344. * @param texture defines the BabylonJS internal texture
  102345. * @param createPolynomials will be true if polynomials have been requested
  102346. * @param onLoad defines the callback to trigger once the texture is ready
  102347. * @param onError defines the callback to trigger in case of error
  102348. */
  102349. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  102350. if (Array.isArray(data)) {
  102351. return;
  102352. }
  102353. data = data;
  102354. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  102355. if (info) {
  102356. texture.width = info.width;
  102357. texture.height = info.width;
  102358. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  102359. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  102360. texture.isReady = true;
  102361. if (onLoad) {
  102362. onLoad();
  102363. }
  102364. });
  102365. }
  102366. else if (onError) {
  102367. onError("Can not parse the environment file", null);
  102368. }
  102369. };
  102370. /**
  102371. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  102372. * @param data contains the texture data
  102373. * @param texture defines the BabylonJS internal texture
  102374. * @param callback defines the method to call once ready to upload
  102375. */
  102376. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  102377. throw ".env not supported in 2d.";
  102378. };
  102379. return ENVTextureLoader;
  102380. }());
  102381. // Register the loader.
  102382. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  102383. })(BABYLON || (BABYLON = {}));
  102384. //# sourceMappingURL=babylon.envTextureLoader.js.map
  102385. var BABYLON;
  102386. (function (BABYLON) {
  102387. /**
  102388. * Renders a layer on top of an existing scene
  102389. */
  102390. var UtilityLayerRenderer = /** @class */ (function () {
  102391. /**
  102392. * Instantiates a UtilityLayerRenderer
  102393. * @param originalScene the original scene that will be rendered on top of
  102394. * @param handleEvents boolean indicating if the utility layer should handle events
  102395. */
  102396. function UtilityLayerRenderer(
  102397. /** the original scene that will be rendered on top of */
  102398. originalScene, handleEvents) {
  102399. if (handleEvents === void 0) { handleEvents = true; }
  102400. var _this = this;
  102401. this.originalScene = originalScene;
  102402. this._pointerCaptures = {};
  102403. this._lastPointerEvents = {};
  102404. /**
  102405. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  102406. */
  102407. this.pickUtilitySceneFirst = true;
  102408. /**
  102409. * If the utility layer should automatically be rendered on top of existing scene
  102410. */
  102411. this.shouldRender = true;
  102412. /**
  102413. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  102414. */
  102415. this.onlyCheckPointerDownEvents = true;
  102416. /**
  102417. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  102418. */
  102419. this.processAllEvents = false;
  102420. /**
  102421. * Observable raised when the pointer move from the utility layer scene to the main scene
  102422. */
  102423. this.onPointerOutObservable = new BABYLON.Observable();
  102424. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  102425. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  102426. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  102427. this.utilityLayerScene._allowPostProcessClearColor = false;
  102428. originalScene.getEngine().scenes.pop();
  102429. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  102430. this.utilityLayerScene.detachControl();
  102431. if (handleEvents) {
  102432. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  102433. if (!_this.utilityLayerScene.activeCamera) {
  102434. return;
  102435. }
  102436. if (!_this.processAllEvents) {
  102437. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  102438. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  102439. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  102440. return;
  102441. }
  102442. }
  102443. var pointerEvent = (prePointerInfo.event);
  102444. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  102445. _this._pointerCaptures[pointerEvent.pointerId] = false;
  102446. return;
  102447. }
  102448. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  102449. if (!prePointerInfo.ray && utilityScenePick) {
  102450. prePointerInfo.ray = utilityScenePick.ray;
  102451. }
  102452. // always fire the prepointer oversvable
  102453. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  102454. // allow every non pointer down event to flow to the utility layer
  102455. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  102456. if (!prePointerInfo.skipOnPointerObservable) {
  102457. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  102458. }
  102459. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  102460. _this._pointerCaptures[pointerEvent.pointerId] = false;
  102461. }
  102462. return;
  102463. }
  102464. if (_this.utilityLayerScene.autoClearDepthAndStencil || _this.pickUtilitySceneFirst) {
  102465. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  102466. if (utilityScenePick && utilityScenePick.hit) {
  102467. if (!prePointerInfo.skipOnPointerObservable) {
  102468. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  102469. }
  102470. prePointerInfo.skipOnPointerObservable = true;
  102471. }
  102472. }
  102473. else {
  102474. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  102475. var pointerEvent_1 = (prePointerInfo.event);
  102476. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  102477. if (originalScenePick && utilityScenePick) {
  102478. // No pick in utility scene
  102479. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  102480. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  102481. // We touched an utility mesh present in the main scene
  102482. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  102483. prePointerInfo.skipOnPointerObservable = true;
  102484. }
  102485. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  102486. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  102487. }
  102488. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  102489. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  102490. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  102491. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  102492. }
  102493. }
  102494. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  102495. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  102496. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  102497. // If a previous utility layer set this, do not unset this
  102498. if (!prePointerInfo.skipOnPointerObservable) {
  102499. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  102500. }
  102501. }
  102502. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  102503. // We have a pick in both scenes but main is closer than utility
  102504. // We touched an utility mesh present in the main scene
  102505. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  102506. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  102507. prePointerInfo.skipOnPointerObservable = true;
  102508. }
  102509. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  102510. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  102511. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  102512. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  102513. }
  102514. }
  102515. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  102516. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  102517. }
  102518. }
  102519. }
  102520. });
  102521. }
  102522. // Render directly on top of existing scene without clearing
  102523. this.utilityLayerScene.autoClear = false;
  102524. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  102525. if (_this.shouldRender) {
  102526. _this.render();
  102527. }
  102528. });
  102529. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  102530. _this.dispose();
  102531. });
  102532. this._updateCamera();
  102533. }
  102534. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  102535. /**
  102536. * 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)
  102537. */
  102538. get: function () {
  102539. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  102540. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  102541. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  102542. UtilityLayerRenderer._DefaultUtilityLayer = null;
  102543. });
  102544. }
  102545. return UtilityLayerRenderer._DefaultUtilityLayer;
  102546. },
  102547. enumerable: true,
  102548. configurable: true
  102549. });
  102550. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  102551. /**
  102552. * 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)
  102553. */
  102554. get: function () {
  102555. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  102556. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  102557. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  102558. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  102559. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  102560. });
  102561. }
  102562. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  102563. },
  102564. enumerable: true,
  102565. configurable: true
  102566. });
  102567. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  102568. if (!prePointerInfo.skipOnPointerObservable) {
  102569. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  102570. this._lastPointerEvents[pointerEvent.pointerId] = true;
  102571. }
  102572. };
  102573. /**
  102574. * Renders the utility layers scene on top of the original scene
  102575. */
  102576. UtilityLayerRenderer.prototype.render = function () {
  102577. this._updateCamera();
  102578. if (this.utilityLayerScene.activeCamera) {
  102579. // Set the camera's scene to utility layers scene
  102580. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  102581. var camera = this.utilityLayerScene.activeCamera;
  102582. camera._scene = this.utilityLayerScene;
  102583. if (camera.leftCamera) {
  102584. camera.leftCamera._scene = this.utilityLayerScene;
  102585. }
  102586. if (camera.rightCamera) {
  102587. camera.rightCamera._scene = this.utilityLayerScene;
  102588. }
  102589. this.utilityLayerScene.render(false);
  102590. // Reset camera's scene back to original
  102591. camera._scene = oldScene;
  102592. if (camera.leftCamera) {
  102593. camera.leftCamera._scene = oldScene;
  102594. }
  102595. if (camera.rightCamera) {
  102596. camera.rightCamera._scene = oldScene;
  102597. }
  102598. }
  102599. };
  102600. /**
  102601. * Disposes of the renderer
  102602. */
  102603. UtilityLayerRenderer.prototype.dispose = function () {
  102604. this.onPointerOutObservable.clear();
  102605. if (this._afterRenderObserver) {
  102606. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  102607. }
  102608. if (this._sceneDisposeObserver) {
  102609. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  102610. }
  102611. if (this._originalPointerObserver) {
  102612. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  102613. }
  102614. this.utilityLayerScene.dispose();
  102615. };
  102616. UtilityLayerRenderer.prototype._updateCamera = function () {
  102617. if (this.originalScene.activeCameras.length > 1) {
  102618. this.utilityLayerScene.activeCamera = this.originalScene.activeCameras[0];
  102619. }
  102620. else {
  102621. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  102622. }
  102623. };
  102624. UtilityLayerRenderer._DefaultUtilityLayer = null;
  102625. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  102626. return UtilityLayerRenderer;
  102627. }());
  102628. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  102629. })(BABYLON || (BABYLON = {}));
  102630. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  102631. //# sourceMappingURL=babylon.behavior.js.map
  102632. var BABYLON;
  102633. (function (BABYLON) {
  102634. /**
  102635. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  102636. */
  102637. var PointerDragBehavior = /** @class */ (function () {
  102638. /**
  102639. * Creates a pointer drag behavior that can be attached to a mesh
  102640. * @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)
  102641. */
  102642. function PointerDragBehavior(options) {
  102643. /**
  102644. * 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)
  102645. */
  102646. this.maxDragAngle = 0;
  102647. /**
  102648. * @hidden
  102649. */
  102650. this._useAlternatePickedPointAboveMaxDragAngle = false;
  102651. /**
  102652. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102653. */
  102654. this.currentDraggingPointerID = -1;
  102655. /**
  102656. * If the behavior is currently in a dragging state
  102657. */
  102658. this.dragging = false;
  102659. /**
  102660. * 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)
  102661. */
  102662. this.dragDeltaRatio = 0.2;
  102663. /**
  102664. * If the drag plane orientation should be updated during the dragging (Default: true)
  102665. */
  102666. this.updateDragPlane = true;
  102667. // Debug mode will display drag planes to help visualize behavior
  102668. this._debugMode = false;
  102669. this._moving = false;
  102670. /**
  102671. * Fires each time the attached mesh is dragged with the pointer
  102672. * * delta between last drag position and current drag position in world space
  102673. * * dragDistance along the drag axis
  102674. * * dragPlaneNormal normal of the current drag plane used during the drag
  102675. * * dragPlanePoint in world space where the drag intersects the drag plane
  102676. */
  102677. this.onDragObservable = new BABYLON.Observable();
  102678. /**
  102679. * Fires each time a drag begins (eg. mouse down on mesh)
  102680. */
  102681. this.onDragStartObservable = new BABYLON.Observable();
  102682. /**
  102683. * Fires each time a drag ends (eg. mouse release after drag)
  102684. */
  102685. this.onDragEndObservable = new BABYLON.Observable();
  102686. /**
  102687. * If the attached mesh should be moved when dragged
  102688. */
  102689. this.moveAttached = true;
  102690. /**
  102691. * If the drag behavior will react to drag events (Default: true)
  102692. */
  102693. this.enabled = true;
  102694. /**
  102695. * If camera controls should be detached during the drag
  102696. */
  102697. this.detachCameraControls = true;
  102698. /**
  102699. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  102700. */
  102701. this.useObjectOrienationForDragging = true;
  102702. /**
  102703. * Predicate to determine if it is valid to move the object to a new position when it is moved
  102704. */
  102705. this.validateDrag = function (targetPosition) { return true; };
  102706. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  102707. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  102708. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  102709. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  102710. this._attachedElement = null;
  102711. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  102712. this._lastPointerRay = {};
  102713. this._dragDelta = new BABYLON.Vector3();
  102714. // Variables to avoid instantiation in the below method
  102715. this._pointA = new BABYLON.Vector3(0, 0, 0);
  102716. this._pointB = new BABYLON.Vector3(0, 0, 0);
  102717. this._pointC = new BABYLON.Vector3(0, 0, 0);
  102718. this._lineA = new BABYLON.Vector3(0, 0, 0);
  102719. this._lineB = new BABYLON.Vector3(0, 0, 0);
  102720. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  102721. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  102722. this._options = options ? options : {};
  102723. var optionCount = 0;
  102724. if (this._options.dragAxis) {
  102725. optionCount++;
  102726. }
  102727. if (this._options.dragPlaneNormal) {
  102728. optionCount++;
  102729. }
  102730. if (optionCount > 1) {
  102731. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  102732. }
  102733. }
  102734. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  102735. /**
  102736. * The name of the behavior
  102737. */
  102738. get: function () {
  102739. return "PointerDrag";
  102740. },
  102741. enumerable: true,
  102742. configurable: true
  102743. });
  102744. /**
  102745. * Initializes the behavior
  102746. */
  102747. PointerDragBehavior.prototype.init = function () { };
  102748. /**
  102749. * Attaches the drag behavior the passed in mesh
  102750. * @param ownerNode The mesh that will be dragged around once attached
  102751. */
  102752. PointerDragBehavior.prototype.attach = function (ownerNode) {
  102753. var _this = this;
  102754. this._scene = ownerNode.getScene();
  102755. this._attachedNode = ownerNode;
  102756. // Initialize drag plane to not interfere with existing scene
  102757. if (!PointerDragBehavior._planeScene) {
  102758. if (this._debugMode) {
  102759. PointerDragBehavior._planeScene = this._scene;
  102760. }
  102761. else {
  102762. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  102763. PointerDragBehavior._planeScene.detachControl();
  102764. this._scene.getEngine().scenes.pop();
  102765. this._scene.onDisposeObservable.addOnce(function () {
  102766. PointerDragBehavior._planeScene.dispose();
  102767. PointerDragBehavior._planeScene = null;
  102768. });
  102769. }
  102770. }
  102771. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  102772. // State of the drag
  102773. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  102774. var pickPredicate = function (m) {
  102775. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  102776. };
  102777. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  102778. if (!_this.enabled) {
  102779. return;
  102780. }
  102781. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  102782. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  102783. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  102784. }
  102785. }
  102786. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  102787. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  102788. _this.releaseDrag();
  102789. }
  102790. }
  102791. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  102792. var pointerId = pointerInfo.event.pointerId;
  102793. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  102794. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  102795. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  102796. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  102797. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  102798. }
  102799. _this.currentDraggingPointerID = pointerId;
  102800. }
  102801. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  102802. if (!_this._lastPointerRay[pointerId]) {
  102803. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  102804. }
  102805. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  102806. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  102807. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  102808. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  102809. _this._moveDrag(pointerInfo.pickInfo.ray);
  102810. }
  102811. }
  102812. }
  102813. });
  102814. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  102815. if (_this._moving && _this.moveAttached) {
  102816. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  102817. // Slowly move mesh to avoid jitter
  102818. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  102819. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  102820. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  102821. if (_this.validateDrag(_this._tmpVector)) {
  102822. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  102823. }
  102824. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  102825. }
  102826. });
  102827. };
  102828. /**
  102829. * Force relase the drag action by code.
  102830. */
  102831. PointerDragBehavior.prototype.releaseDrag = function () {
  102832. this.dragging = false;
  102833. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  102834. this.currentDraggingPointerID = -1;
  102835. this._moving = false;
  102836. // Reattach camera controls
  102837. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  102838. this._scene.activeCamera.attachControl(this._attachedElement, true);
  102839. }
  102840. };
  102841. /**
  102842. * Simulates the start of a pointer drag event on the behavior
  102843. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  102844. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  102845. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  102846. */
  102847. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  102848. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  102849. this._startDrag(pointerId, fromRay, startPickedPoint);
  102850. var lastRay = this._lastPointerRay[pointerId];
  102851. if (pointerId === PointerDragBehavior._AnyMouseID) {
  102852. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  102853. }
  102854. if (lastRay) {
  102855. // if there was a last pointer ray drag the object there
  102856. this._moveDrag(lastRay);
  102857. }
  102858. };
  102859. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  102860. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  102861. return;
  102862. }
  102863. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  102864. // Create start ray from the camera to the object
  102865. if (fromRay) {
  102866. this._startDragRay.direction.copyFrom(fromRay.direction);
  102867. this._startDragRay.origin.copyFrom(fromRay.origin);
  102868. }
  102869. else {
  102870. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  102871. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  102872. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  102873. }
  102874. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  102875. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  102876. if (pickedPoint) {
  102877. this.dragging = true;
  102878. this.currentDraggingPointerID = pointerId;
  102879. this.lastDragPosition.copyFrom(pickedPoint);
  102880. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  102881. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  102882. // Detatch camera controls
  102883. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  102884. if (this._scene.activeCamera.inputs.attachedElement) {
  102885. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  102886. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  102887. }
  102888. else {
  102889. this._attachedElement = null;
  102890. }
  102891. }
  102892. }
  102893. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  102894. };
  102895. PointerDragBehavior.prototype._moveDrag = function (ray) {
  102896. this._moving = true;
  102897. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  102898. if (pickedPoint) {
  102899. if (this.updateDragPlane) {
  102900. this._updateDragPlanePosition(ray, pickedPoint);
  102901. }
  102902. var dragLength = 0;
  102903. // depending on the drag mode option drag accordingly
  102904. if (this._options.dragAxis) {
  102905. // Convert local drag axis to world
  102906. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  102907. // Project delta drag from the drag plane onto the drag axis
  102908. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  102909. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  102910. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  102911. }
  102912. else {
  102913. dragLength = this._dragDelta.length();
  102914. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  102915. }
  102916. this._targetPosition.addInPlace(this._dragDelta);
  102917. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  102918. this.lastDragPosition.copyFrom(pickedPoint);
  102919. }
  102920. };
  102921. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  102922. var _this = this;
  102923. if (!ray) {
  102924. return null;
  102925. }
  102926. // Calculate angle between plane normal and ray
  102927. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  102928. // Correct if ray is casted from oposite side
  102929. if (angle > Math.PI / 2) {
  102930. angle = Math.PI - angle;
  102931. }
  102932. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  102933. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  102934. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  102935. // Invert ray direction along the towards object axis
  102936. this._tmpVector.copyFrom(ray.direction);
  102937. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  102938. this._alternatePickedPoint.normalize();
  102939. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  102940. this._tmpVector.addInPlace(this._alternatePickedPoint);
  102941. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  102942. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  102943. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  102944. this._alternatePickedPoint.addInPlace(this._tmpVector);
  102945. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  102946. return this._alternatePickedPoint;
  102947. }
  102948. else {
  102949. return null;
  102950. }
  102951. }
  102952. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  102953. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  102954. return pickResult.pickedPoint;
  102955. }
  102956. else {
  102957. return null;
  102958. }
  102959. };
  102960. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  102961. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  102962. this._pointA.copyFrom(dragPlanePosition);
  102963. if (this._options.dragAxis) {
  102964. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  102965. // Calculate plane normal in direction of camera but perpendicular to drag axis
  102966. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  102967. ray.origin.subtractToRef(this._pointA, this._pointC);
  102968. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  102969. // Get perpendicular line from direction to camera and drag axis
  102970. this._pointB.subtractToRef(this._pointA, this._lineA);
  102971. this._pointC.subtractToRef(this._pointA, this._lineB);
  102972. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  102973. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  102974. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  102975. this._lookAt.normalize();
  102976. this._dragPlane.position.copyFrom(this._pointA);
  102977. this._pointA.addToRef(this._lookAt, this._lookAt);
  102978. this._dragPlane.lookAt(this._lookAt);
  102979. }
  102980. else if (this._options.dragPlaneNormal) {
  102981. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  102982. this._dragPlane.position.copyFrom(this._pointA);
  102983. this._pointA.addToRef(this._localAxis, this._lookAt);
  102984. this._dragPlane.lookAt(this._lookAt);
  102985. }
  102986. else {
  102987. this._dragPlane.position.copyFrom(this._pointA);
  102988. this._dragPlane.lookAt(ray.origin);
  102989. }
  102990. this._dragPlane.computeWorldMatrix(true);
  102991. };
  102992. /**
  102993. * Detaches the behavior from the mesh
  102994. */
  102995. PointerDragBehavior.prototype.detach = function () {
  102996. if (this._pointerObserver) {
  102997. this._scene.onPointerObservable.remove(this._pointerObserver);
  102998. }
  102999. if (this._beforeRenderObserver) {
  103000. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  103001. }
  103002. };
  103003. PointerDragBehavior._AnyMouseID = -2;
  103004. return PointerDragBehavior;
  103005. }());
  103006. BABYLON.PointerDragBehavior = PointerDragBehavior;
  103007. })(BABYLON || (BABYLON = {}));
  103008. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  103009. var BABYLON;
  103010. (function (BABYLON) {
  103011. /**
  103012. * A behavior that when attached to a mesh will allow the mesh to be scaled
  103013. */
  103014. var MultiPointerScaleBehavior = /** @class */ (function () {
  103015. /**
  103016. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  103017. */
  103018. function MultiPointerScaleBehavior() {
  103019. this._startDistance = 0;
  103020. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  103021. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  103022. this._sceneRenderObserver = null;
  103023. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  103024. this._dragBehaviorA.moveAttached = false;
  103025. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  103026. this._dragBehaviorB.moveAttached = false;
  103027. }
  103028. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  103029. /**
  103030. * The name of the behavior
  103031. */
  103032. get: function () {
  103033. return "MultiPointerScale";
  103034. },
  103035. enumerable: true,
  103036. configurable: true
  103037. });
  103038. /**
  103039. * Initializes the behavior
  103040. */
  103041. MultiPointerScaleBehavior.prototype.init = function () { };
  103042. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  103043. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  103044. };
  103045. /**
  103046. * Attaches the scale behavior the passed in mesh
  103047. * @param ownerNode The mesh that will be scaled around once attached
  103048. */
  103049. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  103050. var _this = this;
  103051. this._ownerNode = ownerNode;
  103052. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  103053. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  103054. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  103055. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  103056. _this._dragBehaviorA.releaseDrag();
  103057. }
  103058. else {
  103059. _this._initialScale.copyFrom(ownerNode.scaling);
  103060. _this._startDistance = _this._getCurrentDistance();
  103061. }
  103062. }
  103063. });
  103064. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  103065. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  103066. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  103067. _this._dragBehaviorB.releaseDrag();
  103068. }
  103069. else {
  103070. _this._initialScale.copyFrom(ownerNode.scaling);
  103071. _this._startDistance = _this._getCurrentDistance();
  103072. }
  103073. }
  103074. });
  103075. // Once both drag behaviors are active scale based on the distance between the two pointers
  103076. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  103077. behavior.onDragObservable.add(function () {
  103078. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  103079. var ratio = _this._getCurrentDistance() / _this._startDistance;
  103080. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  103081. }
  103082. });
  103083. });
  103084. ownerNode.addBehavior(this._dragBehaviorA);
  103085. ownerNode.addBehavior(this._dragBehaviorB);
  103086. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  103087. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  103088. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  103089. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  103090. if (change.length() > 0.01) {
  103091. ownerNode.scaling.addInPlace(change);
  103092. }
  103093. }
  103094. });
  103095. };
  103096. /**
  103097. * Detaches the behavior from the mesh
  103098. */
  103099. MultiPointerScaleBehavior.prototype.detach = function () {
  103100. var _this = this;
  103101. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  103102. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  103103. behavior.onDragStartObservable.clear();
  103104. behavior.onDragObservable.clear();
  103105. _this._ownerNode.removeBehavior(behavior);
  103106. });
  103107. };
  103108. return MultiPointerScaleBehavior;
  103109. }());
  103110. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  103111. })(BABYLON || (BABYLON = {}));
  103112. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  103113. var BABYLON;
  103114. (function (BABYLON) {
  103115. /**
  103116. * 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
  103117. */
  103118. var SixDofDragBehavior = /** @class */ (function () {
  103119. /**
  103120. * 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
  103121. */
  103122. function SixDofDragBehavior() {
  103123. this._sceneRenderObserver = null;
  103124. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  103125. this._moving = false;
  103126. this._startingOrientation = new BABYLON.Quaternion();
  103127. /**
  103128. * 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)
  103129. */
  103130. this.zDragFactor = 3;
  103131. /**
  103132. * If the object should rotate to face the drag origin
  103133. */
  103134. this.rotateDraggedObject = true;
  103135. /**
  103136. * If the behavior is currently in a dragging state
  103137. */
  103138. this.dragging = false;
  103139. /**
  103140. * 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)
  103141. */
  103142. this.dragDeltaRatio = 0.2;
  103143. /**
  103144. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  103145. */
  103146. this.currentDraggingPointerID = -1;
  103147. /**
  103148. * If camera controls should be detached during the drag
  103149. */
  103150. this.detachCameraControls = true;
  103151. /**
  103152. * Fires each time a drag starts
  103153. */
  103154. this.onDragStartObservable = new BABYLON.Observable();
  103155. /**
  103156. * Fires each time a drag ends (eg. mouse release after drag)
  103157. */
  103158. this.onDragEndObservable = new BABYLON.Observable();
  103159. }
  103160. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  103161. /**
  103162. * The name of the behavior
  103163. */
  103164. get: function () {
  103165. return "SixDofDrag";
  103166. },
  103167. enumerable: true,
  103168. configurable: true
  103169. });
  103170. /**
  103171. * Initializes the behavior
  103172. */
  103173. SixDofDragBehavior.prototype.init = function () { };
  103174. /**
  103175. * Attaches the scale behavior the passed in mesh
  103176. * @param ownerNode The mesh that will be scaled around once attached
  103177. */
  103178. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  103179. var _this = this;
  103180. this._ownerNode = ownerNode;
  103181. this._scene = this._ownerNode.getScene();
  103182. if (!SixDofDragBehavior._virtualScene) {
  103183. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  103184. SixDofDragBehavior._virtualScene.detachControl();
  103185. this._scene.getEngine().scenes.pop();
  103186. }
  103187. var pickedMesh = null;
  103188. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  103189. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  103190. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  103191. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  103192. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  103193. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  103194. var pickPredicate = function (m) {
  103195. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  103196. };
  103197. var attachedElement = null;
  103198. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  103199. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103200. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  103201. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  103202. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.globalPosition);
  103203. }
  103204. pickedMesh = _this._ownerNode;
  103205. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  103206. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  103207. // Set position and orientation of the controller
  103208. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  103209. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.add(pointerInfo.pickInfo.ray.direction));
  103210. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  103211. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103212. pickedMesh.computeWorldMatrix();
  103213. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  103214. if (!pickedMesh.rotationQuaternion) {
  103215. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  103216. }
  103217. var oldParent = pickedMesh.parent;
  103218. pickedMesh.setParent(null);
  103219. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  103220. pickedMesh.setParent(oldParent);
  103221. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  103222. // Update state
  103223. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  103224. _this.dragging = true;
  103225. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  103226. // Detatch camera controls
  103227. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  103228. if (_this._scene.activeCamera.inputs.attachedElement) {
  103229. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  103230. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  103231. }
  103232. else {
  103233. attachedElement = null;
  103234. }
  103235. }
  103236. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  103237. _this.onDragStartObservable.notifyObservers({});
  103238. }
  103239. }
  103240. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  103241. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  103242. _this.dragging = false;
  103243. _this._moving = false;
  103244. _this.currentDraggingPointerID = -1;
  103245. pickedMesh = null;
  103246. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103247. // Reattach camera controls
  103248. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  103249. _this._scene.activeCamera.attachControl(attachedElement, true);
  103250. }
  103251. _this.onDragEndObservable.notifyObservers({});
  103252. }
  103253. }
  103254. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  103255. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  103256. var zDragFactor = _this.zDragFactor;
  103257. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  103258. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.globalPosition);
  103259. zDragFactor = 0;
  103260. }
  103261. // Calculate controller drag distance in controller space
  103262. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  103263. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  103264. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  103265. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  103266. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  103267. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  103268. if (_this._virtualDragMesh.position.z < 0) {
  103269. _this._virtualDragMesh.position.z = 0;
  103270. }
  103271. // Update the controller position
  103272. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  103273. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.add(pointerInfo.pickInfo.ray.direction));
  103274. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103275. // Move the virtualObjectsPosition into the picked mesh's space if needed
  103276. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  103277. if (pickedMesh.parent) {
  103278. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  103279. }
  103280. if (!_this._moving) {
  103281. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  103282. }
  103283. _this._moving = true;
  103284. }
  103285. }
  103286. });
  103287. var tmpQuaternion = new BABYLON.Quaternion();
  103288. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  103289. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  103290. if (_this.dragging && _this._moving && pickedMesh) {
  103291. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  103292. // Slowly move mesh to avoid jitter
  103293. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  103294. if (_this.rotateDraggedObject) {
  103295. // Get change in rotation
  103296. tmpQuaternion.copyFrom(_this._startingOrientation);
  103297. tmpQuaternion.x = -tmpQuaternion.x;
  103298. tmpQuaternion.y = -tmpQuaternion.y;
  103299. tmpQuaternion.z = -tmpQuaternion.z;
  103300. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  103301. // Convert change in rotation to only y axis rotation
  103302. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  103303. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  103304. // Slowly move mesh to avoid jitter
  103305. var oldParent = pickedMesh.parent;
  103306. pickedMesh.setParent(null);
  103307. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  103308. pickedMesh.setParent(oldParent);
  103309. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  103310. }
  103311. }
  103312. });
  103313. };
  103314. /**
  103315. * Detaches the behavior from the mesh
  103316. */
  103317. SixDofDragBehavior.prototype.detach = function () {
  103318. if (this._scene) {
  103319. this._scene.onPointerObservable.remove(this._pointerObserver);
  103320. }
  103321. if (this._ownerNode) {
  103322. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  103323. }
  103324. if (this._virtualOriginMesh) {
  103325. this._virtualOriginMesh.dispose();
  103326. }
  103327. if (this._virtualDragMesh) {
  103328. this._virtualDragMesh.dispose();
  103329. }
  103330. this.onDragEndObservable.clear();
  103331. this.onDragStartObservable.clear();
  103332. };
  103333. return SixDofDragBehavior;
  103334. }());
  103335. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  103336. })(BABYLON || (BABYLON = {}));
  103337. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  103338. var BABYLON;
  103339. (function (BABYLON) {
  103340. /**
  103341. * @hidden
  103342. */
  103343. var FaceDirectionInfo = /** @class */ (function () {
  103344. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  103345. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  103346. if (diff === void 0) { diff = 0; }
  103347. if (ignore === void 0) { ignore = false; }
  103348. this.direction = direction;
  103349. this.rotatedDirection = rotatedDirection;
  103350. this.diff = diff;
  103351. this.ignore = ignore;
  103352. }
  103353. return FaceDirectionInfo;
  103354. }());
  103355. /**
  103356. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  103357. */
  103358. var AttachToBoxBehavior = /** @class */ (function () {
  103359. /**
  103360. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  103361. * @param ui The transform node that should be attched to the mesh
  103362. */
  103363. function AttachToBoxBehavior(ui) {
  103364. this.ui = ui;
  103365. /**
  103366. * The name of the behavior
  103367. */
  103368. this.name = "AttachToBoxBehavior";
  103369. /**
  103370. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  103371. */
  103372. this.distanceAwayFromFace = 0.15;
  103373. /**
  103374. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  103375. */
  103376. this.distanceAwayFromBottomOfFace = 0.15;
  103377. 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))];
  103378. this._tmpMatrix = new BABYLON.Matrix();
  103379. this._tmpVector = new BABYLON.Vector3();
  103380. this._zeroVector = BABYLON.Vector3.Zero();
  103381. this._lookAtTmpMatrix = new BABYLON.Matrix();
  103382. /* Does nothing */
  103383. }
  103384. /**
  103385. * Initializes the behavior
  103386. */
  103387. AttachToBoxBehavior.prototype.init = function () {
  103388. /* Does nothing */
  103389. };
  103390. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  103391. var _this = this;
  103392. // Go over each face and calculate the angle between the face's normal and targetDirection
  103393. this._faceVectors.forEach(function (v) {
  103394. if (!_this._target.rotationQuaternion) {
  103395. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  103396. }
  103397. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  103398. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  103399. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  103400. });
  103401. // Return the face information of the one with the normal closeset to target direction
  103402. return this._faceVectors.reduce(function (min, p) {
  103403. if (min.ignore) {
  103404. return p;
  103405. }
  103406. else if (p.ignore) {
  103407. return min;
  103408. }
  103409. else {
  103410. return min.diff < p.diff ? min : p;
  103411. }
  103412. }, this._faceVectors[0]);
  103413. };
  103414. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  103415. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  103416. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  103417. this._lookAtTmpMatrix.invert();
  103418. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  103419. };
  103420. /**
  103421. * Attaches the AttachToBoxBehavior to the passed in mesh
  103422. * @param target The mesh that the specified node will be attached to
  103423. */
  103424. AttachToBoxBehavior.prototype.attach = function (target) {
  103425. var _this = this;
  103426. this._target = target;
  103427. this._scene = this._target.getScene();
  103428. // Every frame, update the app bars position
  103429. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  103430. if (!_this._scene.activeCamera) {
  103431. return;
  103432. }
  103433. // Find the face closest to the cameras position
  103434. var cameraPos = _this._scene.activeCamera.position;
  103435. if (_this._scene.activeCamera.devicePosition) {
  103436. cameraPos = _this._scene.activeCamera.devicePosition;
  103437. }
  103438. var facing = _this._closestFace(cameraPos.subtract(target.position));
  103439. if (_this._scene.activeCamera.leftCamera) {
  103440. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  103441. }
  103442. else {
  103443. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  103444. }
  103445. // Get camera up direction
  103446. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  103447. // Ignore faces to not select a parrelel face for the up vector of the UI
  103448. _this._faceVectors.forEach(function (v) {
  103449. if (facing.direction.x && v.direction.x) {
  103450. v.ignore = true;
  103451. }
  103452. if (facing.direction.y && v.direction.y) {
  103453. v.ignore = true;
  103454. }
  103455. if (facing.direction.z && v.direction.z) {
  103456. v.ignore = true;
  103457. }
  103458. });
  103459. var facingUp = _this._closestFace(_this._tmpVector);
  103460. // Unignore faces
  103461. _this._faceVectors.forEach(function (v) {
  103462. v.ignore = false;
  103463. });
  103464. // Position the app bar on that face
  103465. _this.ui.position.copyFrom(target.position);
  103466. if (facing.direction.x) {
  103467. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103468. _this.ui.position.addInPlace(_this._tmpVector);
  103469. }
  103470. if (facing.direction.y) {
  103471. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103472. _this.ui.position.addInPlace(_this._tmpVector);
  103473. }
  103474. if (facing.direction.z) {
  103475. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103476. _this.ui.position.addInPlace(_this._tmpVector);
  103477. }
  103478. // Rotate to be oriented properly to the camera
  103479. if (!_this.ui.rotationQuaternion) {
  103480. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  103481. }
  103482. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  103483. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  103484. // Place ui the correct distance from the bottom of the mesh
  103485. if (facingUp.direction.x) {
  103486. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  103487. }
  103488. if (facingUp.direction.y) {
  103489. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  103490. }
  103491. if (facingUp.direction.z) {
  103492. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  103493. }
  103494. _this.ui.position.addInPlace(_this._tmpVector);
  103495. });
  103496. };
  103497. /**
  103498. * Detaches the behavior from the mesh
  103499. */
  103500. AttachToBoxBehavior.prototype.detach = function () {
  103501. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  103502. };
  103503. return AttachToBoxBehavior;
  103504. }());
  103505. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  103506. })(BABYLON || (BABYLON = {}));
  103507. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  103508. var BABYLON;
  103509. (function (BABYLON) {
  103510. /**
  103511. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  103512. */
  103513. var FadeInOutBehavior = /** @class */ (function () {
  103514. /**
  103515. * Instatiates the FadeInOutBehavior
  103516. */
  103517. function FadeInOutBehavior() {
  103518. var _this = this;
  103519. /**
  103520. * Time in milliseconds to delay before fading in (Default: 0)
  103521. */
  103522. this.delay = 0;
  103523. /**
  103524. * Time in milliseconds for the mesh to fade in (Default: 300)
  103525. */
  103526. this.fadeInTime = 300;
  103527. this._millisecondsPerFrame = 1000 / 60;
  103528. this._hovered = false;
  103529. this._hoverValue = 0;
  103530. this._ownerNode = null;
  103531. this._update = function () {
  103532. if (_this._ownerNode) {
  103533. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  103534. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  103535. if (_this._ownerNode.visibility > 1) {
  103536. _this._setAllVisibility(_this._ownerNode, 1);
  103537. _this._hoverValue = _this.fadeInTime + _this.delay;
  103538. return;
  103539. }
  103540. else if (_this._ownerNode.visibility < 0) {
  103541. _this._setAllVisibility(_this._ownerNode, 0);
  103542. if (_this._hoverValue < 0) {
  103543. _this._hoverValue = 0;
  103544. return;
  103545. }
  103546. }
  103547. setTimeout(_this._update, _this._millisecondsPerFrame);
  103548. }
  103549. };
  103550. }
  103551. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  103552. /**
  103553. * The name of the behavior
  103554. */
  103555. get: function () {
  103556. return "FadeInOut";
  103557. },
  103558. enumerable: true,
  103559. configurable: true
  103560. });
  103561. /**
  103562. * Initializes the behavior
  103563. */
  103564. FadeInOutBehavior.prototype.init = function () {
  103565. };
  103566. /**
  103567. * Attaches the fade behavior on the passed in mesh
  103568. * @param ownerNode The mesh that will be faded in/out once attached
  103569. */
  103570. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  103571. this._ownerNode = ownerNode;
  103572. this._setAllVisibility(this._ownerNode, 0);
  103573. };
  103574. /**
  103575. * Detaches the behavior from the mesh
  103576. */
  103577. FadeInOutBehavior.prototype.detach = function () {
  103578. this._ownerNode = null;
  103579. };
  103580. /**
  103581. * Triggers the mesh to begin fading in or out
  103582. * @param value if the object should fade in or out (true to fade in)
  103583. */
  103584. FadeInOutBehavior.prototype.fadeIn = function (value) {
  103585. this._hovered = value;
  103586. this._update();
  103587. };
  103588. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  103589. var _this = this;
  103590. mesh.visibility = value;
  103591. mesh.getChildMeshes().forEach(function (c) {
  103592. _this._setAllVisibility(c, value);
  103593. });
  103594. };
  103595. return FadeInOutBehavior;
  103596. }());
  103597. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  103598. })(BABYLON || (BABYLON = {}));
  103599. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  103600. var BABYLON;
  103601. (function (BABYLON) {
  103602. /**
  103603. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  103604. */
  103605. var Gizmo = /** @class */ (function () {
  103606. /**
  103607. * Creates a gizmo
  103608. * @param gizmoLayer The utility layer the gizmo will be added to
  103609. */
  103610. function Gizmo(
  103611. /** The utility layer the gizmo will be added to */
  103612. gizmoLayer) {
  103613. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103614. var _this = this;
  103615. this.gizmoLayer = gizmoLayer;
  103616. /**
  103617. * Ratio for the scale of the gizmo (Default: 1)
  103618. */
  103619. this.scaleRatio = 1;
  103620. this._tmpMatrix = new BABYLON.Matrix();
  103621. /**
  103622. * If a custom mesh has been set (Default: false)
  103623. */
  103624. this._customMeshSet = false;
  103625. /**
  103626. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  103627. */
  103628. this.updateGizmoRotationToMatchAttachedMesh = true;
  103629. /**
  103630. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  103631. */
  103632. this.updateGizmoPositionToMatchAttachedMesh = true;
  103633. /**
  103634. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  103635. */
  103636. this._updateScale = true;
  103637. this._interactionsEnabled = true;
  103638. this._tempVector = new BABYLON.Vector3();
  103639. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  103640. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  103641. _this._update();
  103642. });
  103643. this.attachedMesh = null;
  103644. }
  103645. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  103646. /**
  103647. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  103648. * * When set, interactions will be enabled
  103649. */
  103650. get: function () {
  103651. return this._attachedMesh;
  103652. },
  103653. set: function (value) {
  103654. this._attachedMesh = value;
  103655. this._rootMesh.setEnabled(value ? true : false);
  103656. this._attachedMeshChanged(value);
  103657. },
  103658. enumerable: true,
  103659. configurable: true
  103660. });
  103661. /**
  103662. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  103663. * @param mesh The mesh to replace the default mesh of the gizmo
  103664. */
  103665. Gizmo.prototype.setCustomMesh = function (mesh) {
  103666. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  103667. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  103668. }
  103669. this._rootMesh.getChildMeshes().forEach(function (c) {
  103670. c.dispose();
  103671. });
  103672. mesh.parent = this._rootMesh;
  103673. this._customMeshSet = true;
  103674. };
  103675. Gizmo.prototype._attachedMeshChanged = function (value) {
  103676. };
  103677. /**
  103678. * @hidden
  103679. * Updates the gizmo to match the attached mesh's position/rotation
  103680. */
  103681. Gizmo.prototype._update = function () {
  103682. if (this.attachedMesh) {
  103683. if (this.updateGizmoRotationToMatchAttachedMesh) {
  103684. if (!this._rootMesh.rotationQuaternion) {
  103685. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  103686. }
  103687. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  103688. this._tempVector.copyFrom(this.attachedMesh.scaling);
  103689. if (this.attachedMesh.scaling.x < 0) {
  103690. this.attachedMesh.scaling.x *= -1;
  103691. }
  103692. if (this.attachedMesh.scaling.y < 0) {
  103693. this.attachedMesh.scaling.y *= -1;
  103694. }
  103695. if (this.attachedMesh.scaling.z < 0) {
  103696. this.attachedMesh.scaling.z *= -1;
  103697. }
  103698. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  103699. this.attachedMesh.scaling.copyFrom(this._tempVector);
  103700. this.attachedMesh.computeWorldMatrix();
  103701. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  103702. }
  103703. else if (this._rootMesh.rotationQuaternion) {
  103704. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  103705. }
  103706. if (this.updateGizmoPositionToMatchAttachedMesh) {
  103707. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  103708. }
  103709. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  103710. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  103711. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  103712. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  103713. }
  103714. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  103715. var dist = this._tempVector.length() * this.scaleRatio;
  103716. this._rootMesh.scaling.set(dist, dist, dist);
  103717. }
  103718. }
  103719. };
  103720. /**
  103721. * Disposes of the gizmo
  103722. */
  103723. Gizmo.prototype.dispose = function () {
  103724. this._rootMesh.dispose();
  103725. if (this._beforeRenderObserver) {
  103726. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  103727. }
  103728. };
  103729. return Gizmo;
  103730. }());
  103731. BABYLON.Gizmo = Gizmo;
  103732. })(BABYLON || (BABYLON = {}));
  103733. //# sourceMappingURL=babylon.gizmo.js.map
  103734. var BABYLON;
  103735. (function (BABYLON) {
  103736. /**
  103737. * Single axis drag gizmo
  103738. */
  103739. var AxisDragGizmo = /** @class */ (function (_super) {
  103740. __extends(AxisDragGizmo, _super);
  103741. /**
  103742. * Creates an AxisDragGizmo
  103743. * @param gizmoLayer The utility layer the gizmo will be added to
  103744. * @param dragAxis The axis which the gizmo will be able to drag on
  103745. * @param color The color of the gizmo
  103746. */
  103747. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  103748. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103749. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103750. var _this = _super.call(this, gizmoLayer) || this;
  103751. _this._pointerObserver = null;
  103752. /**
  103753. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103754. */
  103755. _this.snapDistance = 0;
  103756. /**
  103757. * Event that fires each time the gizmo snaps to a new location.
  103758. * * snapDistance is the the change in distance
  103759. */
  103760. _this.onSnapObservable = new BABYLON.Observable();
  103761. // Create Material
  103762. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103763. coloredMaterial.disableLighting = true;
  103764. coloredMaterial.emissiveColor = color;
  103765. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103766. hoverMaterial.disableLighting = true;
  103767. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103768. // Build mesh on root node
  103769. var arrow = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, coloredMaterial);
  103770. arrow.lookAt(_this._rootMesh.position.add(dragAxis));
  103771. arrow.scaling.scaleInPlace(1 / 3);
  103772. arrow.parent = _this._rootMesh;
  103773. var currentSnapDragDistance = 0;
  103774. var tmpVector = new BABYLON.Vector3();
  103775. var tmpSnapEvent = { snapDistance: 0 };
  103776. // Add drag behavior to handle events when the gizmo is dragged
  103777. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103778. _this.dragBehavior.moveAttached = false;
  103779. _this._rootMesh.addBehavior(_this.dragBehavior);
  103780. var localDelta = new BABYLON.Vector3();
  103781. var tmpMatrix = new BABYLON.Matrix();
  103782. _this.dragBehavior.onDragObservable.add(function (event) {
  103783. if (_this.attachedMesh) {
  103784. // Convert delta to local translation if it has a parent
  103785. if (_this.attachedMesh.parent) {
  103786. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  103787. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  103788. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  103789. }
  103790. else {
  103791. localDelta.copyFrom(event.delta);
  103792. }
  103793. // Snapping logic
  103794. if (_this.snapDistance == 0) {
  103795. _this.attachedMesh.position.addInPlace(localDelta);
  103796. }
  103797. else {
  103798. currentSnapDragDistance += event.dragDistance;
  103799. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103800. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  103801. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103802. localDelta.normalizeToRef(tmpVector);
  103803. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  103804. _this.attachedMesh.position.addInPlace(tmpVector);
  103805. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  103806. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103807. }
  103808. }
  103809. }
  103810. });
  103811. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103812. if (_this._customMeshSet) {
  103813. return;
  103814. }
  103815. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103816. var material = isHovered ? hoverMaterial : coloredMaterial;
  103817. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103818. m.material = material;
  103819. if (m.color) {
  103820. m.color = material.emissiveColor;
  103821. }
  103822. });
  103823. });
  103824. return _this;
  103825. }
  103826. /** @hidden */
  103827. AxisDragGizmo._CreateArrow = function (scene, material) {
  103828. var arrow = new BABYLON.TransformNode("arrow", scene);
  103829. var cylinder = BABYLON.MeshBuilder.CreateCylinder("cylinder", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, scene);
  103830. var line = BABYLON.MeshBuilder.CreateLines("line", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, scene);
  103831. line.color = material.emissiveColor;
  103832. cylinder.parent = arrow;
  103833. line.parent = arrow;
  103834. // Position arrow pointing in its drag axis
  103835. cylinder.scaling.scaleInPlace(0.05);
  103836. cylinder.material = material;
  103837. cylinder.rotation.x = Math.PI / 2;
  103838. cylinder.position.z += 0.3;
  103839. line.scaling.scaleInPlace(0.26);
  103840. line.rotation.x = Math.PI / 2;
  103841. line.material = material;
  103842. return arrow;
  103843. };
  103844. /** @hidden */
  103845. AxisDragGizmo._CreateArrowInstance = function (scene, arrow) {
  103846. var instance = new BABYLON.TransformNode("arrow", scene);
  103847. for (var _i = 0, _a = arrow.getChildMeshes(); _i < _a.length; _i++) {
  103848. var mesh = _a[_i];
  103849. var childInstance = mesh.createInstance(mesh.name);
  103850. childInstance.parent = instance;
  103851. }
  103852. return instance;
  103853. };
  103854. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  103855. if (this.dragBehavior) {
  103856. this.dragBehavior.enabled = value ? true : false;
  103857. }
  103858. };
  103859. /**
  103860. * Disposes of the gizmo
  103861. */
  103862. AxisDragGizmo.prototype.dispose = function () {
  103863. this.onSnapObservable.clear();
  103864. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103865. this.dragBehavior.detach();
  103866. _super.prototype.dispose.call(this);
  103867. };
  103868. return AxisDragGizmo;
  103869. }(BABYLON.Gizmo));
  103870. BABYLON.AxisDragGizmo = AxisDragGizmo;
  103871. })(BABYLON || (BABYLON = {}));
  103872. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  103873. var BABYLON;
  103874. (function (BABYLON) {
  103875. /**
  103876. * Single axis scale gizmo
  103877. */
  103878. var AxisScaleGizmo = /** @class */ (function (_super) {
  103879. __extends(AxisScaleGizmo, _super);
  103880. /**
  103881. * Creates an AxisScaleGizmo
  103882. * @param gizmoLayer The utility layer the gizmo will be added to
  103883. * @param dragAxis The axis which the gizmo will be able to scale on
  103884. * @param color The color of the gizmo
  103885. */
  103886. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  103887. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103888. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103889. var _this = _super.call(this, gizmoLayer) || this;
  103890. _this._pointerObserver = null;
  103891. /**
  103892. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103893. */
  103894. _this.snapDistance = 0;
  103895. /**
  103896. * Event that fires each time the gizmo snaps to a new location.
  103897. * * snapDistance is the the change in distance
  103898. */
  103899. _this.onSnapObservable = new BABYLON.Observable();
  103900. /**
  103901. * If the scaling operation should be done on all axis (default: false)
  103902. */
  103903. _this.uniformScaling = false;
  103904. // Create Material
  103905. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103906. _this._coloredMaterial.disableLighting = true;
  103907. _this._coloredMaterial.emissiveColor = color;
  103908. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103909. hoverMaterial.disableLighting = true;
  103910. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103911. // Build mesh on root node
  103912. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103913. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  103914. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  103915. arrowTail.color = _this._coloredMaterial.emissiveColor;
  103916. arrow.addChild(arrowMesh);
  103917. arrow.addChild(arrowTail);
  103918. // Position arrow pointing in its drag axis
  103919. arrowMesh.scaling.scaleInPlace(0.1);
  103920. arrowMesh.material = _this._coloredMaterial;
  103921. arrowMesh.rotation.x = Math.PI / 2;
  103922. arrowMesh.position.z += 0.3;
  103923. arrowTail.scaling.scaleInPlace(0.26);
  103924. arrowTail.rotation.x = Math.PI / 2;
  103925. arrowTail.material = _this._coloredMaterial;
  103926. arrow.lookAt(_this._rootMesh.position.add(dragAxis));
  103927. _this._rootMesh.addChild(arrow);
  103928. arrow.scaling.scaleInPlace(1 / 3);
  103929. // Add drag behavior to handle events when the gizmo is dragged
  103930. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103931. _this.dragBehavior.moveAttached = false;
  103932. _this._rootMesh.addBehavior(_this.dragBehavior);
  103933. var currentSnapDragDistance = 0;
  103934. var tmpVector = new BABYLON.Vector3();
  103935. var tmpSnapEvent = { snapDistance: 0 };
  103936. _this.dragBehavior.onDragObservable.add(function (event) {
  103937. if (_this.attachedMesh) {
  103938. // Snapping logic
  103939. var snapped = false;
  103940. var dragSteps = 0;
  103941. if (_this.uniformScaling) {
  103942. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  103943. if (tmpVector.y < 0) {
  103944. tmpVector.scaleInPlace(-1);
  103945. }
  103946. }
  103947. else {
  103948. tmpVector.copyFrom(dragAxis);
  103949. }
  103950. if (_this.snapDistance == 0) {
  103951. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  103952. }
  103953. else {
  103954. currentSnapDragDistance += event.dragDistance;
  103955. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103956. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  103957. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103958. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  103959. snapped = true;
  103960. }
  103961. else {
  103962. tmpVector.scaleInPlace(0);
  103963. }
  103964. }
  103965. _this.attachedMesh.scaling.addInPlace(tmpVector);
  103966. if (snapped) {
  103967. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  103968. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103969. }
  103970. }
  103971. });
  103972. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103973. if (_this._customMeshSet) {
  103974. return;
  103975. }
  103976. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103977. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  103978. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103979. m.material = material;
  103980. if (m.color) {
  103981. m.color = material.emissiveColor;
  103982. }
  103983. });
  103984. });
  103985. return _this;
  103986. }
  103987. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  103988. if (this.dragBehavior) {
  103989. this.dragBehavior.enabled = value ? true : false;
  103990. }
  103991. };
  103992. /**
  103993. * Disposes of the gizmo
  103994. */
  103995. AxisScaleGizmo.prototype.dispose = function () {
  103996. this.onSnapObservable.clear();
  103997. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103998. this.dragBehavior.detach();
  103999. _super.prototype.dispose.call(this);
  104000. };
  104001. /**
  104002. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  104003. * @param mesh The mesh to replace the default mesh of the gizmo
  104004. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  104005. */
  104006. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  104007. var _this = this;
  104008. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  104009. _super.prototype.setCustomMesh.call(this, mesh);
  104010. if (useGizmoMaterial) {
  104011. this._rootMesh.getChildMeshes().forEach(function (m) {
  104012. m.material = _this._coloredMaterial;
  104013. if (m.color) {
  104014. m.color = _this._coloredMaterial.emissiveColor;
  104015. }
  104016. });
  104017. this._customMeshSet = false;
  104018. }
  104019. };
  104020. return AxisScaleGizmo;
  104021. }(BABYLON.Gizmo));
  104022. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  104023. })(BABYLON || (BABYLON = {}));
  104024. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  104025. var BABYLON;
  104026. (function (BABYLON) {
  104027. /**
  104028. * Single plane rotation gizmo
  104029. */
  104030. var PlaneRotationGizmo = /** @class */ (function (_super) {
  104031. __extends(PlaneRotationGizmo, _super);
  104032. /**
  104033. * Creates a PlaneRotationGizmo
  104034. * @param gizmoLayer The utility layer the gizmo will be added to
  104035. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  104036. * @param color The color of the gizmo
  104037. * @param tessellation Amount of tessellation to be used when creating rotation circles
  104038. */
  104039. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  104040. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  104041. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104042. if (tessellation === void 0) { tessellation = 32; }
  104043. var _this = _super.call(this, gizmoLayer) || this;
  104044. _this._pointerObserver = null;
  104045. /**
  104046. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  104047. */
  104048. _this.snapDistance = 0;
  104049. /**
  104050. * Event that fires each time the gizmo snaps to a new location.
  104051. * * snapDistance is the the change in distance
  104052. */
  104053. _this.onSnapObservable = new BABYLON.Observable();
  104054. // Create Material
  104055. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104056. coloredMaterial.disableLighting = true;
  104057. coloredMaterial.emissiveColor = color;
  104058. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104059. hoverMaterial.disableLighting = true;
  104060. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  104061. // Build mesh on root node
  104062. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104063. // Create circle out of lines
  104064. var radius = 0.8;
  104065. var points = new Array();
  104066. for (var i = 0; i < tessellation; i++) {
  104067. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  104068. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  104069. }
  104070. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  104071. rotationMesh.color = coloredMaterial.emissiveColor;
  104072. // Position arrow pointing in its drag axis
  104073. rotationMesh.scaling.scaleInPlace(0.26);
  104074. rotationMesh.material = coloredMaterial;
  104075. rotationMesh.rotation.x = Math.PI / 2;
  104076. parentMesh.addChild(rotationMesh);
  104077. parentMesh.lookAt(_this._rootMesh.position.add(planeNormal));
  104078. _this._rootMesh.addChild(parentMesh);
  104079. parentMesh.scaling.scaleInPlace(1 / 3);
  104080. // Add drag behavior to handle events when the gizmo is dragged
  104081. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  104082. _this.dragBehavior.moveAttached = false;
  104083. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  104084. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  104085. _this._rootMesh.addBehavior(_this.dragBehavior);
  104086. var lastDragPosition = new BABYLON.Vector3();
  104087. _this.dragBehavior.onDragStartObservable.add(function (e) {
  104088. if (_this.attachedMesh) {
  104089. lastDragPosition.copyFrom(e.dragPlanePoint);
  104090. }
  104091. });
  104092. var rotationMatrix = new BABYLON.Matrix();
  104093. var planeNormalTowardsCamera = new BABYLON.Vector3();
  104094. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  104095. var tmpSnapEvent = { snapDistance: 0 };
  104096. var currentSnapDragDistance = 0;
  104097. var tmpMatrix = new BABYLON.Matrix();
  104098. var tmpVector = new BABYLON.Vector3();
  104099. var amountToRotate = new BABYLON.Quaternion();
  104100. _this.dragBehavior.onDragObservable.add(function (event) {
  104101. if (_this.attachedMesh) {
  104102. if (!_this.attachedMesh.rotationQuaternion) {
  104103. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  104104. }
  104105. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  104106. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  104107. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  104108. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  104109. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  104110. var angle = Math.atan2(cross.length(), dot);
  104111. planeNormalTowardsCamera.copyFrom(planeNormal);
  104112. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  104113. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  104114. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  104115. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  104116. }
  104117. // Flip up vector depending on which side the camera is on
  104118. if (gizmoLayer.utilityLayerScene.activeCamera) {
  104119. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  104120. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  104121. planeNormalTowardsCamera.scaleInPlace(-1);
  104122. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  104123. }
  104124. }
  104125. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  104126. if (halfCircleSide) {
  104127. angle = -angle;
  104128. }
  104129. // Snapping logic
  104130. var snapped = false;
  104131. if (_this.snapDistance != 0) {
  104132. currentSnapDragDistance += angle;
  104133. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  104134. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  104135. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  104136. angle = _this.snapDistance * dragSteps;
  104137. snapped = true;
  104138. }
  104139. else {
  104140. angle = 0;
  104141. }
  104142. }
  104143. // If the mesh has a parent, convert needed world rotation to local rotation
  104144. tmpMatrix.reset();
  104145. if (_this.attachedMesh.parent) {
  104146. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  104147. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  104148. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  104149. }
  104150. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  104151. var quaternionCoefficient = Math.sin(angle / 2);
  104152. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  104153. // 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
  104154. if (tmpMatrix.determinant() > 0) {
  104155. amountToRotate.toEulerAnglesToRef(tmpVector);
  104156. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  104157. }
  104158. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  104159. // Rotate selected mesh quaternion over fixed axis
  104160. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  104161. }
  104162. else {
  104163. // Rotate selected mesh quaternion over rotated axis
  104164. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  104165. }
  104166. lastDragPosition.copyFrom(event.dragPlanePoint);
  104167. if (snapped) {
  104168. tmpSnapEvent.snapDistance = angle;
  104169. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  104170. }
  104171. }
  104172. });
  104173. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  104174. if (_this._customMeshSet) {
  104175. return;
  104176. }
  104177. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  104178. var material = isHovered ? hoverMaterial : coloredMaterial;
  104179. _this._rootMesh.getChildMeshes().forEach(function (m) {
  104180. m.material = material;
  104181. if (m.color) {
  104182. m.color = material.emissiveColor;
  104183. }
  104184. });
  104185. });
  104186. return _this;
  104187. }
  104188. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  104189. if (this.dragBehavior) {
  104190. this.dragBehavior.enabled = value ? true : false;
  104191. }
  104192. };
  104193. /**
  104194. * Disposes of the gizmo
  104195. */
  104196. PlaneRotationGizmo.prototype.dispose = function () {
  104197. this.onSnapObservable.clear();
  104198. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  104199. this.dragBehavior.detach();
  104200. _super.prototype.dispose.call(this);
  104201. };
  104202. return PlaneRotationGizmo;
  104203. }(BABYLON.Gizmo));
  104204. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  104205. })(BABYLON || (BABYLON = {}));
  104206. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  104207. var BABYLON;
  104208. (function (BABYLON) {
  104209. /**
  104210. * Gizmo that enables dragging a mesh along 3 axis
  104211. */
  104212. var PositionGizmo = /** @class */ (function (_super) {
  104213. __extends(PositionGizmo, _super);
  104214. /**
  104215. * Creates a PositionGizmo
  104216. * @param gizmoLayer The utility layer the gizmo will be added to
  104217. */
  104218. function PositionGizmo(gizmoLayer) {
  104219. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104220. var _this = _super.call(this, gizmoLayer) || this;
  104221. /** Fires an event when any of it's sub gizmos are dragged */
  104222. _this.onDragStartObservable = new BABYLON.Observable();
  104223. /** Fires an event when any of it's sub gizmos are released from dragging */
  104224. _this.onDragEndObservable = new BABYLON.Observable();
  104225. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  104226. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  104227. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  104228. // Relay drag events
  104229. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  104230. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104231. _this.onDragStartObservable.notifyObservers({});
  104232. });
  104233. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104234. _this.onDragEndObservable.notifyObservers({});
  104235. });
  104236. });
  104237. _this.attachedMesh = null;
  104238. return _this;
  104239. }
  104240. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  104241. set: function (mesh) {
  104242. if (this.xGizmo) {
  104243. this.xGizmo.attachedMesh = mesh;
  104244. this.yGizmo.attachedMesh = mesh;
  104245. this.zGizmo.attachedMesh = mesh;
  104246. }
  104247. },
  104248. enumerable: true,
  104249. configurable: true
  104250. });
  104251. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104252. get: function () {
  104253. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104254. },
  104255. set: function (value) {
  104256. if (this.xGizmo) {
  104257. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104258. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104259. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104260. }
  104261. },
  104262. enumerable: true,
  104263. configurable: true
  104264. });
  104265. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  104266. get: function () {
  104267. return this.xGizmo.snapDistance;
  104268. },
  104269. /**
  104270. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104271. */
  104272. set: function (value) {
  104273. if (this.xGizmo) {
  104274. this.xGizmo.snapDistance = value;
  104275. this.yGizmo.snapDistance = value;
  104276. this.zGizmo.snapDistance = value;
  104277. }
  104278. },
  104279. enumerable: true,
  104280. configurable: true
  104281. });
  104282. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  104283. get: function () {
  104284. return this.xGizmo.scaleRatio;
  104285. },
  104286. /**
  104287. * Ratio for the scale of the gizmo (Default: 1)
  104288. */
  104289. set: function (value) {
  104290. if (this.xGizmo) {
  104291. this.xGizmo.scaleRatio = value;
  104292. this.yGizmo.scaleRatio = value;
  104293. this.zGizmo.scaleRatio = value;
  104294. }
  104295. },
  104296. enumerable: true,
  104297. configurable: true
  104298. });
  104299. /**
  104300. * Disposes of the gizmo
  104301. */
  104302. PositionGizmo.prototype.dispose = function () {
  104303. this.xGizmo.dispose();
  104304. this.yGizmo.dispose();
  104305. this.zGizmo.dispose();
  104306. this.onDragStartObservable.clear();
  104307. this.onDragEndObservable.clear();
  104308. };
  104309. /**
  104310. * CustomMeshes are not supported by this gizmo
  104311. * @param mesh The mesh to replace the default mesh of the gizmo
  104312. */
  104313. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  104314. 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)");
  104315. };
  104316. return PositionGizmo;
  104317. }(BABYLON.Gizmo));
  104318. BABYLON.PositionGizmo = PositionGizmo;
  104319. })(BABYLON || (BABYLON = {}));
  104320. //# sourceMappingURL=babylon.positionGizmo.js.map
  104321. var BABYLON;
  104322. (function (BABYLON) {
  104323. /**
  104324. * Gizmo that enables rotating a mesh along 3 axis
  104325. */
  104326. var RotationGizmo = /** @class */ (function (_super) {
  104327. __extends(RotationGizmo, _super);
  104328. /**
  104329. * Creates a RotationGizmo
  104330. * @param gizmoLayer The utility layer the gizmo will be added to
  104331. * @param tessellation Amount of tessellation to be used when creating rotation circles
  104332. */
  104333. function RotationGizmo(gizmoLayer, tessellation) {
  104334. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104335. if (tessellation === void 0) { tessellation = 32; }
  104336. var _this = _super.call(this, gizmoLayer) || this;
  104337. /** Fires an event when any of it's sub gizmos are dragged */
  104338. _this.onDragStartObservable = new BABYLON.Observable();
  104339. /** Fires an event when any of it's sub gizmos are released from dragging */
  104340. _this.onDragEndObservable = new BABYLON.Observable();
  104341. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  104342. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  104343. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  104344. // Relay drag events
  104345. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  104346. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104347. _this.onDragStartObservable.notifyObservers({});
  104348. });
  104349. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104350. _this.onDragEndObservable.notifyObservers({});
  104351. });
  104352. });
  104353. _this.attachedMesh = null;
  104354. return _this;
  104355. }
  104356. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  104357. set: function (mesh) {
  104358. if (this.xGizmo) {
  104359. this.xGizmo.attachedMesh = mesh;
  104360. this.yGizmo.attachedMesh = mesh;
  104361. this.zGizmo.attachedMesh = mesh;
  104362. }
  104363. },
  104364. enumerable: true,
  104365. configurable: true
  104366. });
  104367. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104368. get: function () {
  104369. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104370. },
  104371. set: function (value) {
  104372. if (this.xGizmo) {
  104373. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104374. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104375. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104376. }
  104377. },
  104378. enumerable: true,
  104379. configurable: true
  104380. });
  104381. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  104382. get: function () {
  104383. return this.xGizmo.snapDistance;
  104384. },
  104385. /**
  104386. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104387. */
  104388. set: function (value) {
  104389. if (this.xGizmo) {
  104390. this.xGizmo.snapDistance = value;
  104391. this.yGizmo.snapDistance = value;
  104392. this.zGizmo.snapDistance = value;
  104393. }
  104394. },
  104395. enumerable: true,
  104396. configurable: true
  104397. });
  104398. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  104399. get: function () {
  104400. return this.xGizmo.scaleRatio;
  104401. },
  104402. /**
  104403. * Ratio for the scale of the gizmo (Default: 1)
  104404. */
  104405. set: function (value) {
  104406. if (this.xGizmo) {
  104407. this.xGizmo.scaleRatio = value;
  104408. this.yGizmo.scaleRatio = value;
  104409. this.zGizmo.scaleRatio = value;
  104410. }
  104411. },
  104412. enumerable: true,
  104413. configurable: true
  104414. });
  104415. /**
  104416. * Disposes of the gizmo
  104417. */
  104418. RotationGizmo.prototype.dispose = function () {
  104419. this.xGizmo.dispose();
  104420. this.yGizmo.dispose();
  104421. this.zGizmo.dispose();
  104422. this.onDragStartObservable.clear();
  104423. this.onDragEndObservable.clear();
  104424. };
  104425. /**
  104426. * CustomMeshes are not supported by this gizmo
  104427. * @param mesh The mesh to replace the default mesh of the gizmo
  104428. */
  104429. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  104430. 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)");
  104431. };
  104432. return RotationGizmo;
  104433. }(BABYLON.Gizmo));
  104434. BABYLON.RotationGizmo = RotationGizmo;
  104435. })(BABYLON || (BABYLON = {}));
  104436. //# sourceMappingURL=babylon.rotationGizmo.js.map
  104437. var BABYLON;
  104438. (function (BABYLON) {
  104439. /**
  104440. * Gizmo that enables scaling a mesh along 3 axis
  104441. */
  104442. var ScaleGizmo = /** @class */ (function (_super) {
  104443. __extends(ScaleGizmo, _super);
  104444. /**
  104445. * Creates a ScaleGizmo
  104446. * @param gizmoLayer The utility layer the gizmo will be added to
  104447. */
  104448. function ScaleGizmo(gizmoLayer) {
  104449. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104450. var _this = _super.call(this, gizmoLayer) || this;
  104451. /** Fires an event when any of it's sub gizmos are dragged */
  104452. _this.onDragStartObservable = new BABYLON.Observable();
  104453. /** Fires an event when any of it's sub gizmos are released from dragging */
  104454. _this.onDragEndObservable = new BABYLON.Observable();
  104455. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  104456. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  104457. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  104458. // Create uniform scale gizmo
  104459. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  104460. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  104461. _this.uniformScaleGizmo.uniformScaling = true;
  104462. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  104463. uniformScalingMesh.scaling.scaleInPlace(0.02);
  104464. uniformScalingMesh.visibility = 0;
  104465. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  104466. octahedron.scaling.scaleInPlace(0.007);
  104467. uniformScalingMesh.addChild(octahedron);
  104468. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  104469. // Relay drag events
  104470. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  104471. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104472. _this.onDragStartObservable.notifyObservers({});
  104473. });
  104474. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104475. _this.onDragEndObservable.notifyObservers({});
  104476. });
  104477. });
  104478. _this.attachedMesh = null;
  104479. return _this;
  104480. }
  104481. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  104482. set: function (mesh) {
  104483. if (this.xGizmo) {
  104484. this.xGizmo.attachedMesh = mesh;
  104485. this.yGizmo.attachedMesh = mesh;
  104486. this.zGizmo.attachedMesh = mesh;
  104487. this.uniformScaleGizmo.attachedMesh = mesh;
  104488. }
  104489. },
  104490. enumerable: true,
  104491. configurable: true
  104492. });
  104493. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104494. get: function () {
  104495. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104496. },
  104497. set: function (value) {
  104498. if (!value) {
  104499. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  104500. }
  104501. if (this.xGizmo) {
  104502. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104503. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104504. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104505. }
  104506. },
  104507. enumerable: true,
  104508. configurable: true
  104509. });
  104510. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  104511. get: function () {
  104512. return this.xGizmo.snapDistance;
  104513. },
  104514. /**
  104515. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104516. */
  104517. set: function (value) {
  104518. if (this.xGizmo) {
  104519. this.xGizmo.snapDistance = value;
  104520. this.yGizmo.snapDistance = value;
  104521. this.zGizmo.snapDistance = value;
  104522. this.uniformScaleGizmo.snapDistance = value;
  104523. }
  104524. },
  104525. enumerable: true,
  104526. configurable: true
  104527. });
  104528. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  104529. get: function () {
  104530. return this.xGizmo.scaleRatio;
  104531. },
  104532. /**
  104533. * Ratio for the scale of the gizmo (Default: 1)
  104534. */
  104535. set: function (value) {
  104536. if (this.xGizmo) {
  104537. this.xGizmo.scaleRatio = value;
  104538. this.yGizmo.scaleRatio = value;
  104539. this.zGizmo.scaleRatio = value;
  104540. this.uniformScaleGizmo.scaleRatio = value;
  104541. }
  104542. },
  104543. enumerable: true,
  104544. configurable: true
  104545. });
  104546. /**
  104547. * Disposes of the gizmo
  104548. */
  104549. ScaleGizmo.prototype.dispose = function () {
  104550. this.xGizmo.dispose();
  104551. this.yGizmo.dispose();
  104552. this.zGizmo.dispose();
  104553. this.uniformScaleGizmo.dispose();
  104554. this.onDragStartObservable.clear();
  104555. this.onDragEndObservable.clear();
  104556. };
  104557. return ScaleGizmo;
  104558. }(BABYLON.Gizmo));
  104559. BABYLON.ScaleGizmo = ScaleGizmo;
  104560. })(BABYLON || (BABYLON = {}));
  104561. //# sourceMappingURL=babylon.scaleGizmo.js.map
  104562. var BABYLON;
  104563. (function (BABYLON) {
  104564. /**
  104565. * Bounding box gizmo
  104566. */
  104567. var BoundingBoxGizmo = /** @class */ (function (_super) {
  104568. __extends(BoundingBoxGizmo, _super);
  104569. /**
  104570. * Creates an BoundingBoxGizmo
  104571. * @param gizmoLayer The utility layer the gizmo will be added to
  104572. * @param color The color of the gizmo
  104573. */
  104574. function BoundingBoxGizmo(color, gizmoLayer) {
  104575. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  104576. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  104577. var _this = _super.call(this, gizmoLayer) || this;
  104578. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  104579. _this._renderObserver = null;
  104580. _this._pointerObserver = null;
  104581. _this._scaleDragSpeed = 0.2;
  104582. _this._tmpQuaternion = new BABYLON.Quaternion();
  104583. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  104584. _this._tmpRotationMatrix = new BABYLON.Matrix();
  104585. /**
  104586. * 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)
  104587. */
  104588. _this.ignoreChildren = false;
  104589. /**
  104590. * 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)
  104591. */
  104592. _this.includeChildPredicate = null;
  104593. /**
  104594. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  104595. */
  104596. _this.rotationSphereSize = 0.1;
  104597. /**
  104598. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  104599. */
  104600. _this.scaleBoxSize = 0.1;
  104601. /**
  104602. * 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)
  104603. */
  104604. _this.fixedDragMeshScreenSize = false;
  104605. /**
  104606. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  104607. */
  104608. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  104609. /**
  104610. * Fired when a rotation sphere or scale box is dragged
  104611. */
  104612. _this.onDragStartObservable = new BABYLON.Observable();
  104613. /**
  104614. * Fired when a scale box is dragged
  104615. */
  104616. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  104617. /**
  104618. * Fired when a scale box drag is ended
  104619. */
  104620. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  104621. /**
  104622. * Fired when a rotation sphere is dragged
  104623. */
  104624. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  104625. /**
  104626. * Fired when a rotation sphere drag is ended
  104627. */
  104628. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  104629. /**
  104630. * 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)
  104631. */
  104632. _this.scalePivot = null;
  104633. _this._existingMeshScale = new BABYLON.Vector3();
  104634. // Dragging
  104635. _this._dragMesh = null;
  104636. _this.pointerDragBehavior = new BABYLON.PointerDragBehavior();
  104637. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  104638. _this._updateScale = false;
  104639. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  104640. // Create Materials
  104641. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104642. coloredMaterial.disableLighting = true;
  104643. coloredMaterial.emissiveColor = color;
  104644. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104645. hoverColoredMaterial.disableLighting = true;
  104646. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  104647. // Build bounding box out of lines
  104648. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104649. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  104650. var lines = [];
  104651. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  104652. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  104653. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104654. 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));
  104655. 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));
  104656. 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));
  104657. 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));
  104658. 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));
  104659. 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));
  104660. 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));
  104661. 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));
  104662. 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));
  104663. lines.forEach(function (l) {
  104664. l.color = color;
  104665. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  104666. l.isPickable = false;
  104667. _this._lineBoundingBox.addChild(l);
  104668. });
  104669. _this._rootMesh.addChild(_this._lineBoundingBox);
  104670. // Create rotation spheres
  104671. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104672. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  104673. var _loop_1 = function (i_1) {
  104674. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  104675. sphere.rotationQuaternion = new BABYLON.Quaternion();
  104676. sphere.material = coloredMaterial;
  104677. // Drag behavior
  104678. _dragBehavior = new BABYLON.PointerDragBehavior({});
  104679. _dragBehavior.moveAttached = false;
  104680. _dragBehavior.updateDragPlane = false;
  104681. sphere.addBehavior(_dragBehavior);
  104682. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  104683. var totalTurnAmountOfDrag = 0;
  104684. _dragBehavior.onDragStartObservable.add(function (event) {
  104685. startingTurnDirection.copyFrom(sphere.forward);
  104686. totalTurnAmountOfDrag = 0;
  104687. });
  104688. _dragBehavior.onDragObservable.add(function (event) {
  104689. _this.onRotationSphereDragObservable.notifyObservers({});
  104690. if (_this.attachedMesh) {
  104691. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  104692. var worldDragDirection = startingTurnDirection;
  104693. // Project the world right on to the drag plane
  104694. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  104695. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  104696. // project drag delta on to the resulting drag axis and rotate based on that
  104697. var projectDist = BABYLON.Vector3.Dot(dragAxis, event.delta) < 0 ? Math.abs(event.delta.length()) : -Math.abs(event.delta.length());
  104698. // Make rotation relative to size of mesh.
  104699. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  104700. // Rotate based on axis
  104701. if (!_this.attachedMesh.rotationQuaternion) {
  104702. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  104703. }
  104704. if (!_this._anchorMesh.rotationQuaternion) {
  104705. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  104706. }
  104707. // Do not allow the object to turn more than a full circle
  104708. totalTurnAmountOfDrag += projectDist;
  104709. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  104710. if (i_1 >= 8) {
  104711. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  104712. }
  104713. else if (i_1 >= 4) {
  104714. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  104715. }
  104716. else {
  104717. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  104718. }
  104719. // Rotate around center of bounding box
  104720. _this._anchorMesh.addChild(_this.attachedMesh);
  104721. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  104722. _this._anchorMesh.removeChild(_this.attachedMesh);
  104723. }
  104724. _this.updateBoundingBox();
  104725. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  104726. }
  104727. _this._updateDummy();
  104728. });
  104729. // Selection/deselection
  104730. _dragBehavior.onDragStartObservable.add(function () {
  104731. _this.onDragStartObservable.notifyObservers({});
  104732. _this._selectNode(sphere);
  104733. });
  104734. _dragBehavior.onDragEndObservable.add(function () {
  104735. _this.onRotationSphereDragEndObservable.notifyObservers({});
  104736. _this._selectNode(null);
  104737. _this._updateDummy();
  104738. });
  104739. this_1._rotateSpheresParent.addChild(sphere);
  104740. };
  104741. var this_1 = this, _dragBehavior;
  104742. for (var i_1 = 0; i_1 < 12; i_1++) {
  104743. _loop_1(i_1);
  104744. }
  104745. _this._rootMesh.addChild(_this._rotateSpheresParent);
  104746. // Create scale cubes
  104747. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104748. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  104749. for (var i = 0; i < 2; i++) {
  104750. for (var j = 0; j < 2; j++) {
  104751. var _loop_2 = function () {
  104752. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  104753. box.material = coloredMaterial;
  104754. // Dragging logic
  104755. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  104756. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  104757. _dragBehavior.moveAttached = false;
  104758. box.addBehavior(_dragBehavior);
  104759. _dragBehavior.onDragObservable.add(function (event) {
  104760. _this.onScaleBoxDragObservable.notifyObservers({});
  104761. if (_this.attachedMesh) {
  104762. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  104763. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  104764. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  104765. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  104766. _this.updateBoundingBox();
  104767. if (_this.scalePivot) {
  104768. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  104769. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  104770. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  104771. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  104772. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  104773. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  104774. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  104775. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  104776. }
  104777. else {
  104778. // Scale from the position of the opposite corner
  104779. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  104780. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  104781. }
  104782. _this._anchorMesh.addChild(_this.attachedMesh);
  104783. _this._anchorMesh.scaling.addInPlace(deltaScale);
  104784. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  104785. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  104786. }
  104787. _this._anchorMesh.removeChild(_this.attachedMesh);
  104788. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  104789. }
  104790. _this._updateDummy();
  104791. });
  104792. // Selection/deselection
  104793. _dragBehavior.onDragStartObservable.add(function () {
  104794. _this.onDragStartObservable.notifyObservers({});
  104795. _this._selectNode(box);
  104796. });
  104797. _dragBehavior.onDragEndObservable.add(function () {
  104798. _this.onScaleBoxDragEndObservable.notifyObservers({});
  104799. _this._selectNode(null);
  104800. _this._updateDummy();
  104801. });
  104802. this_2._scaleBoxesParent.addChild(box);
  104803. };
  104804. var this_2 = this, _dragBehavior;
  104805. for (var k = 0; k < 2; k++) {
  104806. _loop_2();
  104807. }
  104808. }
  104809. }
  104810. _this._rootMesh.addChild(_this._scaleBoxesParent);
  104811. // Hover color change
  104812. var pointerIds = new Array();
  104813. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  104814. if (!pointerIds[pointerInfo.event.pointerId]) {
  104815. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  104816. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  104817. pointerIds[pointerInfo.event.pointerId] = mesh;
  104818. mesh.material = hoverColoredMaterial;
  104819. }
  104820. });
  104821. }
  104822. else {
  104823. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  104824. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  104825. delete pointerIds[pointerInfo.event.pointerId];
  104826. }
  104827. }
  104828. });
  104829. // Update bounding box positions
  104830. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  104831. // Only update the bouding box if scaling has changed
  104832. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  104833. _this.updateBoundingBox();
  104834. }
  104835. else if (_this.fixedDragMeshScreenSize) {
  104836. _this._updateRotationSpheres();
  104837. _this._updateScaleBoxes();
  104838. }
  104839. // If dragg mesh is enabled and dragging, update the attached mesh pose to match the drag mesh
  104840. if (_this._dragMesh && _this.attachedMesh && _this.pointerDragBehavior.dragging) {
  104841. _this._lineBoundingBox.position.rotateByQuaternionToRef(_this._rootMesh.rotationQuaternion, _this._tmpVector);
  104842. _this.attachedMesh.setAbsolutePosition(_this._dragMesh.position.add(_this._tmpVector.scale(-1)));
  104843. }
  104844. });
  104845. _this.updateBoundingBox();
  104846. return _this;
  104847. }
  104848. /** @hidden */
  104849. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  104850. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  104851. // Save old pivot and set pivot to 0,0,0
  104852. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  104853. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  104854. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  104855. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  104856. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  104857. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  104858. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  104859. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  104860. }
  104861. }
  104862. BoundingBoxGizmo._PivotCached++;
  104863. };
  104864. /** @hidden */
  104865. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  104866. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  104867. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  104868. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  104869. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  104870. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  104871. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  104872. }
  104873. this._PivotCached--;
  104874. };
  104875. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  104876. var _this = this;
  104877. if (value) {
  104878. // Reset anchor mesh to match attached mesh's scale
  104879. // This is needed to avoid invalid box/sphere position on first drag
  104880. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  104881. this._anchorMesh.addChild(value);
  104882. this._anchorMesh.removeChild(value);
  104883. BoundingBoxGizmo._RestorePivotPoint(value);
  104884. this.updateBoundingBox();
  104885. this.gizmoLayer.utilityLayerScene.onAfterRenderObservable.addOnce(function () {
  104886. _this._updateDummy();
  104887. });
  104888. }
  104889. };
  104890. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  104891. this._rotateSpheresParent.getChildMeshes()
  104892. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  104893. m.isVisible = (!selectedMesh || m == selectedMesh);
  104894. });
  104895. };
  104896. /**
  104897. * Updates the bounding box information for the Gizmo
  104898. */
  104899. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  104900. if (this.attachedMesh) {
  104901. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  104902. this._update();
  104903. // Rotate based on axis
  104904. if (!this.attachedMesh.rotationQuaternion) {
  104905. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  104906. }
  104907. if (!this._anchorMesh.rotationQuaternion) {
  104908. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  104909. }
  104910. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  104911. // Store original position and reset mesh to origin before computing the bounding box
  104912. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  104913. this._tmpVector.copyFrom(this.attachedMesh.position);
  104914. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  104915. this.attachedMesh.position.set(0, 0, 0);
  104916. // Update bounding dimensions/positions
  104917. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  104918. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  104919. // Update gizmo to match bounding box scaling and rotation
  104920. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  104921. 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);
  104922. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  104923. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  104924. this._lineBoundingBox.computeWorldMatrix();
  104925. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  104926. // restore position/rotation values
  104927. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  104928. this.attachedMesh.position.copyFrom(this._tmpVector);
  104929. }
  104930. this._updateRotationSpheres();
  104931. this._updateScaleBoxes();
  104932. if (this.attachedMesh) {
  104933. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  104934. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  104935. }
  104936. };
  104937. BoundingBoxGizmo.prototype._updateRotationSpheres = function () {
  104938. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  104939. for (var i = 0; i < 3; i++) {
  104940. for (var j = 0; j < 2; j++) {
  104941. for (var k = 0; k < 2; k++) {
  104942. var index = ((i * 4) + (j * 2)) + k;
  104943. if (i == 0) {
  104944. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  104945. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104946. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(rotateSpheres[index].position.normalizeToNew(), BABYLON.Vector3.Right()).normalizeToNew().add(rotateSpheres[index].position));
  104947. }
  104948. if (i == 1) {
  104949. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  104950. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104951. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(rotateSpheres[index].position.normalizeToNew(), BABYLON.Vector3.Up()).normalizeToNew().add(rotateSpheres[index].position));
  104952. }
  104953. if (i == 2) {
  104954. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  104955. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104956. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(rotateSpheres[index].position.normalizeToNew(), BABYLON.Vector3.Forward()).normalizeToNew().add(rotateSpheres[index].position));
  104957. }
  104958. if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {
  104959. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  104960. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  104961. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  104962. }
  104963. else {
  104964. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  104965. }
  104966. }
  104967. }
  104968. }
  104969. };
  104970. BoundingBoxGizmo.prototype._updateScaleBoxes = function () {
  104971. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  104972. for (var i = 0; i < 2; i++) {
  104973. for (var j = 0; j < 2; j++) {
  104974. for (var k = 0; k < 2; k++) {
  104975. var index = ((i * 4) + (j * 2)) + k;
  104976. if (scaleBoxes[index]) {
  104977. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  104978. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104979. if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {
  104980. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  104981. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  104982. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  104983. }
  104984. else {
  104985. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  104986. }
  104987. }
  104988. }
  104989. }
  104990. }
  104991. };
  104992. /**
  104993. * Enables rotation on the specified axis and disables rotation on the others
  104994. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  104995. */
  104996. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  104997. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  104998. if (i < 4) {
  104999. m.setEnabled(axis.indexOf("x") != -1);
  105000. }
  105001. else if (i < 8) {
  105002. m.setEnabled(axis.indexOf("y") != -1);
  105003. }
  105004. else {
  105005. m.setEnabled(axis.indexOf("z") != -1);
  105006. }
  105007. });
  105008. };
  105009. BoundingBoxGizmo.prototype._updateDummy = function () {
  105010. if (this._dragMesh) {
  105011. this._dragMesh.position.copyFrom(this._lineBoundingBox.getAbsolutePosition());
  105012. this._dragMesh.scaling.copyFrom(this._lineBoundingBox.scaling);
  105013. this._dragMesh.rotationQuaternion.copyFrom(this._rootMesh.rotationQuaternion);
  105014. }
  105015. };
  105016. /**
  105017. * Enables a pointer drag behavior on the bounding box of the gizmo
  105018. */
  105019. BoundingBoxGizmo.prototype.enableDragBehavior = function () {
  105020. this._dragMesh = BABYLON.Mesh.CreateBox("dummy", 1, this.gizmoLayer.utilityLayerScene);
  105021. this._dragMesh.visibility = 0;
  105022. this._dragMesh.rotationQuaternion = new BABYLON.Quaternion();
  105023. this.pointerDragBehavior.useObjectOrienationForDragging = false;
  105024. this._dragMesh.addBehavior(this.pointerDragBehavior);
  105025. };
  105026. /**
  105027. * Disposes of the gizmo
  105028. */
  105029. BoundingBoxGizmo.prototype.dispose = function () {
  105030. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  105031. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  105032. this._lineBoundingBox.dispose();
  105033. this._rotateSpheresParent.dispose();
  105034. this._scaleBoxesParent.dispose();
  105035. if (this._dragMesh) {
  105036. this._dragMesh.dispose();
  105037. }
  105038. _super.prototype.dispose.call(this);
  105039. };
  105040. /**
  105041. * 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)
  105042. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  105043. * @returns the bounding box mesh with the passed in mesh as a child
  105044. */
  105045. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  105046. var makeNotPickable = function (root) {
  105047. root.isPickable = false;
  105048. root.getChildMeshes().forEach(function (c) {
  105049. makeNotPickable(c);
  105050. });
  105051. };
  105052. makeNotPickable(mesh);
  105053. // Reset position to get boudning box from origin with no rotation
  105054. if (!mesh.rotationQuaternion) {
  105055. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  105056. }
  105057. var oldPos = mesh.position.clone();
  105058. var oldRot = mesh.rotationQuaternion.clone();
  105059. mesh.rotationQuaternion.set(0, 0, 0, 1);
  105060. mesh.position.set(0, 0, 0);
  105061. // Update bounding dimensions/positions
  105062. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  105063. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  105064. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  105065. // Adjust scale to avoid undefined behavior when adding child
  105066. if (box.scaling.y === 0) {
  105067. box.scaling.y = BABYLON.Epsilon;
  105068. }
  105069. if (box.scaling.x === 0) {
  105070. box.scaling.x = BABYLON.Epsilon;
  105071. }
  105072. if (box.scaling.z === 0) {
  105073. box.scaling.z = BABYLON.Epsilon;
  105074. }
  105075. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  105076. // Restore original positions
  105077. mesh.addChild(box);
  105078. mesh.rotationQuaternion.copyFrom(oldRot);
  105079. mesh.position.copyFrom(oldPos);
  105080. // Reverse parenting
  105081. mesh.removeChild(box);
  105082. box.addChild(mesh);
  105083. box.visibility = 0;
  105084. return box;
  105085. };
  105086. /**
  105087. * CustomMeshes are not supported by this gizmo
  105088. * @param mesh The mesh to replace the default mesh of the gizmo
  105089. */
  105090. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  105091. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  105092. };
  105093. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  105094. // store/remove pivot point should only be applied during their outermost calls
  105095. BoundingBoxGizmo._PivotCached = 0;
  105096. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  105097. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  105098. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  105099. return BoundingBoxGizmo;
  105100. }(BABYLON.Gizmo));
  105101. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  105102. })(BABYLON || (BABYLON = {}));
  105103. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  105104. var BABYLON;
  105105. (function (BABYLON) {
  105106. /**
  105107. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  105108. */
  105109. var GizmoManager = /** @class */ (function () {
  105110. /**
  105111. * Instatiates a gizmo manager
  105112. * @param scene the scene to overlay the gizmos on top of
  105113. */
  105114. function GizmoManager(scene) {
  105115. var _this = this;
  105116. this.scene = scene;
  105117. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  105118. this.clearGizmoOnEmptyPointerEvent = false;
  105119. /** Fires an event when the manager is attached to a mesh */
  105120. this.onAttachedToMeshObservable = new BABYLON.Observable();
  105121. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  105122. this._pointerObserver = null;
  105123. this._attachedMesh = null;
  105124. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  105125. /**
  105126. * When bounding box gizmo is enabled, this can be used to track drag/end events
  105127. */
  105128. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  105129. /**
  105130. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  105131. */
  105132. this.attachableMeshes = null;
  105133. /**
  105134. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  105135. */
  105136. this.usePointerToAttachGizmos = true;
  105137. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  105138. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  105139. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  105140. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  105141. // Instatiate/dispose gizmos based on pointer actions
  105142. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  105143. if (!_this.usePointerToAttachGizmos) {
  105144. return;
  105145. }
  105146. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  105147. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  105148. var node = pointerInfo.pickInfo.pickedMesh;
  105149. if (_this.attachableMeshes == null) {
  105150. // Attach to the most parent node
  105151. while (node && node.parent != null) {
  105152. node = node.parent;
  105153. }
  105154. }
  105155. else {
  105156. // Attach to the parent node that is an attachableMesh
  105157. var found = false;
  105158. _this.attachableMeshes.forEach(function (mesh) {
  105159. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  105160. node = mesh;
  105161. found = true;
  105162. }
  105163. });
  105164. if (!found) {
  105165. node = null;
  105166. }
  105167. }
  105168. if (node instanceof BABYLON.AbstractMesh) {
  105169. if (_this._attachedMesh != node) {
  105170. _this.attachToMesh(node);
  105171. }
  105172. }
  105173. else {
  105174. if (_this.clearGizmoOnEmptyPointerEvent) {
  105175. _this.attachToMesh(null);
  105176. }
  105177. }
  105178. }
  105179. else {
  105180. if (_this.clearGizmoOnEmptyPointerEvent) {
  105181. _this.attachToMesh(null);
  105182. }
  105183. }
  105184. }
  105185. });
  105186. }
  105187. /**
  105188. * Attaches a set of gizmos to the specified mesh
  105189. * @param mesh The mesh the gizmo's should be attached to
  105190. */
  105191. GizmoManager.prototype.attachToMesh = function (mesh) {
  105192. if (this._attachedMesh) {
  105193. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  105194. }
  105195. this._attachedMesh = mesh;
  105196. for (var key in this.gizmos) {
  105197. var gizmo = (this.gizmos[key]);
  105198. if (gizmo && this._gizmosEnabled[key]) {
  105199. gizmo.attachedMesh = mesh;
  105200. }
  105201. }
  105202. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  105203. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  105204. }
  105205. this.onAttachedToMeshObservable.notifyObservers(mesh);
  105206. };
  105207. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  105208. get: function () {
  105209. return this._gizmosEnabled.positionGizmo;
  105210. },
  105211. /**
  105212. * If the position gizmo is enabled
  105213. */
  105214. set: function (value) {
  105215. if (value) {
  105216. if (!this.gizmos.positionGizmo) {
  105217. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  105218. }
  105219. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  105220. }
  105221. else if (this.gizmos.positionGizmo) {
  105222. this.gizmos.positionGizmo.attachedMesh = null;
  105223. }
  105224. this._gizmosEnabled.positionGizmo = value;
  105225. },
  105226. enumerable: true,
  105227. configurable: true
  105228. });
  105229. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  105230. get: function () {
  105231. return this._gizmosEnabled.rotationGizmo;
  105232. },
  105233. /**
  105234. * If the rotation gizmo is enabled
  105235. */
  105236. set: function (value) {
  105237. if (value) {
  105238. if (!this.gizmos.rotationGizmo) {
  105239. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  105240. }
  105241. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  105242. }
  105243. else if (this.gizmos.rotationGizmo) {
  105244. this.gizmos.rotationGizmo.attachedMesh = null;
  105245. }
  105246. this._gizmosEnabled.rotationGizmo = value;
  105247. },
  105248. enumerable: true,
  105249. configurable: true
  105250. });
  105251. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  105252. get: function () {
  105253. return this._gizmosEnabled.scaleGizmo;
  105254. },
  105255. /**
  105256. * If the scale gizmo is enabled
  105257. */
  105258. set: function (value) {
  105259. if (value) {
  105260. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  105261. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  105262. }
  105263. else if (this.gizmos.scaleGizmo) {
  105264. this.gizmos.scaleGizmo.attachedMesh = null;
  105265. }
  105266. this._gizmosEnabled.scaleGizmo = value;
  105267. },
  105268. enumerable: true,
  105269. configurable: true
  105270. });
  105271. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  105272. get: function () {
  105273. return this._gizmosEnabled.boundingBoxGizmo;
  105274. },
  105275. /**
  105276. * If the boundingBox gizmo is enabled
  105277. */
  105278. set: function (value) {
  105279. if (value) {
  105280. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  105281. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  105282. if (this._attachedMesh) {
  105283. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  105284. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  105285. }
  105286. }
  105287. else if (this.gizmos.boundingBoxGizmo) {
  105288. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  105289. }
  105290. this._gizmosEnabled.boundingBoxGizmo = value;
  105291. },
  105292. enumerable: true,
  105293. configurable: true
  105294. });
  105295. /**
  105296. * Disposes of the gizmo manager
  105297. */
  105298. GizmoManager.prototype.dispose = function () {
  105299. this.scene.onPointerObservable.remove(this._pointerObserver);
  105300. for (var key in this.gizmos) {
  105301. var gizmo = (this.gizmos[key]);
  105302. if (gizmo) {
  105303. gizmo.dispose();
  105304. }
  105305. }
  105306. this._defaultKeepDepthUtilityLayer.dispose();
  105307. this._defaultUtilityLayer.dispose();
  105308. this.boundingBoxDragBehavior.detach();
  105309. this.onAttachedToMeshObservable.clear();
  105310. };
  105311. return GizmoManager;
  105312. }());
  105313. BABYLON.GizmoManager = GizmoManager;
  105314. })(BABYLON || (BABYLON = {}));
  105315. //# sourceMappingURL=babylon.gizmoManager.js.map
  105316. var BABYLON;
  105317. (function (BABYLON) {
  105318. /**
  105319. * Defines a target to use with MorphTargetManager
  105320. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  105321. */
  105322. var MorphTarget = /** @class */ (function () {
  105323. /**
  105324. * Creates a new MorphTarget
  105325. * @param name defines the name of the target
  105326. * @param influence defines the influence to use
  105327. */
  105328. function MorphTarget(
  105329. /** defines the name of the target */
  105330. name, influence, scene) {
  105331. if (influence === void 0) { influence = 0; }
  105332. if (scene === void 0) { scene = null; }
  105333. this.name = name;
  105334. /**
  105335. * Gets or sets the list of animations
  105336. */
  105337. this.animations = new Array();
  105338. this._positions = null;
  105339. this._normals = null;
  105340. this._tangents = null;
  105341. /**
  105342. * Observable raised when the influence changes
  105343. */
  105344. this.onInfluenceChanged = new BABYLON.Observable();
  105345. /** @hidden */
  105346. this._onDataLayoutChanged = new BABYLON.Observable();
  105347. this._animationPropertiesOverride = null;
  105348. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  105349. this.influence = influence;
  105350. }
  105351. Object.defineProperty(MorphTarget.prototype, "influence", {
  105352. /**
  105353. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  105354. */
  105355. get: function () {
  105356. return this._influence;
  105357. },
  105358. set: function (influence) {
  105359. if (this._influence === influence) {
  105360. return;
  105361. }
  105362. var previous = this._influence;
  105363. this._influence = influence;
  105364. if (this.onInfluenceChanged.hasObservers) {
  105365. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  105366. }
  105367. },
  105368. enumerable: true,
  105369. configurable: true
  105370. });
  105371. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  105372. /**
  105373. * Gets or sets the animation properties override
  105374. */
  105375. get: function () {
  105376. if (!this._animationPropertiesOverride && this._scene) {
  105377. return this._scene.animationPropertiesOverride;
  105378. }
  105379. return this._animationPropertiesOverride;
  105380. },
  105381. set: function (value) {
  105382. this._animationPropertiesOverride = value;
  105383. },
  105384. enumerable: true,
  105385. configurable: true
  105386. });
  105387. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  105388. /**
  105389. * Gets a boolean defining if the target contains position data
  105390. */
  105391. get: function () {
  105392. return !!this._positions;
  105393. },
  105394. enumerable: true,
  105395. configurable: true
  105396. });
  105397. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  105398. /**
  105399. * Gets a boolean defining if the target contains normal data
  105400. */
  105401. get: function () {
  105402. return !!this._normals;
  105403. },
  105404. enumerable: true,
  105405. configurable: true
  105406. });
  105407. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  105408. /**
  105409. * Gets a boolean defining if the target contains tangent data
  105410. */
  105411. get: function () {
  105412. return !!this._tangents;
  105413. },
  105414. enumerable: true,
  105415. configurable: true
  105416. });
  105417. /**
  105418. * Affects position data to this target
  105419. * @param data defines the position data to use
  105420. */
  105421. MorphTarget.prototype.setPositions = function (data) {
  105422. var hadPositions = this.hasPositions;
  105423. this._positions = data;
  105424. if (hadPositions !== this.hasPositions) {
  105425. this._onDataLayoutChanged.notifyObservers(undefined);
  105426. }
  105427. };
  105428. /**
  105429. * Gets the position data stored in this target
  105430. * @returns a FloatArray containing the position data (or null if not present)
  105431. */
  105432. MorphTarget.prototype.getPositions = function () {
  105433. return this._positions;
  105434. };
  105435. /**
  105436. * Affects normal data to this target
  105437. * @param data defines the normal data to use
  105438. */
  105439. MorphTarget.prototype.setNormals = function (data) {
  105440. var hadNormals = this.hasNormals;
  105441. this._normals = data;
  105442. if (hadNormals !== this.hasNormals) {
  105443. this._onDataLayoutChanged.notifyObservers(undefined);
  105444. }
  105445. };
  105446. /**
  105447. * Gets the normal data stored in this target
  105448. * @returns a FloatArray containing the normal data (or null if not present)
  105449. */
  105450. MorphTarget.prototype.getNormals = function () {
  105451. return this._normals;
  105452. };
  105453. /**
  105454. * Affects tangent data to this target
  105455. * @param data defines the tangent data to use
  105456. */
  105457. MorphTarget.prototype.setTangents = function (data) {
  105458. var hadTangents = this.hasTangents;
  105459. this._tangents = data;
  105460. if (hadTangents !== this.hasTangents) {
  105461. this._onDataLayoutChanged.notifyObservers(undefined);
  105462. }
  105463. };
  105464. /**
  105465. * Gets the tangent data stored in this target
  105466. * @returns a FloatArray containing the tangent data (or null if not present)
  105467. */
  105468. MorphTarget.prototype.getTangents = function () {
  105469. return this._tangents;
  105470. };
  105471. /**
  105472. * Serializes the current target into a Serialization object
  105473. * @returns the serialized object
  105474. */
  105475. MorphTarget.prototype.serialize = function () {
  105476. var serializationObject = {};
  105477. serializationObject.name = this.name;
  105478. serializationObject.influence = this.influence;
  105479. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  105480. if (this.id != null) {
  105481. serializationObject.id = this.id;
  105482. }
  105483. if (this.hasNormals) {
  105484. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  105485. }
  105486. if (this.hasTangents) {
  105487. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  105488. }
  105489. // Animations
  105490. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  105491. return serializationObject;
  105492. };
  105493. /**
  105494. * Returns the string "MorphTarget"
  105495. * @returns "MorphTarget"
  105496. */
  105497. MorphTarget.prototype.getClassName = function () {
  105498. return "MorphTarget";
  105499. };
  105500. // Statics
  105501. /**
  105502. * Creates a new target from serialized data
  105503. * @param serializationObject defines the serialized data to use
  105504. * @returns a new MorphTarget
  105505. */
  105506. MorphTarget.Parse = function (serializationObject) {
  105507. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  105508. result.setPositions(serializationObject.positions);
  105509. if (serializationObject.id != null) {
  105510. result.id = serializationObject.id;
  105511. }
  105512. if (serializationObject.normals) {
  105513. result.setNormals(serializationObject.normals);
  105514. }
  105515. if (serializationObject.tangents) {
  105516. result.setTangents(serializationObject.tangents);
  105517. }
  105518. // Animations
  105519. if (serializationObject.animations) {
  105520. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  105521. var parsedAnimation = serializationObject.animations[animationIndex];
  105522. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  105523. }
  105524. }
  105525. return result;
  105526. };
  105527. /**
  105528. * Creates a MorphTarget from mesh data
  105529. * @param mesh defines the source mesh
  105530. * @param name defines the name to use for the new target
  105531. * @param influence defines the influence to attach to the target
  105532. * @returns a new MorphTarget
  105533. */
  105534. MorphTarget.FromMesh = function (mesh, name, influence) {
  105535. if (!name) {
  105536. name = mesh.name;
  105537. }
  105538. var result = new MorphTarget(name, influence, mesh.getScene());
  105539. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  105540. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  105541. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  105542. }
  105543. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  105544. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  105545. }
  105546. return result;
  105547. };
  105548. __decorate([
  105549. BABYLON.serialize()
  105550. ], MorphTarget.prototype, "id", void 0);
  105551. return MorphTarget;
  105552. }());
  105553. BABYLON.MorphTarget = MorphTarget;
  105554. })(BABYLON || (BABYLON = {}));
  105555. //# sourceMappingURL=babylon.morphTarget.js.map
  105556. var BABYLON;
  105557. (function (BABYLON) {
  105558. /**
  105559. * This class is used to deform meshes using morphing between different targets
  105560. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  105561. */
  105562. var MorphTargetManager = /** @class */ (function () {
  105563. /**
  105564. * Creates a new MorphTargetManager
  105565. * @param scene defines the current scene
  105566. */
  105567. function MorphTargetManager(scene) {
  105568. if (scene === void 0) { scene = null; }
  105569. this._targets = new Array();
  105570. this._targetInfluenceChangedObservers = new Array();
  105571. this._targetDataLayoutChangedObservers = new Array();
  105572. this._activeTargets = new BABYLON.SmartArray(16);
  105573. this._supportsNormals = false;
  105574. this._supportsTangents = false;
  105575. this._vertexCount = 0;
  105576. this._uniqueId = 0;
  105577. this._tempInfluences = new Array();
  105578. if (!scene) {
  105579. scene = BABYLON.Engine.LastCreatedScene;
  105580. }
  105581. this._scene = scene;
  105582. if (this._scene) {
  105583. this._scene.morphTargetManagers.push(this);
  105584. this._uniqueId = this._scene.getUniqueId();
  105585. }
  105586. }
  105587. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  105588. /**
  105589. * Gets the unique ID of this manager
  105590. */
  105591. get: function () {
  105592. return this._uniqueId;
  105593. },
  105594. enumerable: true,
  105595. configurable: true
  105596. });
  105597. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  105598. /**
  105599. * Gets the number of vertices handled by this manager
  105600. */
  105601. get: function () {
  105602. return this._vertexCount;
  105603. },
  105604. enumerable: true,
  105605. configurable: true
  105606. });
  105607. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  105608. /**
  105609. * Gets a boolean indicating if this manager supports morphing of normals
  105610. */
  105611. get: function () {
  105612. return this._supportsNormals;
  105613. },
  105614. enumerable: true,
  105615. configurable: true
  105616. });
  105617. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  105618. /**
  105619. * Gets a boolean indicating if this manager supports morphing of tangents
  105620. */
  105621. get: function () {
  105622. return this._supportsTangents;
  105623. },
  105624. enumerable: true,
  105625. configurable: true
  105626. });
  105627. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  105628. /**
  105629. * Gets the number of targets stored in this manager
  105630. */
  105631. get: function () {
  105632. return this._targets.length;
  105633. },
  105634. enumerable: true,
  105635. configurable: true
  105636. });
  105637. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  105638. /**
  105639. * Gets the number of influencers (ie. the number of targets with influences > 0)
  105640. */
  105641. get: function () {
  105642. return this._activeTargets.length;
  105643. },
  105644. enumerable: true,
  105645. configurable: true
  105646. });
  105647. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  105648. /**
  105649. * Gets the list of influences (one per target)
  105650. */
  105651. get: function () {
  105652. return this._influences;
  105653. },
  105654. enumerable: true,
  105655. configurable: true
  105656. });
  105657. /**
  105658. * Gets the active target at specified index. An active target is a target with an influence > 0
  105659. * @param index defines the index to check
  105660. * @returns the requested target
  105661. */
  105662. MorphTargetManager.prototype.getActiveTarget = function (index) {
  105663. return this._activeTargets.data[index];
  105664. };
  105665. /**
  105666. * Gets the target at specified index
  105667. * @param index defines the index to check
  105668. * @returns the requested target
  105669. */
  105670. MorphTargetManager.prototype.getTarget = function (index) {
  105671. return this._targets[index];
  105672. };
  105673. /**
  105674. * Add a new target to this manager
  105675. * @param target defines the target to add
  105676. */
  105677. MorphTargetManager.prototype.addTarget = function (target) {
  105678. var _this = this;
  105679. this._targets.push(target);
  105680. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  105681. _this._syncActiveTargets(needUpdate);
  105682. }));
  105683. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  105684. _this._syncActiveTargets(true);
  105685. }));
  105686. this._syncActiveTargets(true);
  105687. };
  105688. /**
  105689. * Removes a target from the manager
  105690. * @param target defines the target to remove
  105691. */
  105692. MorphTargetManager.prototype.removeTarget = function (target) {
  105693. var index = this._targets.indexOf(target);
  105694. if (index >= 0) {
  105695. this._targets.splice(index, 1);
  105696. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  105697. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  105698. this._syncActiveTargets(true);
  105699. }
  105700. };
  105701. /**
  105702. * Serializes the current manager into a Serialization object
  105703. * @returns the serialized object
  105704. */
  105705. MorphTargetManager.prototype.serialize = function () {
  105706. var serializationObject = {};
  105707. serializationObject.id = this.uniqueId;
  105708. serializationObject.targets = [];
  105709. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  105710. var target = _a[_i];
  105711. serializationObject.targets.push(target.serialize());
  105712. }
  105713. return serializationObject;
  105714. };
  105715. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  105716. var influenceCount = 0;
  105717. this._activeTargets.reset();
  105718. this._supportsNormals = true;
  105719. this._supportsTangents = true;
  105720. this._vertexCount = 0;
  105721. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  105722. var target = _a[_i];
  105723. if (target.influence === 0) {
  105724. continue;
  105725. }
  105726. this._activeTargets.push(target);
  105727. this._tempInfluences[influenceCount++] = target.influence;
  105728. this._supportsNormals = this._supportsNormals && target.hasNormals;
  105729. this._supportsTangents = this._supportsTangents && target.hasTangents;
  105730. var positions = target.getPositions();
  105731. if (positions) {
  105732. var vertexCount = positions.length / 3;
  105733. if (this._vertexCount === 0) {
  105734. this._vertexCount = vertexCount;
  105735. }
  105736. else if (this._vertexCount !== vertexCount) {
  105737. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  105738. return;
  105739. }
  105740. }
  105741. }
  105742. if (!this._influences || this._influences.length !== influenceCount) {
  105743. this._influences = new Float32Array(influenceCount);
  105744. }
  105745. for (var index = 0; index < influenceCount; index++) {
  105746. this._influences[index] = this._tempInfluences[index];
  105747. }
  105748. if (needUpdate) {
  105749. this.synchronize();
  105750. }
  105751. };
  105752. /**
  105753. * Syncrhonize the targets with all the meshes using this morph target manager
  105754. */
  105755. MorphTargetManager.prototype.synchronize = function () {
  105756. if (!this._scene) {
  105757. return;
  105758. }
  105759. // Flag meshes as dirty to resync with the active targets
  105760. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  105761. var mesh = _a[_i];
  105762. if (mesh.morphTargetManager === this) {
  105763. mesh._syncGeometryWithMorphTargetManager();
  105764. }
  105765. }
  105766. };
  105767. // Statics
  105768. /**
  105769. * Creates a new MorphTargetManager from serialized data
  105770. * @param serializationObject defines the serialized data
  105771. * @param scene defines the hosting scene
  105772. * @returns the new MorphTargetManager
  105773. */
  105774. MorphTargetManager.Parse = function (serializationObject, scene) {
  105775. var result = new MorphTargetManager(scene);
  105776. result._uniqueId = serializationObject.id;
  105777. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  105778. var targetData = _a[_i];
  105779. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  105780. }
  105781. return result;
  105782. };
  105783. return MorphTargetManager;
  105784. }());
  105785. BABYLON.MorphTargetManager = MorphTargetManager;
  105786. })(BABYLON || (BABYLON = {}));
  105787. //# sourceMappingURL=babylon.morphTargetManager.js.map
  105788. var BABYLON;
  105789. (function (BABYLON) {
  105790. /**
  105791. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  105792. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105793. */
  105794. var Octree = /** @class */ (function () {
  105795. /**
  105796. * Creates a octree
  105797. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105798. * @param creationFunc function to be used to instatiate the octree
  105799. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  105800. * @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.)
  105801. */
  105802. function Octree(creationFunc, maxBlockCapacity,
  105803. /** 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.) */
  105804. maxDepth) {
  105805. if (maxDepth === void 0) { maxDepth = 2; }
  105806. this.maxDepth = maxDepth;
  105807. /**
  105808. * Content stored in the octree
  105809. */
  105810. this.dynamicContent = new Array();
  105811. this._maxBlockCapacity = maxBlockCapacity || 64;
  105812. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  105813. this._creationFunc = creationFunc;
  105814. }
  105815. // Methods
  105816. /**
  105817. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  105818. * @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);
  105819. * @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);
  105820. * @param entries meshes to be added to the octree blocks
  105821. */
  105822. Octree.prototype.update = function (worldMin, worldMax, entries) {
  105823. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  105824. };
  105825. /**
  105826. * Adds a mesh to the octree
  105827. * @param entry Mesh to add to the octree
  105828. */
  105829. Octree.prototype.addMesh = function (entry) {
  105830. for (var index = 0; index < this.blocks.length; index++) {
  105831. var block = this.blocks[index];
  105832. block.addEntry(entry);
  105833. }
  105834. };
  105835. /**
  105836. * Remove an element from the octree
  105837. * @param entry defines the element to remove
  105838. */
  105839. Octree.prototype.removeMesh = function (entry) {
  105840. for (var index = 0; index < this.blocks.length; index++) {
  105841. var block = this.blocks[index];
  105842. block.removeEntry(entry);
  105843. }
  105844. };
  105845. /**
  105846. * Selects an array of meshes within the frustum
  105847. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  105848. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  105849. * @returns array of meshes within the frustum
  105850. */
  105851. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  105852. this._selectionContent.reset();
  105853. for (var index = 0; index < this.blocks.length; index++) {
  105854. var block = this.blocks[index];
  105855. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  105856. }
  105857. if (allowDuplicate) {
  105858. this._selectionContent.concat(this.dynamicContent);
  105859. }
  105860. else {
  105861. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105862. }
  105863. return this._selectionContent;
  105864. };
  105865. /**
  105866. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  105867. * @param sphereCenter defines the bounding sphere center
  105868. * @param sphereRadius defines the bounding sphere radius
  105869. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105870. * @returns an array of objects that intersect the sphere
  105871. */
  105872. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  105873. this._selectionContent.reset();
  105874. for (var index = 0; index < this.blocks.length; index++) {
  105875. var block = this.blocks[index];
  105876. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  105877. }
  105878. if (allowDuplicate) {
  105879. this._selectionContent.concat(this.dynamicContent);
  105880. }
  105881. else {
  105882. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105883. }
  105884. return this._selectionContent;
  105885. };
  105886. /**
  105887. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  105888. * @param ray defines the ray to test with
  105889. * @returns array of intersected objects
  105890. */
  105891. Octree.prototype.intersectsRay = function (ray) {
  105892. this._selectionContent.reset();
  105893. for (var index = 0; index < this.blocks.length; index++) {
  105894. var block = this.blocks[index];
  105895. block.intersectsRay(ray, this._selectionContent);
  105896. }
  105897. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105898. return this._selectionContent;
  105899. };
  105900. /**
  105901. * @hidden
  105902. */
  105903. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  105904. target.blocks = new Array();
  105905. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  105906. // Segmenting space
  105907. for (var x = 0; x < 2; x++) {
  105908. for (var y = 0; y < 2; y++) {
  105909. for (var z = 0; z < 2; z++) {
  105910. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  105911. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  105912. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  105913. block.addEntries(entries);
  105914. target.blocks.push(block);
  105915. }
  105916. }
  105917. }
  105918. };
  105919. /**
  105920. * Adds a mesh into the octree block if it intersects the block
  105921. */
  105922. Octree.CreationFuncForMeshes = function (entry, block) {
  105923. var boundingInfo = entry.getBoundingInfo();
  105924. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  105925. block.entries.push(entry);
  105926. }
  105927. };
  105928. /**
  105929. * Adds a submesh into the octree block if it intersects the block
  105930. */
  105931. Octree.CreationFuncForSubMeshes = function (entry, block) {
  105932. var boundingInfo = entry.getBoundingInfo();
  105933. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  105934. block.entries.push(entry);
  105935. }
  105936. };
  105937. return Octree;
  105938. }());
  105939. BABYLON.Octree = Octree;
  105940. })(BABYLON || (BABYLON = {}));
  105941. //# sourceMappingURL=babylon.octree.js.map
  105942. var BABYLON;
  105943. (function (BABYLON) {
  105944. /**
  105945. * Class used to store a cell in an octree
  105946. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105947. */
  105948. var OctreeBlock = /** @class */ (function () {
  105949. /**
  105950. * Creates a new block
  105951. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  105952. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  105953. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105954. * @param depth defines the current depth of this block in the octree
  105955. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  105956. * @param creationFunc defines a callback to call when an element is added to the block
  105957. */
  105958. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  105959. /**
  105960. * Gets the content of the current block
  105961. */
  105962. this.entries = new Array();
  105963. this._boundingVectors = new Array();
  105964. this._capacity = capacity;
  105965. this._depth = depth;
  105966. this._maxDepth = maxDepth;
  105967. this._creationFunc = creationFunc;
  105968. this._minPoint = minPoint;
  105969. this._maxPoint = maxPoint;
  105970. this._boundingVectors.push(minPoint.clone());
  105971. this._boundingVectors.push(maxPoint.clone());
  105972. this._boundingVectors.push(minPoint.clone());
  105973. this._boundingVectors[2].x = maxPoint.x;
  105974. this._boundingVectors.push(minPoint.clone());
  105975. this._boundingVectors[3].y = maxPoint.y;
  105976. this._boundingVectors.push(minPoint.clone());
  105977. this._boundingVectors[4].z = maxPoint.z;
  105978. this._boundingVectors.push(maxPoint.clone());
  105979. this._boundingVectors[5].z = minPoint.z;
  105980. this._boundingVectors.push(maxPoint.clone());
  105981. this._boundingVectors[6].x = minPoint.x;
  105982. this._boundingVectors.push(maxPoint.clone());
  105983. this._boundingVectors[7].y = minPoint.y;
  105984. }
  105985. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  105986. // Property
  105987. /**
  105988. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105989. */
  105990. get: function () {
  105991. return this._capacity;
  105992. },
  105993. enumerable: true,
  105994. configurable: true
  105995. });
  105996. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  105997. /**
  105998. * Gets the minimum vector (in world space) of the block's bounding box
  105999. */
  106000. get: function () {
  106001. return this._minPoint;
  106002. },
  106003. enumerable: true,
  106004. configurable: true
  106005. });
  106006. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  106007. /**
  106008. * Gets the maximum vector (in world space) of the block's bounding box
  106009. */
  106010. get: function () {
  106011. return this._maxPoint;
  106012. },
  106013. enumerable: true,
  106014. configurable: true
  106015. });
  106016. // Methods
  106017. /**
  106018. * Add a new element to this block
  106019. * @param entry defines the element to add
  106020. */
  106021. OctreeBlock.prototype.addEntry = function (entry) {
  106022. if (this.blocks) {
  106023. for (var index = 0; index < this.blocks.length; index++) {
  106024. var block = this.blocks[index];
  106025. block.addEntry(entry);
  106026. }
  106027. return;
  106028. }
  106029. this._creationFunc(entry, this);
  106030. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  106031. this.createInnerBlocks();
  106032. }
  106033. };
  106034. /**
  106035. * Remove an element from this block
  106036. * @param entry defines the element to remove
  106037. */
  106038. OctreeBlock.prototype.removeEntry = function (entry) {
  106039. if (this.blocks) {
  106040. for (var index = 0; index < this.blocks.length; index++) {
  106041. var block = this.blocks[index];
  106042. block.removeEntry(entry);
  106043. }
  106044. return;
  106045. }
  106046. var entryIndex = this.entries.indexOf(entry);
  106047. if (entryIndex > -1) {
  106048. this.entries.splice(entryIndex, 1);
  106049. }
  106050. };
  106051. /**
  106052. * Add an array of elements to this block
  106053. * @param entries defines the array of elements to add
  106054. */
  106055. OctreeBlock.prototype.addEntries = function (entries) {
  106056. for (var index = 0; index < entries.length; index++) {
  106057. var mesh = entries[index];
  106058. this.addEntry(mesh);
  106059. }
  106060. };
  106061. /**
  106062. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  106063. * @param frustumPlanes defines the frustum planes to test
  106064. * @param selection defines the array to store current content if selection is positive
  106065. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106066. */
  106067. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  106068. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  106069. if (this.blocks) {
  106070. for (var index = 0; index < this.blocks.length; index++) {
  106071. var block = this.blocks[index];
  106072. block.select(frustumPlanes, selection, allowDuplicate);
  106073. }
  106074. return;
  106075. }
  106076. if (allowDuplicate) {
  106077. selection.concat(this.entries);
  106078. }
  106079. else {
  106080. selection.concatWithNoDuplicate(this.entries);
  106081. }
  106082. }
  106083. };
  106084. /**
  106085. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  106086. * @param sphereCenter defines the bounding sphere center
  106087. * @param sphereRadius defines the bounding sphere radius
  106088. * @param selection defines the array to store current content if selection is positive
  106089. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106090. */
  106091. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  106092. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  106093. if (this.blocks) {
  106094. for (var index = 0; index < this.blocks.length; index++) {
  106095. var block = this.blocks[index];
  106096. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  106097. }
  106098. return;
  106099. }
  106100. if (allowDuplicate) {
  106101. selection.concat(this.entries);
  106102. }
  106103. else {
  106104. selection.concatWithNoDuplicate(this.entries);
  106105. }
  106106. }
  106107. };
  106108. /**
  106109. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  106110. * @param ray defines the ray to test with
  106111. * @param selection defines the array to store current content if selection is positive
  106112. */
  106113. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  106114. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  106115. if (this.blocks) {
  106116. for (var index = 0; index < this.blocks.length; index++) {
  106117. var block = this.blocks[index];
  106118. block.intersectsRay(ray, selection);
  106119. }
  106120. return;
  106121. }
  106122. selection.concatWithNoDuplicate(this.entries);
  106123. }
  106124. };
  106125. /**
  106126. * Subdivide the content into child blocks (this block will then be empty)
  106127. */
  106128. OctreeBlock.prototype.createInnerBlocks = function () {
  106129. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  106130. };
  106131. return OctreeBlock;
  106132. }());
  106133. BABYLON.OctreeBlock = OctreeBlock;
  106134. })(BABYLON || (BABYLON = {}));
  106135. //# sourceMappingURL=babylon.octreeBlock.js.map
  106136. var BABYLON;
  106137. (function (BABYLON) {
  106138. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  106139. if (maxCapacity === void 0) { maxCapacity = 64; }
  106140. if (maxDepth === void 0) { maxDepth = 2; }
  106141. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  106142. if (!component) {
  106143. component = new OctreeSceneComponent(this);
  106144. this._addComponent(component);
  106145. }
  106146. if (!this._selectionOctree) {
  106147. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  106148. }
  106149. var worldExtends = this.getWorldExtends();
  106150. // Update octree
  106151. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  106152. return this._selectionOctree;
  106153. };
  106154. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  106155. get: function () {
  106156. return this._selectionOctree;
  106157. },
  106158. enumerable: true,
  106159. configurable: true
  106160. });
  106161. /**
  106162. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  106163. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  106164. * @param maxCapacity defines the maximum size of each block (64 by default)
  106165. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  106166. * @returns the new octree
  106167. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  106168. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106169. */
  106170. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  106171. if (maxCapacity === void 0) { maxCapacity = 64; }
  106172. if (maxDepth === void 0) { maxDepth = 2; }
  106173. var scene = this.getScene();
  106174. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  106175. if (!component) {
  106176. component = new OctreeSceneComponent(scene);
  106177. scene._addComponent(component);
  106178. }
  106179. if (!this._submeshesOctree) {
  106180. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  106181. }
  106182. this.computeWorldMatrix(true);
  106183. var boundingInfo = this.getBoundingInfo();
  106184. // Update octree
  106185. var bbox = boundingInfo.boundingBox;
  106186. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  106187. return this._submeshesOctree;
  106188. };
  106189. /**
  106190. * Defines the octree scene component responsible to manage any octrees
  106191. * in a given scene.
  106192. */
  106193. var OctreeSceneComponent = /** @class */ (function () {
  106194. /**
  106195. * Creates a new instance of the component for the given scene
  106196. * @param scene Defines the scene to register the component in
  106197. */
  106198. function OctreeSceneComponent(scene) {
  106199. /**
  106200. * The component name helpfull to identify the component in the list of scene components.
  106201. */
  106202. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  106203. /**
  106204. * Indicates if the meshes have been checked to make sure they are isEnabled()
  106205. */
  106206. this.checksIsEnabled = true;
  106207. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  106208. this.scene = scene;
  106209. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  106210. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  106211. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  106212. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  106213. }
  106214. /**
  106215. * Registers the component in a given scene
  106216. */
  106217. OctreeSceneComponent.prototype.register = function () {
  106218. var _this = this;
  106219. this.scene.onMeshRemovedObservable.add(function (mesh) {
  106220. var sceneOctree = _this.scene.selectionOctree;
  106221. if (sceneOctree !== undefined && sceneOctree !== null) {
  106222. var index = sceneOctree.dynamicContent.indexOf(mesh);
  106223. if (index !== -1) {
  106224. sceneOctree.dynamicContent.splice(index, 1);
  106225. }
  106226. }
  106227. });
  106228. this.scene.onMeshImportedObservable.add(function (mesh) {
  106229. var sceneOctree = _this.scene.selectionOctree;
  106230. if (sceneOctree !== undefined && sceneOctree !== null) {
  106231. sceneOctree.addMesh(mesh);
  106232. }
  106233. });
  106234. };
  106235. /**
  106236. * Return the list of active meshes
  106237. * @returns the list of active meshes
  106238. */
  106239. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  106240. if (this.scene._selectionOctree) {
  106241. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  106242. return selection;
  106243. }
  106244. return this.scene._getDefaultMeshCandidates();
  106245. };
  106246. /**
  106247. * Return the list of active sub meshes
  106248. * @param mesh The mesh to get the candidates sub meshes from
  106249. * @returns the list of active sub meshes
  106250. */
  106251. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  106252. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  106253. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  106254. return intersections;
  106255. }
  106256. return this.scene._getDefaultSubMeshCandidates(mesh);
  106257. };
  106258. /**
  106259. * Return the list of sub meshes intersecting with a given local ray
  106260. * @param mesh defines the mesh to find the submesh for
  106261. * @param localRay defines the ray in local space
  106262. * @returns the list of intersecting sub meshes
  106263. */
  106264. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  106265. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  106266. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  106267. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  106268. return intersections;
  106269. }
  106270. return this.scene._getDefaultSubMeshCandidates(mesh);
  106271. };
  106272. /**
  106273. * Return the list of sub meshes colliding with a collider
  106274. * @param mesh defines the mesh to find the submesh for
  106275. * @param collider defines the collider to evaluate the collision against
  106276. * @returns the list of colliding sub meshes
  106277. */
  106278. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  106279. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  106280. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  106281. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  106282. return intersections;
  106283. }
  106284. return this.scene._getDefaultSubMeshCandidates(mesh);
  106285. };
  106286. /**
  106287. * Rebuilds the elements related to this component in case of
  106288. * context lost for instance.
  106289. */
  106290. OctreeSceneComponent.prototype.rebuild = function () {
  106291. // Nothing to do here.
  106292. };
  106293. /**
  106294. * Disposes the component and the associated ressources.
  106295. */
  106296. OctreeSceneComponent.prototype.dispose = function () {
  106297. // Nothing to do here.
  106298. };
  106299. return OctreeSceneComponent;
  106300. }());
  106301. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  106302. })(BABYLON || (BABYLON = {}));
  106303. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  106304. var BABYLON;
  106305. (function (BABYLON) {
  106306. /**
  106307. * Postprocess used to generate anaglyphic rendering
  106308. */
  106309. var AnaglyphPostProcess = /** @class */ (function (_super) {
  106310. __extends(AnaglyphPostProcess, _super);
  106311. /**
  106312. * Creates a new AnaglyphPostProcess
  106313. * @param name defines postprocess name
  106314. * @param options defines creation options or target ratio scale
  106315. * @param rigCameras defines cameras using this postprocess
  106316. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  106317. * @param engine defines hosting engine
  106318. * @param reusable defines if the postprocess will be reused multiple times per frame
  106319. */
  106320. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  106321. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  106322. _this._passedProcess = rigCameras[0]._rigPostProcess;
  106323. _this.onApplyObservable.add(function (effect) {
  106324. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  106325. });
  106326. return _this;
  106327. }
  106328. return AnaglyphPostProcess;
  106329. }(BABYLON.PostProcess));
  106330. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  106331. })(BABYLON || (BABYLON = {}));
  106332. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  106333. var BABYLON;
  106334. (function (BABYLON) {
  106335. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  106336. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106337. });
  106338. /**
  106339. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  106340. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106341. */
  106342. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  106343. __extends(AnaglyphArcRotateCamera, _super);
  106344. /**
  106345. * Creates a new AnaglyphArcRotateCamera
  106346. * @param name defines camera name
  106347. * @param alpha defines alpha angle (in radians)
  106348. * @param beta defines beta angle (in radians)
  106349. * @param radius defines radius
  106350. * @param target defines camera target
  106351. * @param interaxialDistance defines distance between each color axis
  106352. * @param scene defines the hosting scene
  106353. */
  106354. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  106355. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106356. _this.interaxialDistance = interaxialDistance;
  106357. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106358. return _this;
  106359. }
  106360. /**
  106361. * Gets camera class name
  106362. * @returns AnaglyphArcRotateCamera
  106363. */
  106364. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  106365. return "AnaglyphArcRotateCamera";
  106366. };
  106367. return AnaglyphArcRotateCamera;
  106368. }(BABYLON.ArcRotateCamera));
  106369. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  106370. })(BABYLON || (BABYLON = {}));
  106371. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  106372. var BABYLON;
  106373. (function (BABYLON) {
  106374. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  106375. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106376. });
  106377. /**
  106378. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  106379. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106380. */
  106381. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  106382. __extends(AnaglyphFreeCamera, _super);
  106383. /**
  106384. * Creates a new AnaglyphFreeCamera
  106385. * @param name defines camera name
  106386. * @param position defines initial position
  106387. * @param interaxialDistance defines distance between each color axis
  106388. * @param scene defines the hosting scene
  106389. */
  106390. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  106391. var _this = _super.call(this, name, position, scene) || this;
  106392. _this.interaxialDistance = interaxialDistance;
  106393. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106394. return _this;
  106395. }
  106396. /**
  106397. * Gets camera class name
  106398. * @returns AnaglyphFreeCamera
  106399. */
  106400. AnaglyphFreeCamera.prototype.getClassName = function () {
  106401. return "AnaglyphFreeCamera";
  106402. };
  106403. return AnaglyphFreeCamera;
  106404. }(BABYLON.FreeCamera));
  106405. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  106406. })(BABYLON || (BABYLON = {}));
  106407. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  106408. var BABYLON;
  106409. (function (BABYLON) {
  106410. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  106411. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106412. });
  106413. /**
  106414. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  106415. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106416. */
  106417. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  106418. __extends(AnaglyphGamepadCamera, _super);
  106419. /**
  106420. * Creates a new AnaglyphGamepadCamera
  106421. * @param name defines camera name
  106422. * @param position defines initial position
  106423. * @param interaxialDistance defines distance between each color axis
  106424. * @param scene defines the hosting scene
  106425. */
  106426. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  106427. var _this = _super.call(this, name, position, scene) || this;
  106428. _this.interaxialDistance = interaxialDistance;
  106429. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106430. return _this;
  106431. }
  106432. /**
  106433. * Gets camera class name
  106434. * @returns AnaglyphGamepadCamera
  106435. */
  106436. AnaglyphGamepadCamera.prototype.getClassName = function () {
  106437. return "AnaglyphGamepadCamera";
  106438. };
  106439. return AnaglyphGamepadCamera;
  106440. }(BABYLON.GamepadCamera));
  106441. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  106442. })(BABYLON || (BABYLON = {}));
  106443. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  106444. var BABYLON;
  106445. (function (BABYLON) {
  106446. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  106447. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106448. });
  106449. /**
  106450. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  106451. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106452. */
  106453. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  106454. __extends(AnaglyphUniversalCamera, _super);
  106455. /**
  106456. * Creates a new AnaglyphUniversalCamera
  106457. * @param name defines camera name
  106458. * @param position defines initial position
  106459. * @param interaxialDistance defines distance between each color axis
  106460. * @param scene defines the hosting scene
  106461. */
  106462. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  106463. var _this = _super.call(this, name, position, scene) || this;
  106464. _this.interaxialDistance = interaxialDistance;
  106465. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106466. return _this;
  106467. }
  106468. /**
  106469. * Gets camera class name
  106470. * @returns AnaglyphUniversalCamera
  106471. */
  106472. AnaglyphUniversalCamera.prototype.getClassName = function () {
  106473. return "AnaglyphUniversalCamera";
  106474. };
  106475. return AnaglyphUniversalCamera;
  106476. }(BABYLON.UniversalCamera));
  106477. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  106478. })(BABYLON || (BABYLON = {}));
  106479. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  106480. var BABYLON;
  106481. (function (BABYLON) {
  106482. /**
  106483. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  106484. */
  106485. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  106486. __extends(StereoscopicInterlacePostProcess, _super);
  106487. /**
  106488. * Initializes a StereoscopicInterlacePostProcess
  106489. * @param name The name of the effect.
  106490. * @param rigCameras The rig cameras to be appled to the post process
  106491. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  106492. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  106493. * @param engine The engine which the post process will be applied. (default: current engine)
  106494. * @param reusable If the post process can be reused on the same frame. (default: false)
  106495. */
  106496. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  106497. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  106498. _this._passedProcess = rigCameras[0]._rigPostProcess;
  106499. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  106500. _this.onSizeChangedObservable.add(function () {
  106501. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  106502. });
  106503. _this.onApplyObservable.add(function (effect) {
  106504. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  106505. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  106506. });
  106507. return _this;
  106508. }
  106509. return StereoscopicInterlacePostProcess;
  106510. }(BABYLON.PostProcess));
  106511. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  106512. })(BABYLON || (BABYLON = {}));
  106513. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  106514. var BABYLON;
  106515. (function (BABYLON) {
  106516. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  106517. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106518. });
  106519. /**
  106520. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  106521. * @see http://doc.babylonjs.com/features/cameras
  106522. */
  106523. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  106524. __extends(StereoscopicArcRotateCamera, _super);
  106525. /**
  106526. * Creates a new StereoscopicArcRotateCamera
  106527. * @param name defines camera name
  106528. * @param alpha defines alpha angle (in radians)
  106529. * @param beta defines beta angle (in radians)
  106530. * @param radius defines radius
  106531. * @param target defines camera target
  106532. * @param interaxialDistance defines distance between each color axis
  106533. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106534. * @param scene defines the hosting scene
  106535. */
  106536. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  106537. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106538. _this.interaxialDistance = interaxialDistance;
  106539. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106540. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106541. return _this;
  106542. }
  106543. /**
  106544. * Gets camera class name
  106545. * @returns StereoscopicArcRotateCamera
  106546. */
  106547. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  106548. return "StereoscopicArcRotateCamera";
  106549. };
  106550. return StereoscopicArcRotateCamera;
  106551. }(BABYLON.ArcRotateCamera));
  106552. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  106553. })(BABYLON || (BABYLON = {}));
  106554. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  106555. var BABYLON;
  106556. (function (BABYLON) {
  106557. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  106558. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106559. });
  106560. /**
  106561. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  106562. * @see http://doc.babylonjs.com/features/cameras
  106563. */
  106564. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  106565. __extends(StereoscopicFreeCamera, _super);
  106566. /**
  106567. * Creates a new StereoscopicFreeCamera
  106568. * @param name defines camera name
  106569. * @param position defines initial position
  106570. * @param interaxialDistance defines distance between each color axis
  106571. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106572. * @param scene defines the hosting scene
  106573. */
  106574. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106575. var _this = _super.call(this, name, position, scene) || this;
  106576. _this.interaxialDistance = interaxialDistance;
  106577. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106578. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106579. return _this;
  106580. }
  106581. /**
  106582. * Gets camera class name
  106583. * @returns StereoscopicFreeCamera
  106584. */
  106585. StereoscopicFreeCamera.prototype.getClassName = function () {
  106586. return "StereoscopicFreeCamera";
  106587. };
  106588. return StereoscopicFreeCamera;
  106589. }(BABYLON.FreeCamera));
  106590. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  106591. })(BABYLON || (BABYLON = {}));
  106592. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  106593. var BABYLON;
  106594. (function (BABYLON) {
  106595. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  106596. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106597. });
  106598. /**
  106599. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  106600. * @see http://doc.babylonjs.com/features/cameras
  106601. */
  106602. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  106603. __extends(StereoscopicGamepadCamera, _super);
  106604. /**
  106605. * Creates a new StereoscopicGamepadCamera
  106606. * @param name defines camera name
  106607. * @param position defines initial position
  106608. * @param interaxialDistance defines distance between each color axis
  106609. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106610. * @param scene defines the hosting scene
  106611. */
  106612. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106613. var _this = _super.call(this, name, position, scene) || this;
  106614. _this.interaxialDistance = interaxialDistance;
  106615. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106616. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106617. return _this;
  106618. }
  106619. /**
  106620. * Gets camera class name
  106621. * @returns StereoscopicGamepadCamera
  106622. */
  106623. StereoscopicGamepadCamera.prototype.getClassName = function () {
  106624. return "StereoscopicGamepadCamera";
  106625. };
  106626. return StereoscopicGamepadCamera;
  106627. }(BABYLON.GamepadCamera));
  106628. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  106629. })(BABYLON || (BABYLON = {}));
  106630. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  106631. var BABYLON;
  106632. (function (BABYLON) {
  106633. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  106634. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106635. });
  106636. /**
  106637. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  106638. * @see http://doc.babylonjs.com/features/cameras
  106639. */
  106640. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  106641. __extends(StereoscopicUniversalCamera, _super);
  106642. /**
  106643. * Creates a new StereoscopicUniversalCamera
  106644. * @param name defines camera name
  106645. * @param position defines initial position
  106646. * @param interaxialDistance defines distance between each color axis
  106647. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106648. * @param scene defines the hosting scene
  106649. */
  106650. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106651. var _this = _super.call(this, name, position, scene) || this;
  106652. _this.interaxialDistance = interaxialDistance;
  106653. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106654. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106655. return _this;
  106656. }
  106657. /**
  106658. * Gets camera class name
  106659. * @returns StereoscopicUniversalCamera
  106660. */
  106661. StereoscopicUniversalCamera.prototype.getClassName = function () {
  106662. return "StereoscopicUniversalCamera";
  106663. };
  106664. return StereoscopicUniversalCamera;
  106665. }(BABYLON.UniversalCamera));
  106666. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  106667. })(BABYLON || (BABYLON = {}));
  106668. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  106669. var BABYLON;
  106670. (function (BABYLON) {
  106671. /**
  106672. * VRDistortionCorrectionPostProcess used for mobile VR
  106673. */
  106674. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  106675. __extends(VRDistortionCorrectionPostProcess, _super);
  106676. /**
  106677. * Initializes the VRDistortionCorrectionPostProcess
  106678. * @param name The name of the effect.
  106679. * @param camera The camera to apply the render pass to.
  106680. * @param isRightEye If this is for the right eye distortion
  106681. * @param vrMetrics All the required metrics for the VR camera
  106682. */
  106683. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  106684. var _this = _super.call(this, name, "vrDistortionCorrection", [
  106685. 'LensCenter',
  106686. 'Scale',
  106687. 'ScaleIn',
  106688. 'HmdWarpParam'
  106689. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  106690. _this._isRightEye = isRightEye;
  106691. _this._distortionFactors = vrMetrics.distortionK;
  106692. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  106693. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  106694. _this.adaptScaleToCurrentViewport = true;
  106695. _this.onSizeChangedObservable.add(function () {
  106696. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  106697. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  106698. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  106699. });
  106700. _this.onApplyObservable.add(function (effect) {
  106701. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  106702. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  106703. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  106704. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  106705. });
  106706. return _this;
  106707. }
  106708. return VRDistortionCorrectionPostProcess;
  106709. }(BABYLON.PostProcess));
  106710. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  106711. })(BABYLON || (BABYLON = {}));
  106712. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  106713. var BABYLON;
  106714. (function (BABYLON) {
  106715. /**
  106716. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  106717. * Screen rotation is taken into account.
  106718. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106719. */
  106720. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  106721. /**
  106722. * Instantiates a new input
  106723. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106724. */
  106725. function FreeCameraDeviceOrientationInput() {
  106726. var _this = this;
  106727. this._screenOrientationAngle = 0;
  106728. this._screenQuaternion = new BABYLON.Quaternion();
  106729. this._alpha = 0;
  106730. this._beta = 0;
  106731. this._gamma = 0;
  106732. this._orientationChanged = function () {
  106733. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  106734. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  106735. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  106736. };
  106737. this._deviceOrientation = function (evt) {
  106738. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  106739. _this._beta = evt.beta !== null ? evt.beta : 0;
  106740. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  106741. };
  106742. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  106743. this._orientationChanged();
  106744. }
  106745. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  106746. /**
  106747. * Define the camera controlled by the input.
  106748. */
  106749. get: function () {
  106750. return this._camera;
  106751. },
  106752. set: function (camera) {
  106753. this._camera = camera;
  106754. if (this._camera != null && !this._camera.rotationQuaternion) {
  106755. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  106756. }
  106757. },
  106758. enumerable: true,
  106759. configurable: true
  106760. });
  106761. /**
  106762. * Attach the input controls to a specific dom element to get the input from.
  106763. * @param element Defines the element the controls should be listened from
  106764. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106765. */
  106766. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  106767. window.addEventListener("orientationchange", this._orientationChanged);
  106768. window.addEventListener("deviceorientation", this._deviceOrientation);
  106769. //In certain cases, the attach control is called AFTER orientation was changed,
  106770. //So this is needed.
  106771. this._orientationChanged();
  106772. };
  106773. /**
  106774. * Detach the current controls from the specified dom element.
  106775. * @param element Defines the element to stop listening the inputs from
  106776. */
  106777. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  106778. window.removeEventListener("orientationchange", this._orientationChanged);
  106779. window.removeEventListener("deviceorientation", this._deviceOrientation);
  106780. };
  106781. /**
  106782. * Update the current camera state depending on the inputs that have been used this frame.
  106783. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106784. */
  106785. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  106786. //if no device orientation provided, don't update the rotation.
  106787. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  106788. if (!this._alpha) {
  106789. return;
  106790. }
  106791. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  106792. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  106793. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  106794. //Mirror on XY Plane
  106795. this._camera.rotationQuaternion.z *= -1;
  106796. this._camera.rotationQuaternion.w *= -1;
  106797. };
  106798. /**
  106799. * Gets the class name of the current intput.
  106800. * @returns the class name
  106801. */
  106802. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  106803. return "FreeCameraDeviceOrientationInput";
  106804. };
  106805. /**
  106806. * Get the friendly name associated with the input class.
  106807. * @returns the input friendly name
  106808. */
  106809. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  106810. return "deviceOrientation";
  106811. };
  106812. return FreeCameraDeviceOrientationInput;
  106813. }());
  106814. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  106815. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  106816. })(BABYLON || (BABYLON = {}));
  106817. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  106818. var BABYLON;
  106819. (function (BABYLON) {
  106820. /**
  106821. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  106822. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106823. */
  106824. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  106825. /**
  106826. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  106827. */
  106828. function ArcRotateCameraVRDeviceOrientationInput() {
  106829. /**
  106830. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  106831. */
  106832. this.alphaCorrection = 1;
  106833. /**
  106834. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  106835. */
  106836. this.gammaCorrection = 1;
  106837. this._alpha = 0;
  106838. this._gamma = 0;
  106839. this._dirty = false;
  106840. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  106841. }
  106842. /**
  106843. * Attach the input controls to a specific dom element to get the input from.
  106844. * @param element Defines the element the controls should be listened from
  106845. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106846. */
  106847. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  106848. this.camera.attachControl(element, noPreventDefault);
  106849. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  106850. };
  106851. /** @hidden */
  106852. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  106853. if (evt.alpha !== null) {
  106854. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  106855. }
  106856. if (evt.gamma !== null) {
  106857. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  106858. }
  106859. this._dirty = true;
  106860. };
  106861. /**
  106862. * Update the current camera state depending on the inputs that have been used this frame.
  106863. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106864. */
  106865. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  106866. if (this._dirty) {
  106867. this._dirty = false;
  106868. if (this._gamma < 0) {
  106869. this._gamma = 180 + this._gamma;
  106870. }
  106871. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  106872. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  106873. }
  106874. };
  106875. /**
  106876. * Detach the current controls from the specified dom element.
  106877. * @param element Defines the element to stop listening the inputs from
  106878. */
  106879. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  106880. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  106881. };
  106882. /**
  106883. * Gets the class name of the current intput.
  106884. * @returns the class name
  106885. */
  106886. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  106887. return "ArcRotateCameraVRDeviceOrientationInput";
  106888. };
  106889. /**
  106890. * Get the friendly name associated with the input class.
  106891. * @returns the input friendly name
  106892. */
  106893. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  106894. return "VRDeviceOrientation";
  106895. };
  106896. return ArcRotateCameraVRDeviceOrientationInput;
  106897. }());
  106898. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  106899. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  106900. })(BABYLON || (BABYLON = {}));
  106901. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  106902. var BABYLON;
  106903. (function (BABYLON) {
  106904. /**
  106905. * This represents all the required metrics to create a VR camera.
  106906. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  106907. */
  106908. var VRCameraMetrics = /** @class */ (function () {
  106909. function VRCameraMetrics() {
  106910. /**
  106911. * Define if the current vr camera should compensate the distortion of the lense or not.
  106912. */
  106913. this.compensateDistortion = true;
  106914. }
  106915. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  106916. /**
  106917. * Gets the rendering aspect ratio based on the provided resolutions.
  106918. */
  106919. get: function () {
  106920. return this.hResolution / (2 * this.vResolution);
  106921. },
  106922. enumerable: true,
  106923. configurable: true
  106924. });
  106925. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  106926. /**
  106927. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  106928. */
  106929. get: function () {
  106930. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  106931. },
  106932. enumerable: true,
  106933. configurable: true
  106934. });
  106935. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  106936. /**
  106937. * @hidden
  106938. */
  106939. get: function () {
  106940. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  106941. var h = (4 * meters) / this.hScreenSize;
  106942. return BABYLON.Matrix.Translation(h, 0, 0);
  106943. },
  106944. enumerable: true,
  106945. configurable: true
  106946. });
  106947. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  106948. /**
  106949. * @hidden
  106950. */
  106951. get: function () {
  106952. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  106953. var h = (4 * meters) / this.hScreenSize;
  106954. return BABYLON.Matrix.Translation(-h, 0, 0);
  106955. },
  106956. enumerable: true,
  106957. configurable: true
  106958. });
  106959. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  106960. /**
  106961. * @hidden
  106962. */
  106963. get: function () {
  106964. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  106965. },
  106966. enumerable: true,
  106967. configurable: true
  106968. });
  106969. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  106970. /**
  106971. * @hidden
  106972. */
  106973. get: function () {
  106974. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  106975. },
  106976. enumerable: true,
  106977. configurable: true
  106978. });
  106979. /**
  106980. * Get the default VRMetrics based on the most generic setup.
  106981. * @returns the default vr metrics
  106982. */
  106983. VRCameraMetrics.GetDefault = function () {
  106984. var result = new VRCameraMetrics();
  106985. result.hResolution = 1280;
  106986. result.vResolution = 800;
  106987. result.hScreenSize = 0.149759993;
  106988. result.vScreenSize = 0.0935999975;
  106989. result.vScreenCenter = 0.0467999987;
  106990. result.eyeToScreenDistance = 0.0410000011;
  106991. result.lensSeparationDistance = 0.0635000020;
  106992. result.interpupillaryDistance = 0.0640000030;
  106993. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  106994. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  106995. result.postProcessScaleFactor = 1.714605507808412;
  106996. result.lensCenterOffset = 0.151976421;
  106997. return result;
  106998. };
  106999. return VRCameraMetrics;
  107000. }());
  107001. BABYLON.VRCameraMetrics = VRCameraMetrics;
  107002. })(BABYLON || (BABYLON = {}));
  107003. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  107004. var BABYLON;
  107005. (function (BABYLON) {
  107006. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  107007. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  107008. });
  107009. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  107010. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  107011. });
  107012. /**
  107013. * This represents a WebVR camera.
  107014. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  107015. * @example http://doc.babylonjs.com/how_to/webvr_camera
  107016. */
  107017. var WebVRFreeCamera = /** @class */ (function (_super) {
  107018. __extends(WebVRFreeCamera, _super);
  107019. /**
  107020. * Instantiates a WebVRFreeCamera.
  107021. * @param name The name of the WebVRFreeCamera
  107022. * @param position The starting anchor position for the camera
  107023. * @param scene The scene the camera belongs to
  107024. * @param webVROptions a set of customizable options for the webVRCamera
  107025. */
  107026. function WebVRFreeCamera(name, position, scene, webVROptions) {
  107027. if (webVROptions === void 0) { webVROptions = {}; }
  107028. var _this = _super.call(this, name, position, scene) || this;
  107029. _this.webVROptions = webVROptions;
  107030. /**
  107031. * @hidden
  107032. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  107033. */
  107034. _this._vrDevice = null;
  107035. /**
  107036. * The rawPose of the vrDevice.
  107037. */
  107038. _this.rawPose = null;
  107039. _this._specsVersion = "1.1";
  107040. _this._attached = false;
  107041. _this._descendants = [];
  107042. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  107043. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  107044. /** @hidden */
  107045. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  107046. _this._standingMatrix = null;
  107047. /**
  107048. * Represents device position in babylon space.
  107049. */
  107050. _this.devicePosition = BABYLON.Vector3.Zero();
  107051. /**
  107052. * Represents device rotation in babylon space.
  107053. */
  107054. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  107055. /**
  107056. * The scale of the device to be used when translating from device space to babylon space.
  107057. */
  107058. _this.deviceScaleFactor = 1;
  107059. _this._deviceToWorld = BABYLON.Matrix.Identity();
  107060. _this._worldToDevice = BABYLON.Matrix.Identity();
  107061. /**
  107062. * References to the webVR controllers for the vrDevice.
  107063. */
  107064. _this.controllers = [];
  107065. /**
  107066. * Emits an event when a controller is attached.
  107067. */
  107068. _this.onControllersAttachedObservable = new BABYLON.Observable();
  107069. /**
  107070. * Emits an event when a controller's mesh has been loaded;
  107071. */
  107072. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  107073. /**
  107074. * Emits an event when the HMD's pose has been updated.
  107075. */
  107076. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  107077. _this._poseSet = false;
  107078. /**
  107079. * If the rig cameras be used as parent instead of this camera.
  107080. */
  107081. _this.rigParenting = true;
  107082. _this._defaultHeight = undefined;
  107083. _this._htmlElementAttached = null;
  107084. _this._detachIfAttached = function () {
  107085. var vrDisplay = _this.getEngine().getVRDevice();
  107086. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  107087. _this.detachControl(_this._htmlElementAttached);
  107088. }
  107089. };
  107090. _this._workingVector = BABYLON.Vector3.Zero();
  107091. _this._oneVector = BABYLON.Vector3.One();
  107092. _this._workingMatrix = BABYLON.Matrix.Identity();
  107093. _this._tmpMatrix = new BABYLON.Matrix();
  107094. _this._cache.position = BABYLON.Vector3.Zero();
  107095. if (webVROptions.defaultHeight) {
  107096. _this._defaultHeight = webVROptions.defaultHeight;
  107097. _this.position.y = _this._defaultHeight;
  107098. }
  107099. _this.minZ = 0.1;
  107100. //legacy support - the compensation boolean was removed.
  107101. if (arguments.length === 5) {
  107102. _this.webVROptions = arguments[4];
  107103. }
  107104. // default webVR options
  107105. if (_this.webVROptions.trackPosition == undefined) {
  107106. _this.webVROptions.trackPosition = true;
  107107. }
  107108. if (_this.webVROptions.controllerMeshes == undefined) {
  107109. _this.webVROptions.controllerMeshes = true;
  107110. }
  107111. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  107112. _this.webVROptions.defaultLightingOnControllers = true;
  107113. }
  107114. _this.rotationQuaternion = new BABYLON.Quaternion();
  107115. if (_this.webVROptions && _this.webVROptions.positionScale) {
  107116. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  107117. }
  107118. //enable VR
  107119. var engine = _this.getEngine();
  107120. _this._onVREnabled = function (success) { if (success) {
  107121. _this.initControllers();
  107122. } };
  107123. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  107124. engine.initWebVR().add(function (event) {
  107125. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  107126. return;
  107127. }
  107128. _this._vrDevice = event.vrDisplay;
  107129. //reset the rig parameters.
  107130. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  107131. if (_this._attached) {
  107132. _this.getEngine().enableVR();
  107133. }
  107134. });
  107135. if (typeof (VRFrameData) !== "undefined") {
  107136. _this._frameData = new VRFrameData();
  107137. }
  107138. /**
  107139. * The idea behind the following lines:
  107140. * objects that have the camera as parent should actually have the rig cameras as a parent.
  107141. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  107142. * the second will not show it correctly.
  107143. *
  107144. * To solve this - each object that has the camera as parent will be added to a protected array.
  107145. * When the rig camera renders, it will take this array and set all of those to be its children.
  107146. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  107147. * Amazing!
  107148. */
  107149. scene.onBeforeCameraRenderObservable.add(function (camera) {
  107150. if (camera.parent === _this && _this.rigParenting) {
  107151. _this._descendants = _this.getDescendants(true, function (n) {
  107152. // don't take the cameras or the controllers!
  107153. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  107154. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  107155. return !isController && !isRigCamera;
  107156. });
  107157. _this._descendants.forEach(function (node) {
  107158. node.parent = camera;
  107159. });
  107160. }
  107161. });
  107162. scene.onAfterCameraRenderObservable.add(function (camera) {
  107163. if (camera.parent === _this && _this.rigParenting) {
  107164. _this._descendants.forEach(function (node) {
  107165. node.parent = _this;
  107166. });
  107167. }
  107168. });
  107169. return _this;
  107170. }
  107171. /**
  107172. * Gets the device distance from the ground in meters.
  107173. * @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.
  107174. */
  107175. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  107176. if (this._standingMatrix) {
  107177. // Add standing matrix offset to get real offset from ground in room
  107178. this._standingMatrix.getTranslationToRef(this._workingVector);
  107179. return this._deviceRoomPosition.y + this._workingVector.y;
  107180. }
  107181. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  107182. return this._defaultHeight || 0;
  107183. };
  107184. /**
  107185. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  107186. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  107187. */
  107188. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  107189. var _this = this;
  107190. if (callback === void 0) { callback = function (bool) { }; }
  107191. // Use standing matrix if available
  107192. this.getEngine().initWebVRAsync().then(function (result) {
  107193. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  107194. callback(false);
  107195. }
  107196. else {
  107197. _this._standingMatrix = new BABYLON.Matrix();
  107198. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  107199. if (!_this.getScene().useRightHandedSystem) {
  107200. if (_this._standingMatrix) {
  107201. _this._standingMatrix.toggleModelMatrixHandInPlace();
  107202. }
  107203. }
  107204. callback(true);
  107205. }
  107206. });
  107207. };
  107208. /**
  107209. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  107210. * @returns A promise with a boolean set to if the standing matrix is supported.
  107211. */
  107212. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  107213. var _this = this;
  107214. return new Promise(function (res, rej) {
  107215. _this.useStandingMatrix(function (supported) {
  107216. res(supported);
  107217. });
  107218. });
  107219. };
  107220. /**
  107221. * Disposes the camera
  107222. */
  107223. WebVRFreeCamera.prototype.dispose = function () {
  107224. this._detachIfAttached();
  107225. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  107226. if (this._updateCacheWhenTrackingDisabledObserver) {
  107227. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  107228. }
  107229. _super.prototype.dispose.call(this);
  107230. };
  107231. /**
  107232. * Gets a vrController by name.
  107233. * @param name The name of the controller to retreive
  107234. * @returns the controller matching the name specified or null if not found
  107235. */
  107236. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  107237. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  107238. var gp = _a[_i];
  107239. if (gp.hand === name) {
  107240. return gp;
  107241. }
  107242. }
  107243. return null;
  107244. };
  107245. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  107246. /**
  107247. * The controller corrisponding to the users left hand.
  107248. */
  107249. get: function () {
  107250. if (!this._leftController) {
  107251. this._leftController = this.getControllerByName("left");
  107252. }
  107253. return this._leftController;
  107254. },
  107255. enumerable: true,
  107256. configurable: true
  107257. });
  107258. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  107259. /**
  107260. * The controller corrisponding to the users right hand.
  107261. */
  107262. get: function () {
  107263. if (!this._rightController) {
  107264. this._rightController = this.getControllerByName("right");
  107265. }
  107266. return this._rightController;
  107267. },
  107268. enumerable: true,
  107269. configurable: true
  107270. });
  107271. /**
  107272. * Casts a ray forward from the vrCamera's gaze.
  107273. * @param length Length of the ray (default: 100)
  107274. * @returns the ray corrisponding to the gaze
  107275. */
  107276. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  107277. if (length === void 0) { length = 100; }
  107278. if (this.leftCamera) {
  107279. // Use left eye to avoid computation to compute center on every call
  107280. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  107281. }
  107282. else {
  107283. return _super.prototype.getForwardRay.call(this, length);
  107284. }
  107285. };
  107286. /**
  107287. * @hidden
  107288. * Updates the camera based on device's frame data
  107289. */
  107290. WebVRFreeCamera.prototype._checkInputs = function () {
  107291. if (this._vrDevice && this._vrDevice.isPresenting) {
  107292. this._vrDevice.getFrameData(this._frameData);
  107293. this.updateFromDevice(this._frameData.pose);
  107294. }
  107295. _super.prototype._checkInputs.call(this);
  107296. };
  107297. /**
  107298. * Updates the poseControlled values based on the input device pose.
  107299. * @param poseData Pose coming from the device
  107300. */
  107301. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  107302. if (poseData && poseData.orientation) {
  107303. this.rawPose = poseData;
  107304. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  107305. if (this.getScene().useRightHandedSystem) {
  107306. this._deviceRoomRotationQuaternion.z *= -1;
  107307. this._deviceRoomRotationQuaternion.w *= -1;
  107308. }
  107309. if (this.webVROptions.trackPosition && this.rawPose.position) {
  107310. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  107311. if (this.getScene().useRightHandedSystem) {
  107312. this._deviceRoomPosition.z *= -1;
  107313. }
  107314. }
  107315. this._poseSet = true;
  107316. }
  107317. };
  107318. /**
  107319. * WebVR's attach control will start broadcasting frames to the device.
  107320. * Note that in certain browsers (chrome for example) this function must be called
  107321. * within a user-interaction callback. Example:
  107322. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  107323. *
  107324. * @param element html element to attach the vrDevice to
  107325. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  107326. */
  107327. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  107328. _super.prototype.attachControl.call(this, element, noPreventDefault);
  107329. this._attached = true;
  107330. this._htmlElementAttached = element;
  107331. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  107332. if (this._vrDevice) {
  107333. this.getEngine().enableVR();
  107334. }
  107335. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  107336. };
  107337. /**
  107338. * Detaches the camera from the html element and disables VR
  107339. *
  107340. * @param element html element to detach from
  107341. */
  107342. WebVRFreeCamera.prototype.detachControl = function (element) {
  107343. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  107344. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  107345. _super.prototype.detachControl.call(this, element);
  107346. this._attached = false;
  107347. this.getEngine().disableVR();
  107348. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  107349. };
  107350. /**
  107351. * @returns the name of this class
  107352. */
  107353. WebVRFreeCamera.prototype.getClassName = function () {
  107354. return "WebVRFreeCamera";
  107355. };
  107356. /**
  107357. * Calls resetPose on the vrDisplay
  107358. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  107359. */
  107360. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  107361. //uses the vrDisplay's "resetPose()".
  107362. //pitch and roll won't be affected.
  107363. this._vrDevice.resetPose();
  107364. };
  107365. /**
  107366. * @hidden
  107367. * Updates the rig cameras (left and right eye)
  107368. */
  107369. WebVRFreeCamera.prototype._updateRigCameras = function () {
  107370. var camLeft = this._rigCameras[0];
  107371. var camRight = this._rigCameras[1];
  107372. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  107373. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  107374. camLeft.position.copyFrom(this._deviceRoomPosition);
  107375. camRight.position.copyFrom(this._deviceRoomPosition);
  107376. };
  107377. // Remove translation from 6dof headset if trackposition is set to false
  107378. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  107379. if (isViewMatrix === void 0) { isViewMatrix = false; }
  107380. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  107381. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  107382. if (!isViewMatrix) {
  107383. this._tmpMatrix.invert();
  107384. }
  107385. this._tmpMatrix.multiplyToRef(matrix, matrix);
  107386. }
  107387. };
  107388. /**
  107389. * @hidden
  107390. * Updates the cached values of the camera
  107391. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  107392. */
  107393. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  107394. var _this = this;
  107395. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  107396. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  107397. if (!this.updateCacheCalled) {
  107398. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  107399. this.updateCacheCalled = true;
  107400. this.update();
  107401. }
  107402. // Set working vector to the device position in room space rotated by the new rotation
  107403. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  107404. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  107405. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  107406. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  107407. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  107408. // Add translation from anchor position
  107409. this._deviceToWorld.getTranslationToRef(this._workingVector);
  107410. this._workingVector.addInPlace(this.position);
  107411. this._workingVector.subtractInPlace(this._cache.position);
  107412. this._deviceToWorld.setTranslation(this._workingVector);
  107413. // Set an inverted matrix to be used when updating the camera
  107414. this._deviceToWorld.invertToRef(this._worldToDevice);
  107415. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  107416. this.controllers.forEach(function (controller) {
  107417. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  107418. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  107419. controller.update();
  107420. });
  107421. }
  107422. if (!ignoreParentClass) {
  107423. _super.prototype._updateCache.call(this);
  107424. }
  107425. this.updateCacheCalled = false;
  107426. };
  107427. /**
  107428. * @hidden
  107429. * Get current device position in babylon world
  107430. */
  107431. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  107432. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  107433. };
  107434. /**
  107435. * Updates the current device position and rotation in the babylon world
  107436. */
  107437. WebVRFreeCamera.prototype.update = function () {
  107438. this._computeDevicePosition();
  107439. // Get current device rotation in babylon world
  107440. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  107441. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  107442. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  107443. if (this._poseSet) {
  107444. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  107445. }
  107446. _super.prototype.update.call(this);
  107447. };
  107448. /**
  107449. * @hidden
  107450. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  107451. * @returns an identity matrix
  107452. */
  107453. WebVRFreeCamera.prototype._getViewMatrix = function () {
  107454. return BABYLON.Matrix.Identity();
  107455. };
  107456. /**
  107457. * This function is called by the two RIG cameras.
  107458. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  107459. */
  107460. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  107461. // Update the parent camera prior to using a child camera to avoid desynchronization
  107462. var parentCamera = this._cameraRigParams["parentCamera"];
  107463. parentCamera._updateCache();
  107464. //WebVR 1.1
  107465. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  107466. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  107467. if (!this.getScene().useRightHandedSystem) {
  107468. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  107469. }
  107470. // update the camera rotation matrix
  107471. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  107472. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  107473. // Computing target and final matrix
  107474. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  107475. // should the view matrix be updated with scale and position offset?
  107476. if (parentCamera.deviceScaleFactor !== 1) {
  107477. this._webvrViewMatrix.invert();
  107478. // scale the position, if set
  107479. if (parentCamera.deviceScaleFactor) {
  107480. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  107481. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  107482. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  107483. }
  107484. this._webvrViewMatrix.invert();
  107485. }
  107486. // Remove translation from 6dof headset if trackposition is set to false
  107487. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  107488. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  107489. // Compute global position
  107490. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  107491. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  107492. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  107493. this._workingMatrix.getTranslationToRef(this._globalPosition);
  107494. this._markSyncedWithParent();
  107495. return this._webvrViewMatrix;
  107496. };
  107497. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  107498. var parentCamera = this.parent;
  107499. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  107500. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  107501. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  107502. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  107503. //babylon compatible matrix
  107504. if (!this.getScene().useRightHandedSystem) {
  107505. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  107506. }
  107507. return this._projectionMatrix;
  107508. };
  107509. /**
  107510. * Initializes the controllers and their meshes
  107511. */
  107512. WebVRFreeCamera.prototype.initControllers = function () {
  107513. var _this = this;
  107514. this.controllers = [];
  107515. var manager = this.getScene().gamepadManager;
  107516. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  107517. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  107518. var webVrController = gamepad;
  107519. if (webVrController.defaultModel) {
  107520. webVrController.defaultModel.setEnabled(false);
  107521. }
  107522. if (webVrController.hand === "right") {
  107523. _this._rightController = null;
  107524. }
  107525. if (webVrController.hand === "left") {
  107526. _this._leftController = null;
  107527. }
  107528. var controllerIndex = _this.controllers.indexOf(webVrController);
  107529. if (controllerIndex !== -1) {
  107530. _this.controllers.splice(controllerIndex, 1);
  107531. }
  107532. }
  107533. });
  107534. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  107535. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  107536. var webVrController_1 = gamepad;
  107537. if (!_this.webVROptions.trackPosition) {
  107538. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  107539. // Cache must be updated before rendering controllers to avoid them being one frame behind
  107540. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  107541. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  107542. _this._updateCache();
  107543. });
  107544. }
  107545. }
  107546. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  107547. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  107548. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  107549. if (_this.webVROptions.controllerMeshes) {
  107550. if (webVrController_1.defaultModel) {
  107551. webVrController_1.defaultModel.setEnabled(true);
  107552. }
  107553. else {
  107554. // Load the meshes
  107555. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  107556. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  107557. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  107558. if (_this.webVROptions.defaultLightingOnControllers) {
  107559. if (!_this._lightOnControllers) {
  107560. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  107561. }
  107562. var activateLightOnSubMeshes_1 = function (mesh, light) {
  107563. var children = mesh.getChildren();
  107564. if (children && children.length !== 0) {
  107565. children.forEach(function (mesh) {
  107566. light.includedOnlyMeshes.push(mesh);
  107567. activateLightOnSubMeshes_1(mesh, light);
  107568. });
  107569. }
  107570. };
  107571. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  107572. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  107573. }
  107574. });
  107575. }
  107576. }
  107577. webVrController_1.attachToPoseControlledCamera(_this);
  107578. // since this is async - sanity check. Is the controller already stored?
  107579. if (_this.controllers.indexOf(webVrController_1) === -1) {
  107580. //add to the controllers array
  107581. _this.controllers.push(webVrController_1);
  107582. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  107583. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  107584. // So we're overriding setting left & right manually to be sure
  107585. var firstViveWandDetected = false;
  107586. for (var i = 0; i < _this.controllers.length; i++) {
  107587. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107588. if (!firstViveWandDetected) {
  107589. firstViveWandDetected = true;
  107590. _this.controllers[i].hand = "left";
  107591. }
  107592. else {
  107593. _this.controllers[i].hand = "right";
  107594. }
  107595. }
  107596. }
  107597. //did we find enough controllers? Great! let the developer know.
  107598. if (_this.controllers.length >= 2) {
  107599. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  107600. }
  107601. }
  107602. }
  107603. });
  107604. };
  107605. return WebVRFreeCamera;
  107606. }(BABYLON.FreeCamera));
  107607. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  107608. })(BABYLON || (BABYLON = {}));
  107609. //# sourceMappingURL=babylon.webVRCamera.js.map
  107610. var BABYLON;
  107611. (function (BABYLON) {
  107612. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  107613. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  107614. });
  107615. // We're mainly based on the logic defined into the FreeCamera code
  107616. /**
  107617. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107618. * being tilted forward or back and left or right.
  107619. */
  107620. var DeviceOrientationCamera = /** @class */ (function (_super) {
  107621. __extends(DeviceOrientationCamera, _super);
  107622. /**
  107623. * Creates a new device orientation camera
  107624. * @param name The name of the camera
  107625. * @param position The start position camera
  107626. * @param scene The scene the camera belongs to
  107627. */
  107628. function DeviceOrientationCamera(name, position, scene) {
  107629. var _this = _super.call(this, name, position, scene) || this;
  107630. _this._quaternionCache = new BABYLON.Quaternion();
  107631. _this.inputs.addDeviceOrientation();
  107632. return _this;
  107633. }
  107634. /**
  107635. * Gets the current instance class name ("DeviceOrientationCamera").
  107636. * This helps avoiding instanceof at run time.
  107637. * @returns the class name
  107638. */
  107639. DeviceOrientationCamera.prototype.getClassName = function () {
  107640. return "DeviceOrientationCamera";
  107641. };
  107642. /**
  107643. * @hidden
  107644. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107645. */
  107646. DeviceOrientationCamera.prototype._checkInputs = function () {
  107647. _super.prototype._checkInputs.call(this);
  107648. this._quaternionCache.copyFrom(this.rotationQuaternion);
  107649. if (this._initialQuaternion) {
  107650. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  107651. }
  107652. };
  107653. /**
  107654. * Reset the camera to its default orientation on the specified axis only.
  107655. * @param axis The axis to reset
  107656. */
  107657. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  107658. var _this = this;
  107659. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  107660. //can only work if this camera has a rotation quaternion already.
  107661. if (!this.rotationQuaternion) {
  107662. return;
  107663. }
  107664. if (!this._initialQuaternion) {
  107665. this._initialQuaternion = new BABYLON.Quaternion();
  107666. }
  107667. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  107668. ['x', 'y', 'z'].forEach(function (axisName) {
  107669. if (!axis[axisName]) {
  107670. _this._initialQuaternion[axisName] = 0;
  107671. }
  107672. else {
  107673. _this._initialQuaternion[axisName] *= -1;
  107674. }
  107675. });
  107676. this._initialQuaternion.normalize();
  107677. //force rotation update
  107678. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  107679. };
  107680. return DeviceOrientationCamera;
  107681. }(BABYLON.FreeCamera));
  107682. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  107683. })(BABYLON || (BABYLON = {}));
  107684. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  107685. var BABYLON;
  107686. (function (BABYLON) {
  107687. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  107688. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  107689. });
  107690. /**
  107691. * Camera used to simulate VR rendering (based on FreeCamera)
  107692. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107693. */
  107694. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  107695. __extends(VRDeviceOrientationFreeCamera, _super);
  107696. /**
  107697. * Creates a new VRDeviceOrientationFreeCamera
  107698. * @param name defines camera name
  107699. * @param position defines the start position of the camera
  107700. * @param scene defines the scene the camera belongs to
  107701. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107702. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107703. */
  107704. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  107705. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107706. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107707. var _this = _super.call(this, name, position, scene) || this;
  107708. vrCameraMetrics.compensateDistortion = compensateDistortion;
  107709. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  107710. return _this;
  107711. }
  107712. /**
  107713. * Gets camera class name
  107714. * @returns VRDeviceOrientationFreeCamera
  107715. */
  107716. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  107717. return "VRDeviceOrientationFreeCamera";
  107718. };
  107719. return VRDeviceOrientationFreeCamera;
  107720. }(BABYLON.DeviceOrientationCamera));
  107721. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  107722. })(BABYLON || (BABYLON = {}));
  107723. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  107724. var BABYLON;
  107725. (function (BABYLON) {
  107726. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  107727. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  107728. });
  107729. /**
  107730. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  107731. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107732. */
  107733. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  107734. __extends(VRDeviceOrientationArcRotateCamera, _super);
  107735. /**
  107736. * Creates a new VRDeviceOrientationArcRotateCamera
  107737. * @param name defines camera name
  107738. * @param alpha defines the camera rotation along the logitudinal axis
  107739. * @param beta defines the camera rotation along the latitudinal axis
  107740. * @param radius defines the camera distance from its target
  107741. * @param target defines the camera target
  107742. * @param scene defines the scene the camera belongs to
  107743. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107744. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107745. */
  107746. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  107747. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107748. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107749. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  107750. vrCameraMetrics.compensateDistortion = compensateDistortion;
  107751. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  107752. _this.inputs.addVRDeviceOrientation();
  107753. return _this;
  107754. }
  107755. /**
  107756. * Gets camera class name
  107757. * @returns VRDeviceOrientationArcRotateCamera
  107758. */
  107759. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  107760. return "VRDeviceOrientationArcRotateCamera";
  107761. };
  107762. return VRDeviceOrientationArcRotateCamera;
  107763. }(BABYLON.ArcRotateCamera));
  107764. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  107765. })(BABYLON || (BABYLON = {}));
  107766. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  107767. var BABYLON;
  107768. (function (BABYLON) {
  107769. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  107770. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  107771. });
  107772. /**
  107773. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  107774. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107775. */
  107776. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  107777. __extends(VRDeviceOrientationGamepadCamera, _super);
  107778. /**
  107779. * Creates a new VRDeviceOrientationGamepadCamera
  107780. * @param name defines camera name
  107781. * @param position defines the start position of the camera
  107782. * @param scene defines the scene the camera belongs to
  107783. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107784. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107785. */
  107786. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  107787. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107788. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107789. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  107790. _this.inputs.addGamepad();
  107791. return _this;
  107792. }
  107793. /**
  107794. * Gets camera class name
  107795. * @returns VRDeviceOrientationGamepadCamera
  107796. */
  107797. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  107798. return "VRDeviceOrientationGamepadCamera";
  107799. };
  107800. return VRDeviceOrientationGamepadCamera;
  107801. }(BABYLON.VRDeviceOrientationFreeCamera));
  107802. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  107803. })(BABYLON || (BABYLON = {}));
  107804. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  107805. var BABYLON;
  107806. (function (BABYLON) {
  107807. var VRExperienceHelperGazer = /** @class */ (function () {
  107808. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  107809. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  107810. this.scene = scene;
  107811. /** @hidden */
  107812. this._pointerDownOnMeshAsked = false;
  107813. /** @hidden */
  107814. this._isActionableMesh = false;
  107815. /** @hidden */
  107816. this._teleportationRequestInitiated = false;
  107817. /** @hidden */
  107818. this._teleportationBackRequestInitiated = false;
  107819. /** @hidden */
  107820. this._rotationRightAsked = false;
  107821. /** @hidden */
  107822. this._rotationLeftAsked = false;
  107823. /** @hidden */
  107824. this._dpadPressed = true;
  107825. /** @hidden */
  107826. this._activePointer = false;
  107827. this._id = VRExperienceHelperGazer._idCounter++;
  107828. // Gaze tracker
  107829. if (!gazeTrackerToClone) {
  107830. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  107831. this._gazeTracker.bakeCurrentTransformIntoVertices();
  107832. this._gazeTracker.isPickable = false;
  107833. this._gazeTracker.isVisible = false;
  107834. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  107835. targetMat.specularColor = BABYLON.Color3.Black();
  107836. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  107837. targetMat.backFaceCulling = false;
  107838. this._gazeTracker.material = targetMat;
  107839. }
  107840. else {
  107841. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  107842. }
  107843. }
  107844. /** @hidden */
  107845. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  107846. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  107847. };
  107848. /** @hidden */
  107849. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  107850. this._pointerDownOnMeshAsked = true;
  107851. if (this._currentHit) {
  107852. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  107853. }
  107854. };
  107855. /** @hidden */
  107856. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  107857. if (this._currentHit) {
  107858. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  107859. }
  107860. this._pointerDownOnMeshAsked = false;
  107861. };
  107862. /** @hidden */
  107863. VRExperienceHelperGazer.prototype._activatePointer = function () {
  107864. this._activePointer = true;
  107865. };
  107866. /** @hidden */
  107867. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  107868. this._activePointer = false;
  107869. };
  107870. /** @hidden */
  107871. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  107872. if (distance === void 0) { distance = 100; }
  107873. };
  107874. VRExperienceHelperGazer.prototype.dispose = function () {
  107875. this._interactionsEnabled = false;
  107876. this._teleportationEnabled = false;
  107877. if (this._gazeTracker) {
  107878. this._gazeTracker.dispose();
  107879. }
  107880. };
  107881. VRExperienceHelperGazer._idCounter = 0;
  107882. return VRExperienceHelperGazer;
  107883. }());
  107884. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  107885. __extends(VRExperienceHelperControllerGazer, _super);
  107886. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  107887. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  107888. _this.webVRController = webVRController;
  107889. // Laser pointer
  107890. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  107891. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  107892. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  107893. laserPointerMaterial.alpha = 0.6;
  107894. _this._laserPointer.material = laserPointerMaterial;
  107895. _this._laserPointer.rotation.x = Math.PI / 2;
  107896. _this._laserPointer.position.z = -0.5;
  107897. _this._laserPointer.isVisible = false;
  107898. _this._laserPointer.isPickable = false;
  107899. if (!webVRController.mesh) {
  107900. // Create an empty mesh that is used prior to loading the high quality model
  107901. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  107902. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  107903. preloadPointerPose.rotation.x = -0.7;
  107904. preloadMesh.addChild(preloadPointerPose);
  107905. webVRController.attachToMesh(preloadMesh);
  107906. }
  107907. _this._setLaserPointerParent(webVRController.mesh);
  107908. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  107909. _this._setLaserPointerParent(mesh);
  107910. });
  107911. return _this;
  107912. }
  107913. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  107914. return this.webVRController.getForwardRay(length);
  107915. };
  107916. /** @hidden */
  107917. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  107918. _super.prototype._activatePointer.call(this);
  107919. this._laserPointer.isVisible = true;
  107920. };
  107921. /** @hidden */
  107922. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  107923. _super.prototype._deactivatePointer.call(this);
  107924. this._laserPointer.isVisible = false;
  107925. };
  107926. /** @hidden */
  107927. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  107928. this._laserPointer.material.emissiveColor = color;
  107929. };
  107930. /** @hidden */
  107931. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  107932. var makeNotPick = function (root) {
  107933. root.isPickable = false;
  107934. root.getChildMeshes().forEach(function (c) {
  107935. makeNotPick(c);
  107936. });
  107937. };
  107938. makeNotPick(mesh);
  107939. var meshChildren = mesh.getChildren(undefined, false);
  107940. var laserParent = mesh;
  107941. this.webVRController._pointingPoseNode = null;
  107942. for (var i = 0; i < meshChildren.length; i++) {
  107943. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  107944. laserParent = meshChildren[i];
  107945. this.webVRController._pointingPoseNode = laserParent;
  107946. break;
  107947. }
  107948. }
  107949. this._laserPointer.parent = laserParent;
  107950. };
  107951. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  107952. if (distance === void 0) { distance = 100; }
  107953. this._laserPointer.scaling.y = distance;
  107954. this._laserPointer.position.z = -distance / 2;
  107955. };
  107956. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  107957. _super.prototype.dispose.call(this);
  107958. this._laserPointer.dispose();
  107959. if (this._meshAttachedObserver) {
  107960. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  107961. }
  107962. };
  107963. return VRExperienceHelperControllerGazer;
  107964. }(VRExperienceHelperGazer));
  107965. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  107966. __extends(VRExperienceHelperCameraGazer, _super);
  107967. function VRExperienceHelperCameraGazer(getCamera, scene) {
  107968. var _this = _super.call(this, scene) || this;
  107969. _this.getCamera = getCamera;
  107970. return _this;
  107971. }
  107972. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  107973. var camera = this.getCamera();
  107974. if (camera) {
  107975. return camera.getForwardRay(length);
  107976. }
  107977. else {
  107978. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  107979. }
  107980. };
  107981. return VRExperienceHelperCameraGazer;
  107982. }(VRExperienceHelperGazer));
  107983. /**
  107984. * Helps to quickly add VR support to an existing scene.
  107985. * See http://doc.babylonjs.com/how_to/webvr_helper
  107986. */
  107987. var VRExperienceHelper = /** @class */ (function () {
  107988. /**
  107989. * Instantiates a VRExperienceHelper.
  107990. * Helps to quickly add VR support to an existing scene.
  107991. * @param scene The scene the VRExperienceHelper belongs to.
  107992. * @param webVROptions Options to modify the vr experience helper's behavior.
  107993. */
  107994. function VRExperienceHelper(scene,
  107995. /** Options to modify the vr experience helper's behavior. */
  107996. webVROptions) {
  107997. if (webVROptions === void 0) { webVROptions = {}; }
  107998. var _this = this;
  107999. this.webVROptions = webVROptions;
  108000. // Can the system support WebVR, even if a headset isn't plugged in?
  108001. this._webVRsupported = false;
  108002. // If WebVR is supported, is a headset plugged in and are we ready to present?
  108003. this._webVRready = false;
  108004. // Are we waiting for the requestPresent callback to complete?
  108005. this._webVRrequesting = false;
  108006. // Are we presenting to the headset right now? (this is the vrDevice state)
  108007. this._webVRpresenting = false;
  108008. // Are we presenting in the fullscreen fallback?
  108009. this._fullscreenVRpresenting = false;
  108010. /**
  108011. * Observable raised when entering VR.
  108012. */
  108013. this.onEnteringVRObservable = new BABYLON.Observable();
  108014. /**
  108015. * Observable raised when exiting VR.
  108016. */
  108017. this.onExitingVRObservable = new BABYLON.Observable();
  108018. /**
  108019. * Observable raised when controller mesh is loaded.
  108020. */
  108021. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  108022. this._useCustomVRButton = false;
  108023. this._teleportationRequested = false;
  108024. this._teleportActive = false;
  108025. this._floorMeshesCollection = [];
  108026. this._rotationAllowed = true;
  108027. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  108028. this._isDefaultTeleportationTarget = true;
  108029. this._teleportationFillColor = "#444444";
  108030. this._teleportationBorderColor = "#FFFFFF";
  108031. this._rotationAngle = 0;
  108032. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  108033. this._padSensibilityUp = 0.65;
  108034. this._padSensibilityDown = 0.35;
  108035. this._leftController = null;
  108036. this._rightController = null;
  108037. /**
  108038. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  108039. */
  108040. this.onNewMeshSelected = new BABYLON.Observable();
  108041. /**
  108042. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  108043. */
  108044. this.onNewMeshPicked = new BABYLON.Observable();
  108045. /**
  108046. * Observable raised before camera teleportation
  108047. */
  108048. this.onBeforeCameraTeleport = new BABYLON.Observable();
  108049. /**
  108050. * Observable raised after camera teleportation
  108051. */
  108052. this.onAfterCameraTeleport = new BABYLON.Observable();
  108053. /**
  108054. * Observable raised when current selected mesh gets unselected
  108055. */
  108056. this.onSelectedMeshUnselected = new BABYLON.Observable();
  108057. /**
  108058. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  108059. */
  108060. this.teleportationEnabled = true;
  108061. this._teleportationInitialized = false;
  108062. this._interactionsEnabled = false;
  108063. this._interactionsRequested = false;
  108064. this._displayGaze = true;
  108065. this._displayLaserPointer = true;
  108066. /**
  108067. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  108068. */
  108069. this.updateGazeTrackerScale = true;
  108070. /**
  108071. * If the gaze trackers color should be updated when selecting meshes
  108072. */
  108073. this.updateGazeTrackerColor = true;
  108074. this._onResize = function () {
  108075. _this.moveButtonToBottomRight();
  108076. if (_this._fullscreenVRpresenting && _this._webVRready) {
  108077. _this.exitVR();
  108078. }
  108079. };
  108080. this._onFullscreenChange = function () {
  108081. if (document.fullscreen !== undefined) {
  108082. _this._fullscreenVRpresenting = document.fullscreen;
  108083. }
  108084. else if (document.mozFullScreen !== undefined) {
  108085. _this._fullscreenVRpresenting = document.mozFullScreen;
  108086. }
  108087. else if (document.webkitIsFullScreen !== undefined) {
  108088. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  108089. }
  108090. else if (document.msIsFullScreen !== undefined) {
  108091. _this._fullscreenVRpresenting = document.msIsFullScreen;
  108092. }
  108093. else if (document.msFullscreenElement !== undefined) {
  108094. _this._fullscreenVRpresenting = document.msFullscreenElement;
  108095. }
  108096. if (!_this._fullscreenVRpresenting && _this._canvas) {
  108097. _this.exitVR();
  108098. if (!_this._useCustomVRButton) {
  108099. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  108100. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  108101. }
  108102. }
  108103. };
  108104. this._cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };
  108105. this.beforeRender = function () {
  108106. if (_this._leftController && _this._leftController._activePointer) {
  108107. _this._castRayAndSelectObject(_this._leftController);
  108108. }
  108109. if (_this._rightController && _this._rightController._activePointer) {
  108110. _this._castRayAndSelectObject(_this._rightController);
  108111. }
  108112. if (_this._noControllerIsActive) {
  108113. _this._castRayAndSelectObject(_this._cameraGazer);
  108114. }
  108115. else {
  108116. _this._cameraGazer._gazeTracker.isVisible = false;
  108117. }
  108118. };
  108119. this._onNewGamepadConnected = function (gamepad) {
  108120. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  108121. if (gamepad.leftStick) {
  108122. gamepad.onleftstickchanged(function (stickValues) {
  108123. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  108124. // Listening to classic/xbox gamepad only if no VR controller is active
  108125. if ((!_this._leftController && !_this._rightController) ||
  108126. ((_this._leftController && !_this._leftController._activePointer) &&
  108127. (_this._rightController && !_this._rightController._activePointer))) {
  108128. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  108129. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  108130. }
  108131. }
  108132. });
  108133. }
  108134. if (gamepad.rightStick) {
  108135. gamepad.onrightstickchanged(function (stickValues) {
  108136. if (_this._teleportationInitialized) {
  108137. _this._checkRotate(stickValues, _this._cameraGazer);
  108138. }
  108139. });
  108140. }
  108141. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  108142. gamepad.onbuttondown(function (buttonPressed) {
  108143. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  108144. _this._cameraGazer._selectionPointerDown();
  108145. }
  108146. });
  108147. gamepad.onbuttonup(function (buttonPressed) {
  108148. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  108149. _this._cameraGazer._selectionPointerUp();
  108150. }
  108151. });
  108152. }
  108153. }
  108154. else {
  108155. var webVRController = gamepad;
  108156. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  108157. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  108158. _this._rightController = controller;
  108159. }
  108160. else {
  108161. _this._leftController = controller;
  108162. }
  108163. _this._tryEnableInteractionOnController(controller);
  108164. }
  108165. };
  108166. // 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
  108167. this._tryEnableInteractionOnController = function (controller) {
  108168. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  108169. _this._enableInteractionOnController(controller);
  108170. }
  108171. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  108172. _this._enableTeleportationOnController(controller);
  108173. }
  108174. };
  108175. this._onNewGamepadDisconnected = function (gamepad) {
  108176. if (gamepad instanceof BABYLON.WebVRController) {
  108177. if (gamepad.hand === "left" && _this._leftController != null) {
  108178. _this._leftController.dispose();
  108179. _this._leftController = null;
  108180. }
  108181. if (gamepad.hand === "right" && _this._rightController != null) {
  108182. _this._rightController.dispose();
  108183. _this._rightController = null;
  108184. }
  108185. }
  108186. };
  108187. this._workingVector = BABYLON.Vector3.Zero();
  108188. this._workingQuaternion = BABYLON.Quaternion.Identity();
  108189. this._workingMatrix = BABYLON.Matrix.Identity();
  108190. this._scene = scene;
  108191. this._canvas = scene.getEngine().getRenderingCanvas();
  108192. // Parse options
  108193. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  108194. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  108195. }
  108196. if (webVROptions.createDeviceOrientationCamera === undefined) {
  108197. webVROptions.createDeviceOrientationCamera = true;
  108198. }
  108199. if (webVROptions.laserToggle === undefined) {
  108200. webVROptions.laserToggle = true;
  108201. }
  108202. if (webVROptions.defaultHeight === undefined) {
  108203. webVROptions.defaultHeight = 1.7;
  108204. }
  108205. if (webVROptions.useCustomVRButton) {
  108206. this._useCustomVRButton = true;
  108207. if (webVROptions.customVRButton) {
  108208. this._btnVR = webVROptions.customVRButton;
  108209. }
  108210. }
  108211. if (webVROptions.rayLength) {
  108212. this._rayLength = webVROptions.rayLength;
  108213. }
  108214. this._defaultHeight = webVROptions.defaultHeight;
  108215. if (webVROptions.positionScale) {
  108216. this._rayLength *= webVROptions.positionScale;
  108217. this._defaultHeight *= webVROptions.positionScale;
  108218. }
  108219. this._hasEnteredVR = false;
  108220. // Set position
  108221. if (this._scene.activeCamera) {
  108222. this._position = this._scene.activeCamera.position.clone();
  108223. }
  108224. else {
  108225. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  108226. }
  108227. // Set non-vr camera
  108228. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  108229. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  108230. // Copy data from existing camera
  108231. if (this._scene.activeCamera) {
  108232. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  108233. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  108234. // Set rotation from previous camera
  108235. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  108236. var targetCamera = this._scene.activeCamera;
  108237. if (targetCamera.rotationQuaternion) {
  108238. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  108239. }
  108240. else {
  108241. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  108242. }
  108243. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  108244. }
  108245. }
  108246. this._scene.activeCamera = this._deviceOrientationCamera;
  108247. if (this._canvas) {
  108248. this._scene.activeCamera.attachControl(this._canvas);
  108249. }
  108250. }
  108251. else {
  108252. this._existingCamera = this._scene.activeCamera;
  108253. }
  108254. // Create VR cameras
  108255. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  108256. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  108257. this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  108258. }
  108259. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  108260. this._webVRCamera.useStandingMatrix();
  108261. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  108262. // Create default button
  108263. if (!this._useCustomVRButton) {
  108264. this._btnVR = document.createElement("BUTTON");
  108265. this._btnVR.className = "babylonVRicon";
  108266. this._btnVR.id = "babylonVRiconbtn";
  108267. this._btnVR.title = "Click to switch to VR";
  108268. 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) }";
  108269. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  108270. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  108271. // css += ".babylonVRicon.vrdisplaysupported { }";
  108272. // css += ".babylonVRicon.vrdisplayready { }";
  108273. // css += ".babylonVRicon.vrdisplayrequesting { }";
  108274. var style = document.createElement('style');
  108275. style.appendChild(document.createTextNode(css));
  108276. document.getElementsByTagName('head')[0].appendChild(style);
  108277. this.moveButtonToBottomRight();
  108278. }
  108279. // VR button click event
  108280. if (this._btnVR) {
  108281. this._btnVR.addEventListener("click", function () {
  108282. if (!_this.isInVRMode) {
  108283. _this.enterVR();
  108284. }
  108285. else {
  108286. _this.exitVR();
  108287. }
  108288. });
  108289. }
  108290. // Window events
  108291. window.addEventListener("resize", this._onResize);
  108292. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  108293. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  108294. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  108295. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  108296. document.onmsfullscreenchange = this._onFullscreenChange;
  108297. // Display vr button when headset is connected
  108298. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  108299. this.displayVRButton();
  108300. }
  108301. else {
  108302. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  108303. if (e.vrDisplay) {
  108304. _this.displayVRButton();
  108305. }
  108306. });
  108307. }
  108308. // Exiting VR mode using 'ESC' key on desktop
  108309. this._onKeyDown = function (event) {
  108310. if (event.keyCode === 27 && _this.isInVRMode) {
  108311. _this.exitVR();
  108312. }
  108313. };
  108314. document.addEventListener("keydown", this._onKeyDown);
  108315. // Exiting VR mode double tapping the touch screen
  108316. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  108317. if (_this.isInVRMode) {
  108318. _this.exitVR();
  108319. if (_this._fullscreenVRpresenting) {
  108320. _this._scene.getEngine().switchFullscreen(true);
  108321. }
  108322. }
  108323. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  108324. // Listen for WebVR display changes
  108325. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  108326. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  108327. this._onVRRequestPresentStart = function () {
  108328. _this._webVRrequesting = true;
  108329. _this.updateButtonVisibility();
  108330. };
  108331. this._onVRRequestPresentComplete = function (success) {
  108332. _this._webVRrequesting = false;
  108333. _this.updateButtonVisibility();
  108334. };
  108335. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  108336. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  108337. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  108338. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108339. scene.onDisposeObservable.add(function () {
  108340. _this.dispose();
  108341. });
  108342. // Gamepad connection events
  108343. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  108344. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  108345. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  108346. this.updateButtonVisibility();
  108347. //create easing functions
  108348. this._circleEase = new BABYLON.CircleEase();
  108349. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  108350. if (this.webVROptions.floorMeshes) {
  108351. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  108352. }
  108353. }
  108354. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  108355. /** Return this.onEnteringVRObservable
  108356. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  108357. */
  108358. get: function () {
  108359. return this.onEnteringVRObservable;
  108360. },
  108361. enumerable: true,
  108362. configurable: true
  108363. });
  108364. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  108365. /** Return this.onExitingVRObservable
  108366. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  108367. */
  108368. get: function () {
  108369. return this.onExitingVRObservable;
  108370. },
  108371. enumerable: true,
  108372. configurable: true
  108373. });
  108374. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  108375. /** Return this.onControllerMeshLoadedObservable
  108376. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  108377. */
  108378. get: function () {
  108379. return this.onControllerMeshLoadedObservable;
  108380. },
  108381. enumerable: true,
  108382. configurable: true
  108383. });
  108384. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  108385. /**
  108386. * The mesh used to display where the user is going to teleport.
  108387. */
  108388. get: function () {
  108389. return this._teleportationTarget;
  108390. },
  108391. /**
  108392. * Sets the mesh to be used to display where the user is going to teleport.
  108393. */
  108394. set: function (value) {
  108395. if (value) {
  108396. value.name = "teleportationTarget";
  108397. this._isDefaultTeleportationTarget = false;
  108398. this._teleportationTarget = value;
  108399. }
  108400. },
  108401. enumerable: true,
  108402. configurable: true
  108403. });
  108404. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  108405. /**
  108406. * 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
  108407. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  108408. * See http://doc.babylonjs.com/resources/baking_transformations
  108409. */
  108410. get: function () {
  108411. return this._cameraGazer._gazeTracker;
  108412. },
  108413. set: function (value) {
  108414. if (value) {
  108415. // Dispose of existing meshes
  108416. if (this._cameraGazer._gazeTracker) {
  108417. this._cameraGazer._gazeTracker.dispose();
  108418. }
  108419. if (this._leftController && this._leftController._gazeTracker) {
  108420. this._leftController._gazeTracker.dispose();
  108421. }
  108422. if (this._rightController && this._rightController._gazeTracker) {
  108423. this._rightController._gazeTracker.dispose();
  108424. }
  108425. // Set and create gaze trackers on head and controllers
  108426. this._cameraGazer._gazeTracker = value;
  108427. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  108428. this._cameraGazer._gazeTracker.isPickable = false;
  108429. this._cameraGazer._gazeTracker.isVisible = false;
  108430. this._cameraGazer._gazeTracker.name = "gazeTracker";
  108431. if (this._leftController) {
  108432. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  108433. }
  108434. if (this._rightController) {
  108435. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  108436. }
  108437. }
  108438. },
  108439. enumerable: true,
  108440. configurable: true
  108441. });
  108442. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  108443. /**
  108444. * The gaze tracking mesh corresponding to the left controller
  108445. */
  108446. get: function () {
  108447. if (this._leftController) {
  108448. return this._leftController._gazeTracker;
  108449. }
  108450. return null;
  108451. },
  108452. enumerable: true,
  108453. configurable: true
  108454. });
  108455. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  108456. /**
  108457. * The gaze tracking mesh corresponding to the right controller
  108458. */
  108459. get: function () {
  108460. if (this._rightController) {
  108461. return this._rightController._gazeTracker;
  108462. }
  108463. return null;
  108464. },
  108465. enumerable: true,
  108466. configurable: true
  108467. });
  108468. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  108469. /**
  108470. * If the ray of the gaze should be displayed.
  108471. */
  108472. get: function () {
  108473. return this._displayGaze;
  108474. },
  108475. /**
  108476. * Sets if the ray of the gaze should be displayed.
  108477. */
  108478. set: function (value) {
  108479. this._displayGaze = value;
  108480. if (!value) {
  108481. this._cameraGazer._gazeTracker.isVisible = false;
  108482. if (this._leftController) {
  108483. this._leftController._gazeTracker.isVisible = false;
  108484. }
  108485. if (this._rightController) {
  108486. this._rightController._gazeTracker.isVisible = false;
  108487. }
  108488. }
  108489. },
  108490. enumerable: true,
  108491. configurable: true
  108492. });
  108493. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  108494. /**
  108495. * If the ray of the LaserPointer should be displayed.
  108496. */
  108497. get: function () {
  108498. return this._displayLaserPointer;
  108499. },
  108500. /**
  108501. * Sets if the ray of the LaserPointer should be displayed.
  108502. */
  108503. set: function (value) {
  108504. this._displayLaserPointer = value;
  108505. if (!value) {
  108506. if (this._rightController) {
  108507. this._rightController._deactivatePointer();
  108508. this._rightController._gazeTracker.isVisible = false;
  108509. }
  108510. if (this._leftController) {
  108511. this._leftController._deactivatePointer();
  108512. this._leftController._gazeTracker.isVisible = false;
  108513. }
  108514. }
  108515. else {
  108516. if (this._rightController) {
  108517. this._rightController._activatePointer();
  108518. }
  108519. if (this._leftController) {
  108520. this._leftController._activatePointer();
  108521. }
  108522. }
  108523. },
  108524. enumerable: true,
  108525. configurable: true
  108526. });
  108527. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  108528. /**
  108529. * The deviceOrientationCamera used as the camera when not in VR.
  108530. */
  108531. get: function () {
  108532. return this._deviceOrientationCamera;
  108533. },
  108534. enumerable: true,
  108535. configurable: true
  108536. });
  108537. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  108538. /**
  108539. * Based on the current WebVR support, returns the current VR camera used.
  108540. */
  108541. get: function () {
  108542. if (this._webVRready) {
  108543. return this._webVRCamera;
  108544. }
  108545. else {
  108546. return this._scene.activeCamera;
  108547. }
  108548. },
  108549. enumerable: true,
  108550. configurable: true
  108551. });
  108552. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  108553. /**
  108554. * The webVRCamera which is used when in VR.
  108555. */
  108556. get: function () {
  108557. return this._webVRCamera;
  108558. },
  108559. enumerable: true,
  108560. configurable: true
  108561. });
  108562. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  108563. /**
  108564. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  108565. */
  108566. get: function () {
  108567. return this._vrDeviceOrientationCamera;
  108568. },
  108569. enumerable: true,
  108570. configurable: true
  108571. });
  108572. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  108573. get: function () {
  108574. var result = this._cameraGazer._teleportationRequestInitiated
  108575. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  108576. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  108577. return result;
  108578. },
  108579. enumerable: true,
  108580. configurable: true
  108581. });
  108582. // Raised when one of the controller has loaded successfully its associated default mesh
  108583. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  108584. if (this._leftController && this._leftController.webVRController == webVRController) {
  108585. if (webVRController.mesh) {
  108586. this._leftController._setLaserPointerParent(webVRController.mesh);
  108587. }
  108588. }
  108589. if (this._rightController && this._rightController.webVRController == webVRController) {
  108590. if (webVRController.mesh) {
  108591. this._rightController._setLaserPointerParent(webVRController.mesh);
  108592. }
  108593. }
  108594. try {
  108595. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  108596. }
  108597. catch (err) {
  108598. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  108599. }
  108600. };
  108601. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  108602. /**
  108603. * Gets a value indicating if we are currently in VR mode.
  108604. */
  108605. get: function () {
  108606. return this._webVRpresenting || this._fullscreenVRpresenting;
  108607. },
  108608. enumerable: true,
  108609. configurable: true
  108610. });
  108611. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  108612. var vrDisplay = this._scene.getEngine().getVRDevice();
  108613. if (vrDisplay) {
  108614. var wasPresenting = this._webVRpresenting;
  108615. this._webVRpresenting = vrDisplay.isPresenting;
  108616. if (wasPresenting && !this._webVRpresenting) {
  108617. this.exitVR();
  108618. }
  108619. }
  108620. else {
  108621. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  108622. }
  108623. this.updateButtonVisibility();
  108624. };
  108625. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  108626. this._webVRsupported = eventArgs.vrSupported;
  108627. this._webVRready = !!eventArgs.vrDisplay;
  108628. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  108629. this.updateButtonVisibility();
  108630. };
  108631. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  108632. if (this._canvas && !this._useCustomVRButton) {
  108633. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  108634. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  108635. }
  108636. };
  108637. VRExperienceHelper.prototype.displayVRButton = function () {
  108638. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  108639. document.body.appendChild(this._btnVR);
  108640. this._btnVRDisplayed = true;
  108641. }
  108642. };
  108643. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  108644. if (!this._btnVR || this._useCustomVRButton) {
  108645. return;
  108646. }
  108647. this._btnVR.className = "babylonVRicon";
  108648. if (this.isInVRMode) {
  108649. this._btnVR.className += " vrdisplaypresenting";
  108650. }
  108651. else {
  108652. if (this._webVRready) {
  108653. this._btnVR.className += " vrdisplayready";
  108654. }
  108655. if (this._webVRsupported) {
  108656. this._btnVR.className += " vrdisplaysupported";
  108657. }
  108658. if (this._webVRrequesting) {
  108659. this._btnVR.className += " vrdisplayrequesting";
  108660. }
  108661. }
  108662. };
  108663. /**
  108664. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  108665. * Otherwise, will use the fullscreen API.
  108666. */
  108667. VRExperienceHelper.prototype.enterVR = function () {
  108668. if (this.onEnteringVRObservable) {
  108669. try {
  108670. this.onEnteringVRObservable.notifyObservers(this);
  108671. }
  108672. catch (err) {
  108673. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  108674. }
  108675. }
  108676. if (this._scene.activeCamera) {
  108677. this._position = this._scene.activeCamera.position.clone();
  108678. if (this.vrDeviceOrientationCamera) {
  108679. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  108680. this.vrDeviceOrientationCamera.angularSensibility = 2000;
  108681. }
  108682. if (this.webVRCamera) {
  108683. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  108684. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  108685. var delta = desiredYRotation - currentYRotation;
  108686. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  108687. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  108688. }
  108689. // make sure that we return to the last active camera
  108690. this._existingCamera = this._scene.activeCamera;
  108691. // Remove and cache angular sensability to avoid camera rotation when in VR
  108692. if (this._existingCamera.angularSensibilityX) {
  108693. this._cachedAngularSensibility.angularSensibilityX = this._existingCamera.angularSensibilityX;
  108694. this._existingCamera.angularSensibilityX = Number.MAX_VALUE;
  108695. }
  108696. if (this._existingCamera.angularSensibilityY) {
  108697. this._cachedAngularSensibility.angularSensibilityY = this._existingCamera.angularSensibilityY;
  108698. this._existingCamera.angularSensibilityY = Number.MAX_VALUE;
  108699. }
  108700. if (this._existingCamera.angularSensibility) {
  108701. this._cachedAngularSensibility.angularSensibility = this._existingCamera.angularSensibility;
  108702. this._existingCamera.angularSensibility = Number.MAX_VALUE;
  108703. }
  108704. }
  108705. if (this._webVRrequesting) {
  108706. return;
  108707. }
  108708. // If WebVR is supported and a headset is connected
  108709. if (this._webVRready) {
  108710. if (!this._webVRpresenting) {
  108711. this._webVRCamera.position = this._position;
  108712. this._scene.activeCamera = this._webVRCamera;
  108713. }
  108714. }
  108715. else if (this._vrDeviceOrientationCamera) {
  108716. this._vrDeviceOrientationCamera.position = this._position;
  108717. if (this._scene.activeCamera) {
  108718. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  108719. }
  108720. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  108721. this._scene.getEngine().switchFullscreen(true);
  108722. this.updateButtonVisibility();
  108723. }
  108724. if (this._scene.activeCamera && this._canvas) {
  108725. this._scene.activeCamera.attachControl(this._canvas);
  108726. }
  108727. if (this._interactionsEnabled) {
  108728. this._scene.registerBeforeRender(this.beforeRender);
  108729. }
  108730. if (this._displayLaserPointer) {
  108731. [this._leftController, this._rightController].forEach(function (controller) {
  108732. if (controller) {
  108733. controller._activatePointer();
  108734. }
  108735. });
  108736. }
  108737. this._hasEnteredVR = true;
  108738. };
  108739. /**
  108740. * Attempt to exit VR, or fullscreen.
  108741. */
  108742. VRExperienceHelper.prototype.exitVR = function () {
  108743. if (this._hasEnteredVR) {
  108744. if (this.onExitingVRObservable) {
  108745. try {
  108746. this.onExitingVRObservable.notifyObservers(this);
  108747. }
  108748. catch (err) {
  108749. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  108750. }
  108751. }
  108752. if (this._webVRpresenting) {
  108753. this._scene.getEngine().disableVR();
  108754. }
  108755. if (this._scene.activeCamera) {
  108756. this._position = this._scene.activeCamera.position.clone();
  108757. }
  108758. if (this.vrDeviceOrientationCamera) {
  108759. this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  108760. }
  108761. if (this._deviceOrientationCamera) {
  108762. this._deviceOrientationCamera.position = this._position;
  108763. this._scene.activeCamera = this._deviceOrientationCamera;
  108764. if (this._canvas) {
  108765. this._scene.activeCamera.attachControl(this._canvas);
  108766. }
  108767. // Restore angular sensibility
  108768. if (this._cachedAngularSensibility.angularSensibilityX) {
  108769. this._deviceOrientationCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  108770. this._cachedAngularSensibility.angularSensibilityX = null;
  108771. }
  108772. if (this._cachedAngularSensibility.angularSensibilityY) {
  108773. this._deviceOrientationCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  108774. this._cachedAngularSensibility.angularSensibilityY = null;
  108775. }
  108776. if (this._cachedAngularSensibility.angularSensibility) {
  108777. this._deviceOrientationCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  108778. this._cachedAngularSensibility.angularSensibility = null;
  108779. }
  108780. }
  108781. else if (this._existingCamera) {
  108782. this._existingCamera.position = this._position;
  108783. this._scene.activeCamera = this._existingCamera;
  108784. // Restore angular sensibility
  108785. if (this._cachedAngularSensibility.angularSensibilityX) {
  108786. this._existingCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  108787. this._cachedAngularSensibility.angularSensibilityX = null;
  108788. }
  108789. if (this._cachedAngularSensibility.angularSensibilityY) {
  108790. this._existingCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  108791. this._cachedAngularSensibility.angularSensibilityY = null;
  108792. }
  108793. if (this._cachedAngularSensibility.angularSensibility) {
  108794. this._existingCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  108795. this._cachedAngularSensibility.angularSensibility = null;
  108796. }
  108797. }
  108798. this.updateButtonVisibility();
  108799. if (this._interactionsEnabled) {
  108800. this._scene.unregisterBeforeRender(this.beforeRender);
  108801. this._cameraGazer._gazeTracker.isVisible = false;
  108802. if (this._leftController) {
  108803. this._leftController._gazeTracker.isVisible = false;
  108804. }
  108805. if (this._rightController) {
  108806. this._rightController._gazeTracker.isVisible = false;
  108807. }
  108808. }
  108809. // resize to update width and height when exiting vr exits fullscreen
  108810. this._scene.getEngine().resize();
  108811. [this._leftController, this._rightController].forEach(function (controller) {
  108812. if (controller) {
  108813. controller._deactivatePointer();
  108814. }
  108815. });
  108816. this._hasEnteredVR = false;
  108817. }
  108818. };
  108819. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  108820. /**
  108821. * The position of the vr experience helper.
  108822. */
  108823. get: function () {
  108824. return this._position;
  108825. },
  108826. /**
  108827. * Sets the position of the vr experience helper.
  108828. */
  108829. set: function (value) {
  108830. this._position = value;
  108831. if (this._scene.activeCamera) {
  108832. this._scene.activeCamera.position = value;
  108833. }
  108834. },
  108835. enumerable: true,
  108836. configurable: true
  108837. });
  108838. /**
  108839. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  108840. */
  108841. VRExperienceHelper.prototype.enableInteractions = function () {
  108842. var _this = this;
  108843. if (!this._interactionsEnabled) {
  108844. this._interactionsRequested = true;
  108845. if (this._leftController) {
  108846. this._enableInteractionOnController(this._leftController);
  108847. }
  108848. if (this._rightController) {
  108849. this._enableInteractionOnController(this._rightController);
  108850. }
  108851. this.raySelectionPredicate = function (mesh) {
  108852. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  108853. };
  108854. this.meshSelectionPredicate = function (mesh) {
  108855. return true;
  108856. };
  108857. this._raySelectionPredicate = function (mesh) {
  108858. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  108859. && mesh.name.indexOf("teleportationTarget") === -1
  108860. && mesh.name.indexOf("torusTeleportation") === -1)) {
  108861. return _this.raySelectionPredicate(mesh);
  108862. }
  108863. return false;
  108864. };
  108865. this._interactionsEnabled = true;
  108866. }
  108867. };
  108868. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  108869. get: function () {
  108870. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  108871. },
  108872. enumerable: true,
  108873. configurable: true
  108874. });
  108875. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  108876. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  108877. if (this._floorMeshesCollection[i].id === mesh.id) {
  108878. return true;
  108879. }
  108880. }
  108881. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  108882. return true;
  108883. }
  108884. return false;
  108885. };
  108886. /**
  108887. * Adds a floor mesh to be used for teleportation.
  108888. * @param floorMesh the mesh to be used for teleportation.
  108889. */
  108890. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  108891. if (!this._floorMeshesCollection) {
  108892. return;
  108893. }
  108894. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  108895. return;
  108896. }
  108897. this._floorMeshesCollection.push(floorMesh);
  108898. };
  108899. /**
  108900. * Removes a floor mesh from being used for teleportation.
  108901. * @param floorMesh the mesh to be removed.
  108902. */
  108903. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  108904. if (!this._floorMeshesCollection) {
  108905. return;
  108906. }
  108907. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  108908. if (meshIndex !== -1) {
  108909. this._floorMeshesCollection.splice(meshIndex, 1);
  108910. }
  108911. };
  108912. /**
  108913. * Enables interactions and teleportation using the VR controllers and gaze.
  108914. * @param vrTeleportationOptions options to modify teleportation behavior.
  108915. */
  108916. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  108917. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  108918. if (!this._teleportationInitialized) {
  108919. this._teleportationRequested = true;
  108920. this.enableInteractions();
  108921. if (vrTeleportationOptions.floorMeshName) {
  108922. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  108923. }
  108924. if (vrTeleportationOptions.floorMeshes) {
  108925. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  108926. }
  108927. if (this._leftController != null) {
  108928. this._enableTeleportationOnController(this._leftController);
  108929. }
  108930. if (this._rightController != null) {
  108931. this._enableTeleportationOnController(this._rightController);
  108932. }
  108933. // Creates an image processing post process for the vignette not relying
  108934. // on the main scene configuration for image processing to reduce setup and spaces
  108935. // (gamma/linear) conflicts.
  108936. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  108937. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  108938. imageProcessingConfiguration.vignetteEnabled = true;
  108939. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  108940. this._webVRCamera.detachPostProcess(this._postProcessMove);
  108941. this._teleportationInitialized = true;
  108942. if (this._isDefaultTeleportationTarget) {
  108943. this._createTeleportationCircles();
  108944. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  108945. }
  108946. }
  108947. };
  108948. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  108949. var _this = this;
  108950. var controllerMesh = controller.webVRController.mesh;
  108951. if (controllerMesh) {
  108952. controller._interactionsEnabled = true;
  108953. if (this.isInVRMode && this._displayLaserPointer) {
  108954. controller._activatePointer();
  108955. }
  108956. if (this.webVROptions.laserToggle) {
  108957. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  108958. // Enabling / disabling laserPointer
  108959. if (_this._displayLaserPointer && stateObject.value === 1) {
  108960. if (controller._activePointer) {
  108961. controller._deactivatePointer();
  108962. }
  108963. else {
  108964. controller._activatePointer();
  108965. }
  108966. if (_this.displayGaze) {
  108967. controller._gazeTracker.isVisible = controller._activePointer;
  108968. }
  108969. }
  108970. });
  108971. }
  108972. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  108973. var gazer = controller;
  108974. if (_this._noControllerIsActive) {
  108975. gazer = _this._cameraGazer;
  108976. }
  108977. if (!gazer._pointerDownOnMeshAsked) {
  108978. if (stateObject.value > _this._padSensibilityUp) {
  108979. gazer._selectionPointerDown();
  108980. }
  108981. }
  108982. else if (stateObject.value < _this._padSensibilityDown) {
  108983. gazer._selectionPointerUp();
  108984. }
  108985. });
  108986. }
  108987. };
  108988. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  108989. // Dont teleport if another gaze already requested teleportation
  108990. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  108991. return;
  108992. }
  108993. if (!gazer._teleportationRequestInitiated) {
  108994. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  108995. gazer._activatePointer();
  108996. gazer._teleportationRequestInitiated = true;
  108997. }
  108998. }
  108999. else {
  109000. // Listening to the proper controller values changes to confirm teleportation
  109001. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  109002. if (this._teleportActive) {
  109003. this.teleportCamera(this._haloCenter);
  109004. }
  109005. gazer._teleportationRequestInitiated = false;
  109006. }
  109007. }
  109008. };
  109009. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  109010. // Only rotate when user is not currently selecting a teleportation location
  109011. if (gazer._teleportationRequestInitiated) {
  109012. return;
  109013. }
  109014. if (!gazer._rotationLeftAsked) {
  109015. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  109016. gazer._rotationLeftAsked = true;
  109017. if (this._rotationAllowed) {
  109018. this._rotateCamera(false);
  109019. }
  109020. }
  109021. }
  109022. else {
  109023. if (stateObject.x > -this._padSensibilityDown) {
  109024. gazer._rotationLeftAsked = false;
  109025. }
  109026. }
  109027. if (!gazer._rotationRightAsked) {
  109028. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  109029. gazer._rotationRightAsked = true;
  109030. if (this._rotationAllowed) {
  109031. this._rotateCamera(true);
  109032. }
  109033. }
  109034. }
  109035. else {
  109036. if (stateObject.x < this._padSensibilityDown) {
  109037. gazer._rotationRightAsked = false;
  109038. }
  109039. }
  109040. };
  109041. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  109042. // Only teleport backwards when user is not currently selecting a teleportation location
  109043. if (gazer._teleportationRequestInitiated) {
  109044. return;
  109045. }
  109046. // Teleport backwards
  109047. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  109048. if (!gazer._teleportationBackRequestInitiated) {
  109049. if (!this.currentVRCamera) {
  109050. return;
  109051. }
  109052. // Get rotation and position of the current camera
  109053. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  109054. var position = this.currentVRCamera.position;
  109055. // If the camera has device position, use that instead
  109056. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  109057. rotation = this.currentVRCamera.deviceRotationQuaternion;
  109058. position = this.currentVRCamera.devicePosition;
  109059. }
  109060. // Get matrix with only the y rotation of the device rotation
  109061. rotation.toEulerAnglesToRef(this._workingVector);
  109062. this._workingVector.z = 0;
  109063. this._workingVector.x = 0;
  109064. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  109065. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  109066. // Rotate backwards ray by device rotation to cast at the ground behind the user
  109067. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  109068. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  109069. var ray = new BABYLON.Ray(position, this._workingVector);
  109070. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  109071. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  109072. this.teleportCamera(hit.pickedPoint);
  109073. }
  109074. gazer._teleportationBackRequestInitiated = true;
  109075. }
  109076. }
  109077. else {
  109078. gazer._teleportationBackRequestInitiated = false;
  109079. }
  109080. };
  109081. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  109082. var _this = this;
  109083. var controllerMesh = controller.webVRController.mesh;
  109084. if (controllerMesh) {
  109085. if (!controller._interactionsEnabled) {
  109086. this._enableInteractionOnController(controller);
  109087. }
  109088. controller._interactionsEnabled = true;
  109089. controller._teleportationEnabled = true;
  109090. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  109091. controller._dpadPressed = false;
  109092. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  109093. controller._dpadPressed = stateObject.pressed;
  109094. if (!controller._dpadPressed) {
  109095. controller._rotationLeftAsked = false;
  109096. controller._rotationRightAsked = false;
  109097. controller._teleportationBackRequestInitiated = false;
  109098. }
  109099. });
  109100. }
  109101. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  109102. if (_this.teleportationEnabled) {
  109103. _this._checkTeleportBackwards(stateObject, controller);
  109104. _this._checkTeleportWithRay(stateObject, controller);
  109105. }
  109106. _this._checkRotate(stateObject, controller);
  109107. });
  109108. }
  109109. };
  109110. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  109111. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  109112. this._teleportationTarget.isPickable = false;
  109113. var length = 512;
  109114. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  109115. dynamicTexture.hasAlpha = true;
  109116. var context = dynamicTexture.getContext();
  109117. var centerX = length / 2;
  109118. var centerY = length / 2;
  109119. var radius = 200;
  109120. context.beginPath();
  109121. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  109122. context.fillStyle = this._teleportationFillColor;
  109123. context.fill();
  109124. context.lineWidth = 10;
  109125. context.strokeStyle = this._teleportationBorderColor;
  109126. context.stroke();
  109127. context.closePath();
  109128. dynamicTexture.update();
  109129. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  109130. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  109131. this._teleportationTarget.material = teleportationCircleMaterial;
  109132. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  109133. torus.isPickable = false;
  109134. torus.parent = this._teleportationTarget;
  109135. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  109136. var keys = [];
  109137. keys.push({
  109138. frame: 0,
  109139. value: 0
  109140. });
  109141. keys.push({
  109142. frame: 30,
  109143. value: 0.4
  109144. });
  109145. keys.push({
  109146. frame: 60,
  109147. value: 0
  109148. });
  109149. animationInnerCircle.setKeys(keys);
  109150. var easingFunction = new BABYLON.SineEase();
  109151. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  109152. animationInnerCircle.setEasingFunction(easingFunction);
  109153. torus.animations = [];
  109154. torus.animations.push(animationInnerCircle);
  109155. this._scene.beginAnimation(torus, 0, 60, true);
  109156. this._hideTeleportationTarget();
  109157. };
  109158. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  109159. this._teleportActive = true;
  109160. if (this._teleportationInitialized) {
  109161. this._teleportationTarget.isVisible = true;
  109162. if (this._isDefaultTeleportationTarget) {
  109163. this._teleportationTarget.getChildren()[0].isVisible = true;
  109164. }
  109165. }
  109166. };
  109167. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  109168. this._teleportActive = false;
  109169. if (this._teleportationInitialized) {
  109170. this._teleportationTarget.isVisible = false;
  109171. if (this._isDefaultTeleportationTarget) {
  109172. this._teleportationTarget.getChildren()[0].isVisible = false;
  109173. }
  109174. }
  109175. };
  109176. VRExperienceHelper.prototype._rotateCamera = function (right) {
  109177. var _this = this;
  109178. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  109179. return;
  109180. }
  109181. if (right) {
  109182. this._rotationAngle++;
  109183. }
  109184. else {
  109185. this._rotationAngle--;
  109186. }
  109187. this.currentVRCamera.animations = [];
  109188. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  109189. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109190. var animationRotationKeys = [];
  109191. animationRotationKeys.push({
  109192. frame: 0,
  109193. value: this.currentVRCamera.rotationQuaternion
  109194. });
  109195. animationRotationKeys.push({
  109196. frame: 6,
  109197. value: target
  109198. });
  109199. animationRotation.setKeys(animationRotationKeys);
  109200. animationRotation.setEasingFunction(this._circleEase);
  109201. this.currentVRCamera.animations.push(animationRotation);
  109202. this._postProcessMove.animations = [];
  109203. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109204. var vignetteWeightKeys = [];
  109205. vignetteWeightKeys.push({
  109206. frame: 0,
  109207. value: 0
  109208. });
  109209. vignetteWeightKeys.push({
  109210. frame: 3,
  109211. value: 4
  109212. });
  109213. vignetteWeightKeys.push({
  109214. frame: 6,
  109215. value: 0
  109216. });
  109217. animationPP.setKeys(vignetteWeightKeys);
  109218. animationPP.setEasingFunction(this._circleEase);
  109219. this._postProcessMove.animations.push(animationPP);
  109220. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109221. var vignetteStretchKeys = [];
  109222. vignetteStretchKeys.push({
  109223. frame: 0,
  109224. value: 0
  109225. });
  109226. vignetteStretchKeys.push({
  109227. frame: 3,
  109228. value: 10
  109229. });
  109230. vignetteStretchKeys.push({
  109231. frame: 6,
  109232. value: 0
  109233. });
  109234. animationPP2.setKeys(vignetteStretchKeys);
  109235. animationPP2.setEasingFunction(this._circleEase);
  109236. this._postProcessMove.animations.push(animationPP2);
  109237. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  109238. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  109239. this._postProcessMove.samples = 4;
  109240. this._webVRCamera.attachPostProcess(this._postProcessMove);
  109241. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  109242. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  109243. });
  109244. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  109245. };
  109246. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  109247. if (hit.pickedPoint) {
  109248. if (gazer._teleportationRequestInitiated) {
  109249. this._displayTeleportationTarget();
  109250. this._haloCenter.copyFrom(hit.pickedPoint);
  109251. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  109252. }
  109253. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  109254. if (pickNormal) {
  109255. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  109256. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  109257. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  109258. }
  109259. this._teleportationTarget.position.y += 0.1;
  109260. }
  109261. };
  109262. /**
  109263. * Teleports the users feet to the desired location
  109264. * @param location The location where the user's feet should be placed
  109265. */
  109266. VRExperienceHelper.prototype.teleportCamera = function (location) {
  109267. var _this = this;
  109268. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  109269. return;
  109270. }
  109271. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  109272. // offset of the headset from the anchor.
  109273. if (this.webVRCamera.leftCamera) {
  109274. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  109275. this._workingVector.subtractInPlace(this.webVRCamera.position);
  109276. location.subtractToRef(this._workingVector, this._workingVector);
  109277. }
  109278. else {
  109279. this._workingVector.copyFrom(location);
  109280. }
  109281. // Add height to account for user's height offset
  109282. if (this.isInVRMode) {
  109283. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  109284. }
  109285. else {
  109286. this._workingVector.y += this._defaultHeight;
  109287. }
  109288. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  109289. // Create animation from the camera's position to the new location
  109290. this.currentVRCamera.animations = [];
  109291. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109292. var animationCameraTeleportationKeys = [{
  109293. frame: 0,
  109294. value: this.currentVRCamera.position
  109295. },
  109296. {
  109297. frame: 11,
  109298. value: this._workingVector
  109299. }
  109300. ];
  109301. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  109302. animationCameraTeleportation.setEasingFunction(this._circleEase);
  109303. this.currentVRCamera.animations.push(animationCameraTeleportation);
  109304. this._postProcessMove.animations = [];
  109305. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109306. var vignetteWeightKeys = [];
  109307. vignetteWeightKeys.push({
  109308. frame: 0,
  109309. value: 0
  109310. });
  109311. vignetteWeightKeys.push({
  109312. frame: 5,
  109313. value: 8
  109314. });
  109315. vignetteWeightKeys.push({
  109316. frame: 11,
  109317. value: 0
  109318. });
  109319. animationPP.setKeys(vignetteWeightKeys);
  109320. this._postProcessMove.animations.push(animationPP);
  109321. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109322. var vignetteStretchKeys = [];
  109323. vignetteStretchKeys.push({
  109324. frame: 0,
  109325. value: 0
  109326. });
  109327. vignetteStretchKeys.push({
  109328. frame: 5,
  109329. value: 10
  109330. });
  109331. vignetteStretchKeys.push({
  109332. frame: 11,
  109333. value: 0
  109334. });
  109335. animationPP2.setKeys(vignetteStretchKeys);
  109336. this._postProcessMove.animations.push(animationPP2);
  109337. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  109338. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  109339. this._webVRCamera.attachPostProcess(this._postProcessMove);
  109340. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  109341. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  109342. });
  109343. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  109344. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  109345. });
  109346. this._hideTeleportationTarget();
  109347. };
  109348. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  109349. if (normal) {
  109350. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  109351. if (angle < Math.PI / 2) {
  109352. normal.scaleInPlace(-1);
  109353. }
  109354. }
  109355. return normal;
  109356. };
  109357. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  109358. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  109359. return;
  109360. }
  109361. var ray = gazer._getForwardRay(this._rayLength);
  109362. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  109363. if (hit) {
  109364. // Populate the contrllers mesh that can be used for drag/drop
  109365. if (gazer._laserPointer) {
  109366. hit.originMesh = gazer._laserPointer.parent;
  109367. }
  109368. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  109369. }
  109370. gazer._currentHit = hit;
  109371. // Moving the gazeTracker on the mesh face targetted
  109372. if (hit && hit.pickedPoint) {
  109373. if (this._displayGaze) {
  109374. var multiplier = 1;
  109375. gazer._gazeTracker.isVisible = true;
  109376. if (gazer._isActionableMesh) {
  109377. multiplier = 3;
  109378. }
  109379. if (this.updateGazeTrackerScale) {
  109380. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  109381. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  109382. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  109383. }
  109384. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  109385. // To avoid z-fighting
  109386. var deltaFighting = 0.002;
  109387. if (pickNormal) {
  109388. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  109389. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  109390. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  109391. }
  109392. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  109393. if (gazer._gazeTracker.position.x < 0) {
  109394. gazer._gazeTracker.position.x += deltaFighting;
  109395. }
  109396. else {
  109397. gazer._gazeTracker.position.x -= deltaFighting;
  109398. }
  109399. if (gazer._gazeTracker.position.y < 0) {
  109400. gazer._gazeTracker.position.y += deltaFighting;
  109401. }
  109402. else {
  109403. gazer._gazeTracker.position.y -= deltaFighting;
  109404. }
  109405. if (gazer._gazeTracker.position.z < 0) {
  109406. gazer._gazeTracker.position.z += deltaFighting;
  109407. }
  109408. else {
  109409. gazer._gazeTracker.position.z -= deltaFighting;
  109410. }
  109411. }
  109412. // Changing the size of the laser pointer based on the distance from the targetted point
  109413. gazer._updatePointerDistance(hit.distance);
  109414. }
  109415. else {
  109416. gazer._updatePointerDistance();
  109417. gazer._gazeTracker.isVisible = false;
  109418. }
  109419. if (hit && hit.pickedMesh) {
  109420. // The object selected is the floor, we're in a teleportation scenario
  109421. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  109422. // Moving the teleportation area to this targetted point
  109423. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  109424. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  109425. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109426. }
  109427. gazer._currentMeshSelected = null;
  109428. if (gazer._teleportationRequestInitiated) {
  109429. this._moveTeleportationSelectorTo(hit, gazer, ray);
  109430. }
  109431. return;
  109432. }
  109433. // If not, we're in a selection scenario
  109434. //this._teleportationAllowed = false;
  109435. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  109436. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  109437. this.onNewMeshPicked.notifyObservers(hit);
  109438. gazer._currentMeshSelected = hit.pickedMesh;
  109439. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  109440. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  109441. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  109442. gazer._isActionableMesh = true;
  109443. }
  109444. else {
  109445. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109446. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109447. gazer._isActionableMesh = false;
  109448. }
  109449. try {
  109450. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  109451. }
  109452. catch (err) {
  109453. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  109454. }
  109455. }
  109456. else {
  109457. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109458. gazer._currentMeshSelected = null;
  109459. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109460. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109461. }
  109462. }
  109463. }
  109464. else {
  109465. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109466. gazer._currentMeshSelected = null;
  109467. //this._teleportationAllowed = false;
  109468. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109469. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109470. }
  109471. };
  109472. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  109473. if (mesh) {
  109474. this.onSelectedMeshUnselected.notifyObservers(mesh);
  109475. }
  109476. };
  109477. /**
  109478. * Sets the color of the laser ray from the vr controllers.
  109479. * @param color new color for the ray.
  109480. */
  109481. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  109482. if (this._leftController) {
  109483. this._leftController._setLaserPointerColor(color);
  109484. }
  109485. if (this._rightController) {
  109486. this._rightController._setLaserPointerColor(color);
  109487. }
  109488. };
  109489. /**
  109490. * Sets the color of the ray from the vr headsets gaze.
  109491. * @param color new color for the ray.
  109492. */
  109493. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  109494. if (!this.updateGazeTrackerColor) {
  109495. return;
  109496. }
  109497. if (!this._cameraGazer._gazeTracker.material) {
  109498. return;
  109499. }
  109500. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  109501. if (this._leftController) {
  109502. this._leftController._gazeTracker.material.emissiveColor = color;
  109503. }
  109504. if (this._rightController) {
  109505. this._rightController._gazeTracker.material.emissiveColor = color;
  109506. }
  109507. };
  109508. /**
  109509. * Exits VR and disposes of the vr experience helper
  109510. */
  109511. VRExperienceHelper.prototype.dispose = function () {
  109512. if (this.isInVRMode) {
  109513. this.exitVR();
  109514. }
  109515. if (this._postProcessMove) {
  109516. this._postProcessMove.dispose();
  109517. }
  109518. if (this._webVRCamera) {
  109519. this._webVRCamera.dispose();
  109520. }
  109521. if (this._vrDeviceOrientationCamera) {
  109522. this._vrDeviceOrientationCamera.dispose();
  109523. }
  109524. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  109525. document.body.removeChild(this._btnVR);
  109526. }
  109527. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  109528. this._deviceOrientationCamera.dispose();
  109529. }
  109530. if (this._cameraGazer) {
  109531. this._cameraGazer.dispose();
  109532. }
  109533. if (this._leftController) {
  109534. this._leftController.dispose();
  109535. }
  109536. if (this._rightController) {
  109537. this._rightController.dispose();
  109538. }
  109539. if (this._teleportationTarget) {
  109540. this._teleportationTarget.dispose();
  109541. }
  109542. this._floorMeshesCollection = [];
  109543. document.removeEventListener("keydown", this._onKeyDown);
  109544. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  109545. window.removeEventListener("resize", this._onResize);
  109546. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  109547. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  109548. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  109549. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  109550. document.onmsfullscreenchange = null;
  109551. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  109552. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  109553. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  109554. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  109555. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  109556. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  109557. this._scene.unregisterBeforeRender(this.beforeRender);
  109558. };
  109559. /**
  109560. * Gets the name of the VRExperienceHelper class
  109561. * @returns "VRExperienceHelper"
  109562. */
  109563. VRExperienceHelper.prototype.getClassName = function () {
  109564. return "VRExperienceHelper";
  109565. };
  109566. return VRExperienceHelper;
  109567. }());
  109568. BABYLON.VRExperienceHelper = VRExperienceHelper;
  109569. })(BABYLON || (BABYLON = {}));
  109570. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  109571. var BABYLON;
  109572. (function (BABYLON) {
  109573. /**
  109574. * WebXR Camera which holds the views for the xrSession
  109575. * @see https://doc.babylonjs.com/how_to/webxr
  109576. */
  109577. var WebXRCamera = /** @class */ (function (_super) {
  109578. __extends(WebXRCamera, _super);
  109579. /**
  109580. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  109581. * @param name the name of the camera
  109582. * @param scene the scene to add the camera to
  109583. */
  109584. function WebXRCamera(name, scene) {
  109585. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  109586. // Initial camera configuration
  109587. _this.minZ = 0;
  109588. _this.rotationQuaternion = new BABYLON.Quaternion();
  109589. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  109590. _this.updateUpVectorFromRotation = true;
  109591. _this._updateNumberOfRigCameras(1);
  109592. return _this;
  109593. }
  109594. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  109595. if (viewCount === void 0) { viewCount = 1; }
  109596. while (this.rigCameras.length < viewCount) {
  109597. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  109598. newCamera.minZ = 0;
  109599. newCamera.parent = this;
  109600. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  109601. newCamera.updateUpVectorFromRotation = true;
  109602. this.rigCameras.push(newCamera);
  109603. }
  109604. while (this.rigCameras.length > viewCount) {
  109605. var removedCamera = this.rigCameras.pop();
  109606. if (removedCamera) {
  109607. removedCamera.dispose();
  109608. }
  109609. }
  109610. };
  109611. /** @hidden */
  109612. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  109613. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  109614. // Create initial camera rigs
  109615. this._updateNumberOfRigCameras(2);
  109616. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  109617. this.rigCameras[0].position.x = -pupilDistance / 2;
  109618. this.rigCameras[0].outputRenderTarget = null;
  109619. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  109620. this.rigCameras[1].position.x = pupilDistance / 2;
  109621. this.rigCameras[1].outputRenderTarget = null;
  109622. };
  109623. /**
  109624. * Updates the cameras position from the current pose information of the XR session
  109625. * @param xrSessionManager the session containing pose information
  109626. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  109627. */
  109628. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  109629. var _this = this;
  109630. // Ensure all frame data is available
  109631. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  109632. return false;
  109633. }
  109634. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  109635. if (!pose || !pose.poseModelMatrix) {
  109636. return false;
  109637. }
  109638. // Update the parent cameras matrix
  109639. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  109640. if (!this._scene.useRightHandedSystem) {
  109641. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  109642. }
  109643. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  109644. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  109645. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  109646. this.computeWorldMatrix();
  109647. // Update camera rigs
  109648. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  109649. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  109650. // Update view/projection matrix
  109651. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  109652. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  109653. if (!_this._scene.useRightHandedSystem) {
  109654. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  109655. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  109656. }
  109657. // Update viewport
  109658. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  109659. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  109660. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  109661. _this.rigCameras[i].viewport.width = viewport.width / width;
  109662. _this.rigCameras[i].viewport.height = viewport.height / height;
  109663. _this.rigCameras[i].viewport.x = viewport.x / width;
  109664. _this.rigCameras[i].viewport.y = viewport.y / height;
  109665. // Set cameras to render to the session's render target
  109666. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  109667. });
  109668. return true;
  109669. };
  109670. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  109671. return WebXRCamera;
  109672. }(BABYLON.FreeCamera));
  109673. BABYLON.WebXRCamera = WebXRCamera;
  109674. })(BABYLON || (BABYLON = {}));
  109675. //# sourceMappingURL=babylon.webXRCamera.js.map
  109676. var BABYLON;
  109677. (function (BABYLON) {
  109678. /**
  109679. * Manages an XRSession
  109680. * @see https://doc.babylonjs.com/how_to/webxr
  109681. */
  109682. var WebXRSessionManager = /** @class */ (function () {
  109683. /**
  109684. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  109685. * @param scene The scene which the session should be created for
  109686. */
  109687. function WebXRSessionManager(scene) {
  109688. this.scene = scene;
  109689. /**
  109690. * Fires every time a new xrFrame arrives which can be used to update the camera
  109691. */
  109692. this.onXRFrameObservable = new BABYLON.Observable();
  109693. /**
  109694. * Fires when the xr session is ended either by the device or manually done
  109695. */
  109696. this.onXRSessionEnded = new BABYLON.Observable();
  109697. /** @hidden */
  109698. this._sessionRenderTargetTexture = null;
  109699. this._tmpMatrix = new BABYLON.Matrix();
  109700. }
  109701. /**
  109702. * Initializes the manager
  109703. * After initialization enterXR can be called to start an XR session
  109704. * @returns Promise which resolves after it is initialized
  109705. */
  109706. WebXRSessionManager.prototype.initializeAsync = function () {
  109707. var _this = this;
  109708. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  109709. // Check if the browser supports webXR
  109710. this._xrNavigator = navigator;
  109711. if (!this._xrNavigator.xr) {
  109712. return Promise.reject("webXR not supported by this browser");
  109713. }
  109714. // Request the webXR device
  109715. return this._xrNavigator.xr.requestDevice().then(function (device) {
  109716. _this._xrDevice = device;
  109717. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  109718. });
  109719. };
  109720. /**
  109721. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  109722. * @param sessionCreationOptions xr options to create the session with
  109723. * @param frameOfReferenceType option to configure how the xr pose is expressed
  109724. * @returns Promise which resolves after it enters XR
  109725. */
  109726. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  109727. var _this = this;
  109728. // initialize session
  109729. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  109730. _this._xrSession = session;
  109731. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  109732. _this._xrSession.addEventListener("end", function () {
  109733. // Remove render target texture and notify frame obervers
  109734. _this._sessionRenderTargetTexture = null;
  109735. // Restore frame buffer to avoid clear on xr framebuffer after session end
  109736. _this.scene.getEngine().restoreDefaultFramebuffer();
  109737. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  109738. _this.scene.getEngine().customAnimationFrameRequester = null;
  109739. _this.onXRSessionEnded.notifyObservers(null);
  109740. _this.scene.getEngine()._renderLoop();
  109741. }, { once: true });
  109742. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  109743. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  109744. }).then(function (frameOfRef) {
  109745. _this._frameOfReference = frameOfRef;
  109746. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  109747. _this.scene.getEngine().customAnimationFrameRequester = {
  109748. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  109749. renderFunction: function (timestamp, xrFrame) {
  109750. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  109751. _this._currentXRFrame = xrFrame;
  109752. _this.onXRFrameObservable.notifyObservers(null);
  109753. _this.scene.getEngine()._renderLoop();
  109754. }
  109755. };
  109756. // Create render target texture from xr's webgl render target
  109757. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  109758. // Stop window's animation frame and trigger sessions animation frame
  109759. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  109760. _this.scene.getEngine()._renderLoop();
  109761. });
  109762. };
  109763. /**
  109764. * Stops the xrSession and restores the renderloop
  109765. * @returns Promise which resolves after it exits XR
  109766. */
  109767. WebXRSessionManager.prototype.exitXRAsync = function () {
  109768. return this._xrSession.end();
  109769. };
  109770. /**
  109771. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  109772. * @param ray ray to cast into the environment
  109773. * @returns Promise which resolves with a collision point in the environment if it exists
  109774. */
  109775. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  109776. var _this = this;
  109777. return new Promise(function (res, rej) {
  109778. // Compute left handed inputs to request hit test
  109779. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  109780. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  109781. if (!_this.scene.useRightHandedSystem) {
  109782. origin[2] *= -1;
  109783. direction[2] *= -1;
  109784. }
  109785. // Fire hittest
  109786. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  109787. .then(function (hits) {
  109788. if (hits.length > 0) {
  109789. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  109790. var hitPoint = _this._tmpMatrix.getTranslation();
  109791. if (!_this.scene.useRightHandedSystem) {
  109792. hitPoint.z *= -1;
  109793. }
  109794. res(hitPoint);
  109795. }
  109796. else {
  109797. res(null);
  109798. }
  109799. }).catch(function (e) {
  109800. res(null);
  109801. });
  109802. });
  109803. };
  109804. /**
  109805. * Checks if a session would be supported for the creation options specified
  109806. * @param options creation options to check if they are supported
  109807. * @returns true if supported
  109808. */
  109809. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  109810. return this._xrDevice.supportsSession(options).then(function () {
  109811. return true;
  109812. }).catch(function (e) {
  109813. return false;
  109814. });
  109815. };
  109816. /**
  109817. * @hidden
  109818. * Converts the render layer of xrSession to a render target
  109819. * @param session session to create render target for
  109820. * @param scene scene the new render target should be created for
  109821. */
  109822. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  109823. // Create internal texture
  109824. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  109825. internalTexture.width = session.baseLayer.framebufferWidth;
  109826. internalTexture.height = session.baseLayer.framebufferHeight;
  109827. internalTexture._framebuffer = session.baseLayer.framebuffer;
  109828. // Create render target texture from the internal texture
  109829. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  109830. renderTargetTexture._texture = internalTexture;
  109831. return renderTargetTexture;
  109832. };
  109833. /**
  109834. * Disposes of the session manager
  109835. */
  109836. WebXRSessionManager.prototype.dispose = function () {
  109837. this.onXRFrameObservable.clear();
  109838. this.onXRSessionEnded.clear();
  109839. };
  109840. return WebXRSessionManager;
  109841. }());
  109842. BABYLON.WebXRSessionManager = WebXRSessionManager;
  109843. })(BABYLON || (BABYLON = {}));
  109844. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  109845. var BABYLON;
  109846. (function (BABYLON) {
  109847. /**
  109848. * States of the webXR experience
  109849. */
  109850. var WebXRState;
  109851. (function (WebXRState) {
  109852. /**
  109853. * Transitioning to being in XR mode
  109854. */
  109855. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  109856. /**
  109857. * Transitioning to non XR mode
  109858. */
  109859. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  109860. /**
  109861. * In XR mode and presenting
  109862. */
  109863. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  109864. /**
  109865. * Not entered XR mode
  109866. */
  109867. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  109868. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  109869. /**
  109870. * Helper class used to enable XR
  109871. * @see https://doc.babylonjs.com/how_to/webxr
  109872. */
  109873. var WebXRExperienceHelper = /** @class */ (function () {
  109874. /**
  109875. * Creates a WebXRExperienceHelper
  109876. * @param scene The scene the helper should be created in
  109877. */
  109878. function WebXRExperienceHelper(scene) {
  109879. this.scene = scene;
  109880. /**
  109881. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  109882. */
  109883. this.state = WebXRState.NOT_IN_XR;
  109884. /**
  109885. * Fires when the state of the experience helper has changed
  109886. */
  109887. this.onStateChangedObservable = new BABYLON.Observable();
  109888. this._nonVRCamera = null;
  109889. this._originalSceneAutoClear = true;
  109890. this._supported = false;
  109891. this.camera = new BABYLON.WebXRCamera("", scene);
  109892. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  109893. this.container = new BABYLON.AbstractMesh("", scene);
  109894. this.camera.parent = this.container;
  109895. }
  109896. WebXRExperienceHelper.prototype._setState = function (val) {
  109897. this.state = val;
  109898. this.onStateChangedObservable.notifyObservers(this.state);
  109899. };
  109900. /**
  109901. * Creates the experience helper
  109902. * @param scene the scene to attach the experience helper to
  109903. * @returns a promise for the experience helper
  109904. */
  109905. WebXRExperienceHelper.CreateAsync = function (scene) {
  109906. var helper = new WebXRExperienceHelper(scene);
  109907. return helper._sessionManager.initializeAsync().then(function () {
  109908. helper._supported = true;
  109909. return helper;
  109910. }).catch(function () {
  109911. return helper;
  109912. });
  109913. };
  109914. /**
  109915. * Exits XR mode and returns the scene to its original state
  109916. * @returns promise that resolves after xr mode has exited
  109917. */
  109918. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  109919. this._setState(WebXRState.EXITING_XR);
  109920. return this._sessionManager.exitXRAsync();
  109921. };
  109922. /**
  109923. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  109924. * @param sessionCreationOptions options for the XR session
  109925. * @param frameOfReference frame of reference of the XR session
  109926. * @returns promise that resolves after xr mode has entered
  109927. */
  109928. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  109929. var _this = this;
  109930. if (!this._supported) {
  109931. throw "XR session not supported by this browser";
  109932. }
  109933. this._setState(WebXRState.ENTERING_XR);
  109934. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  109935. // Cache pre xr scene settings
  109936. _this._originalSceneAutoClear = _this.scene.autoClear;
  109937. _this._nonVRCamera = _this.scene.activeCamera;
  109938. // Overwrite current scene settings
  109939. _this.scene.autoClear = false;
  109940. _this.scene.activeCamera = _this.camera;
  109941. _this._sessionManager.onXRFrameObservable.add(function () {
  109942. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  109943. });
  109944. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  109945. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  109946. _this.camera.rigCameras.forEach(function (c) {
  109947. c.outputRenderTarget = null;
  109948. });
  109949. // Restore scene settings
  109950. _this.scene.autoClear = _this._originalSceneAutoClear;
  109951. _this.scene.activeCamera = _this._nonVRCamera;
  109952. _this._sessionManager.onXRFrameObservable.clear();
  109953. _this._setState(WebXRState.NOT_IN_XR);
  109954. });
  109955. _this._setState(WebXRState.IN_XR);
  109956. });
  109957. };
  109958. /**
  109959. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  109960. * @param ray ray to cast into the environment
  109961. * @returns Promise which resolves with a collision point in the environment if it exists
  109962. */
  109963. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  109964. return this._sessionManager.environmentPointHitTestAsync(ray);
  109965. };
  109966. /**
  109967. * Updates the global position of the camera by moving the camera's container
  109968. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  109969. * @param position The desired global position of the camera
  109970. */
  109971. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  109972. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  109973. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  109974. };
  109975. /**
  109976. * Rotates the xr camera by rotating the camera's container around the camera's position
  109977. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  109978. * @param rotation the desired quaternion rotation to apply to the camera
  109979. */
  109980. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  109981. if (!this.container.rotationQuaternion) {
  109982. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  109983. }
  109984. this.container.rotationQuaternion.multiplyInPlace(rotation);
  109985. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  109986. };
  109987. /**
  109988. * Checks if the creation options are supported by the xr session
  109989. * @param options creation options
  109990. * @returns true if supported
  109991. */
  109992. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  109993. if (!this._supported) {
  109994. return Promise.resolve(false);
  109995. }
  109996. return this._sessionManager.supportsSessionAsync(options);
  109997. };
  109998. /**
  109999. * Disposes of the experience helper
  110000. */
  110001. WebXRExperienceHelper.prototype.dispose = function () {
  110002. this.camera.dispose();
  110003. this.container.dispose();
  110004. this.onStateChangedObservable.clear();
  110005. this._sessionManager.dispose();
  110006. };
  110007. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  110008. return WebXRExperienceHelper;
  110009. }());
  110010. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  110011. })(BABYLON || (BABYLON = {}));
  110012. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  110013. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  110014. return new (P || (P = Promise))(function (resolve, reject) {
  110015. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  110016. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  110017. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  110018. step((generator = generator.apply(thisArg, _arguments || [])).next());
  110019. });
  110020. };
  110021. var __generator = (this && this.__generator) || function (thisArg, body) {
  110022. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  110023. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  110024. function verb(n) { return function (v) { return step([n, v]); }; }
  110025. function step(op) {
  110026. if (f) throw new TypeError("Generator is already executing.");
  110027. while (_) try {
  110028. 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;
  110029. if (y = 0, t) op = [op[0] & 2, t.value];
  110030. switch (op[0]) {
  110031. case 0: case 1: t = op; break;
  110032. case 4: _.label++; return { value: op[1], done: false };
  110033. case 5: _.label++; y = op[1]; op = [0]; continue;
  110034. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  110035. default:
  110036. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  110037. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  110038. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  110039. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  110040. if (t[2]) _.ops.pop();
  110041. _.trys.pop(); continue;
  110042. }
  110043. op = body.call(thisArg, _);
  110044. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  110045. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  110046. }
  110047. };
  110048. var BABYLON;
  110049. (function (BABYLON) {
  110050. /**
  110051. * Button which can be used to enter a different mode of XR
  110052. */
  110053. var WebXREnterExitUIButton = /** @class */ (function () {
  110054. /**
  110055. * Creates a WebXREnterExitUIButton
  110056. * @param element button element
  110057. * @param initializationOptions XR initialization options for the button
  110058. */
  110059. function WebXREnterExitUIButton(
  110060. /** button element */
  110061. element,
  110062. /** XR initialization options for the button */
  110063. initializationOptions) {
  110064. this.element = element;
  110065. this.initializationOptions = initializationOptions;
  110066. }
  110067. /**
  110068. * Overwritable function which can be used to update the button's visuals when the state changes
  110069. * @param activeButton the current active button in the UI
  110070. */
  110071. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  110072. };
  110073. return WebXREnterExitUIButton;
  110074. }());
  110075. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  110076. /**
  110077. * Options to create the webXR UI
  110078. */
  110079. var WebXREnterExitUIOptions = /** @class */ (function () {
  110080. function WebXREnterExitUIOptions() {
  110081. }
  110082. return WebXREnterExitUIOptions;
  110083. }());
  110084. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  110085. /**
  110086. * UI to allow the user to enter/exit XR mode
  110087. */
  110088. var WebXREnterExitUI = /** @class */ (function () {
  110089. function WebXREnterExitUI(scene, options) {
  110090. var _this = this;
  110091. this.scene = scene;
  110092. this._buttons = [];
  110093. this._activeButton = null;
  110094. /**
  110095. * Fired every time the active button is changed.
  110096. *
  110097. * When xr is entered via a button that launches xr that button will be the callback parameter
  110098. *
  110099. * When exiting xr the callback parameter will be null)
  110100. */
  110101. this.activeButtonChangedObservable = new BABYLON.Observable();
  110102. this._overlay = document.createElement("div");
  110103. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  110104. if (options.customButtons) {
  110105. this._buttons = options.customButtons;
  110106. }
  110107. else {
  110108. var hmdBtn = document.createElement("button");
  110109. 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;";
  110110. hmdBtn.innerText = "HMD";
  110111. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  110112. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  110113. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  110114. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  110115. };
  110116. var windowBtn = document.createElement("button");
  110117. windowBtn.style.cssText = hmdBtn.style.cssText;
  110118. windowBtn.innerText = "Window";
  110119. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  110120. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  110121. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  110122. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  110123. };
  110124. this._updateButtons(null);
  110125. }
  110126. var renderCanvas = scene.getEngine().getRenderingCanvas();
  110127. if (renderCanvas && renderCanvas.parentNode) {
  110128. renderCanvas.parentNode.appendChild(this._overlay);
  110129. scene.onDisposeObservable.addOnce(function () {
  110130. _this.dispose();
  110131. });
  110132. }
  110133. }
  110134. /**
  110135. * Creates UI to allow the user to enter/exit XR mode
  110136. * @param scene the scene to add the ui to
  110137. * @param helper the xr experience helper to enter/exit xr with
  110138. * @param options options to configure the UI
  110139. * @returns the created ui
  110140. */
  110141. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  110142. var _this = this;
  110143. var ui = new WebXREnterExitUI(scene, options);
  110144. var supportedPromises = ui._buttons.map(function (btn) {
  110145. return helper.supportsSessionAsync(btn.initializationOptions);
  110146. });
  110147. helper.onStateChangedObservable.add(function (state) {
  110148. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  110149. ui._updateButtons(null);
  110150. }
  110151. });
  110152. return Promise.all(supportedPromises).then(function (results) {
  110153. results.forEach(function (supported, i) {
  110154. if (supported) {
  110155. ui._overlay.appendChild(ui._buttons[i].element);
  110156. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  110157. return __generator(this, function (_a) {
  110158. switch (_a.label) {
  110159. case 0:
  110160. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  110161. ui._updateButtons(null);
  110162. return [4 /*yield*/, helper.exitXRAsync()];
  110163. case 1:
  110164. _a.sent();
  110165. return [2 /*return*/];
  110166. case 2:
  110167. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  110168. ui._updateButtons(ui._buttons[i]);
  110169. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  110170. case 3:
  110171. _a.sent();
  110172. _a.label = 4;
  110173. case 4: return [2 /*return*/];
  110174. }
  110175. });
  110176. }); };
  110177. }
  110178. });
  110179. return ui;
  110180. });
  110181. };
  110182. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  110183. var _this = this;
  110184. this._activeButton = activeButton;
  110185. this._buttons.forEach(function (b) {
  110186. b.update(_this._activeButton);
  110187. });
  110188. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  110189. };
  110190. /**
  110191. * Disposes of the object
  110192. */
  110193. WebXREnterExitUI.prototype.dispose = function () {
  110194. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  110195. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  110196. renderCanvas.parentNode.removeChild(this._overlay);
  110197. }
  110198. this.activeButtonChangedObservable.clear();
  110199. };
  110200. return WebXREnterExitUI;
  110201. }());
  110202. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  110203. })(BABYLON || (BABYLON = {}));
  110204. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  110205. var BABYLON;
  110206. (function (BABYLON) {
  110207. /**
  110208. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  110209. */
  110210. var WebXRManagedOutputCanvas = /** @class */ (function () {
  110211. /**
  110212. * Initializes the canvas to be added/removed upon entering/exiting xr
  110213. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  110214. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  110215. */
  110216. function WebXRManagedOutputCanvas(helper, canvas) {
  110217. var _this = this;
  110218. this._canvas = null;
  110219. /**
  110220. * xrpresent context of the canvas which can be used to display/mirror xr content
  110221. */
  110222. this.canvasContext = null;
  110223. if (!canvas) {
  110224. canvas = document.createElement('canvas');
  110225. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  110226. }
  110227. this._setManagedOutputCanvas(canvas);
  110228. helper.onStateChangedObservable.add(function (stateInfo) {
  110229. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  110230. // 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
  110231. _this._addCanvas();
  110232. }
  110233. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  110234. _this._removeCanvas();
  110235. }
  110236. });
  110237. }
  110238. /**
  110239. * Disposes of the object
  110240. */
  110241. WebXRManagedOutputCanvas.prototype.dispose = function () {
  110242. this._removeCanvas();
  110243. this._setManagedOutputCanvas(null);
  110244. };
  110245. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  110246. this._removeCanvas();
  110247. if (!canvas) {
  110248. this._canvas = null;
  110249. this.canvasContext = null;
  110250. }
  110251. else {
  110252. this._canvas = canvas;
  110253. this.canvasContext = this._canvas.getContext('xrpresent');
  110254. }
  110255. };
  110256. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  110257. if (this._canvas) {
  110258. document.body.appendChild(this._canvas);
  110259. }
  110260. };
  110261. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  110262. if (this._canvas && document.body.contains(this._canvas)) {
  110263. document.body.removeChild(this._canvas);
  110264. }
  110265. };
  110266. return WebXRManagedOutputCanvas;
  110267. }());
  110268. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  110269. })(BABYLON || (BABYLON = {}));
  110270. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  110271. var BABYLON;
  110272. (function (BABYLON) {
  110273. /**
  110274. * Represents an XR input
  110275. */
  110276. var WebXRController = /** @class */ (function () {
  110277. /**
  110278. * Creates the controller
  110279. * @see https://doc.babylonjs.com/how_to/webxr
  110280. * @param scene the scene which the controller should be associated to
  110281. */
  110282. function WebXRController(scene) {
  110283. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  110284. }
  110285. /**
  110286. * Disposes of the object
  110287. */
  110288. WebXRController.prototype.dispose = function () {
  110289. if (this.grip) {
  110290. this.grip.dispose();
  110291. }
  110292. this.pointer.dispose();
  110293. };
  110294. return WebXRController;
  110295. }());
  110296. BABYLON.WebXRController = WebXRController;
  110297. /**
  110298. * XR input used to track XR inputs such as controllers/rays
  110299. */
  110300. var WebXRInput = /** @class */ (function () {
  110301. /**
  110302. * Initializes the WebXRInput
  110303. * @param helper experience helper which the input should be created for
  110304. */
  110305. function WebXRInput(helper) {
  110306. var _this = this;
  110307. this.helper = helper;
  110308. /**
  110309. * XR controllers being tracked
  110310. */
  110311. this.controllers = [];
  110312. this._tmpMatrix = new BABYLON.Matrix();
  110313. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  110314. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  110315. return;
  110316. }
  110317. var xrFrame = helper._sessionManager._currentXRFrame;
  110318. var inputSources = helper._sessionManager._xrSession.getInputSources();
  110319. inputSources.forEach(function (input, i) {
  110320. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  110321. if (inputPose) {
  110322. if (_this.controllers.length <= i) {
  110323. _this.controllers.push(new WebXRController(helper.container.getScene()));
  110324. }
  110325. var controller = _this.controllers[i];
  110326. // Manage the grip if it exists
  110327. if (inputPose.gripMatrix) {
  110328. if (!controller.grip) {
  110329. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  110330. }
  110331. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  110332. if (!controller.grip.getScene().useRightHandedSystem) {
  110333. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  110334. }
  110335. if (!controller.grip.rotationQuaternion) {
  110336. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  110337. }
  110338. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  110339. }
  110340. // Manager pointer of controller
  110341. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  110342. if (!controller.pointer.getScene().useRightHandedSystem) {
  110343. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  110344. }
  110345. if (!controller.pointer.rotationQuaternion) {
  110346. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  110347. }
  110348. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  110349. }
  110350. });
  110351. });
  110352. }
  110353. /**
  110354. * Disposes of the object
  110355. */
  110356. WebXRInput.prototype.dispose = function () {
  110357. this.controllers.forEach(function (c) {
  110358. c.dispose();
  110359. });
  110360. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  110361. };
  110362. return WebXRInput;
  110363. }());
  110364. BABYLON.WebXRInput = WebXRInput;
  110365. })(BABYLON || (BABYLON = {}));
  110366. //# sourceMappingURL=babylon.webXRInput.js.map
  110367. // Mainly based on these 2 articles :
  110368. // 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
  110369. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  110370. var BABYLON;
  110371. (function (BABYLON) {
  110372. /**
  110373. * Defines the potential axis of a Joystick
  110374. */
  110375. var JoystickAxis;
  110376. (function (JoystickAxis) {
  110377. /** X axis */
  110378. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  110379. /** Y axis */
  110380. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  110381. /** Z axis */
  110382. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  110383. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  110384. /**
  110385. * Class used to define virtual joystick (used in touch mode)
  110386. */
  110387. var VirtualJoystick = /** @class */ (function () {
  110388. /**
  110389. * Creates a new virtual joystick
  110390. * @param leftJoystick defines that the joystick is for left hand (false by default)
  110391. */
  110392. function VirtualJoystick(leftJoystick) {
  110393. var _this = this;
  110394. if (leftJoystick) {
  110395. this._leftJoystick = true;
  110396. }
  110397. else {
  110398. this._leftJoystick = false;
  110399. }
  110400. VirtualJoystick._globalJoystickIndex++;
  110401. // By default left & right arrow keys are moving the X
  110402. // and up & down keys are moving the Y
  110403. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  110404. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  110405. this.reverseLeftRight = false;
  110406. this.reverseUpDown = false;
  110407. // collections of pointers
  110408. this._touches = new BABYLON.StringDictionary();
  110409. this.deltaPosition = BABYLON.Vector3.Zero();
  110410. this._joystickSensibility = 25;
  110411. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  110412. this._onResize = function (evt) {
  110413. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  110414. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  110415. if (VirtualJoystick.Canvas) {
  110416. VirtualJoystick.Canvas.width = VirtualJoystick.vjCanvasWidth;
  110417. VirtualJoystick.Canvas.height = VirtualJoystick.vjCanvasHeight;
  110418. }
  110419. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  110420. };
  110421. // injecting a canvas element on top of the canvas 3D game
  110422. if (!VirtualJoystick.Canvas) {
  110423. window.addEventListener("resize", this._onResize, false);
  110424. VirtualJoystick.Canvas = document.createElement("canvas");
  110425. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  110426. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  110427. VirtualJoystick.Canvas.width = window.innerWidth;
  110428. VirtualJoystick.Canvas.height = window.innerHeight;
  110429. VirtualJoystick.Canvas.style.width = "100%";
  110430. VirtualJoystick.Canvas.style.height = "100%";
  110431. VirtualJoystick.Canvas.style.position = "absolute";
  110432. VirtualJoystick.Canvas.style.backgroundColor = "transparent";
  110433. VirtualJoystick.Canvas.style.top = "0px";
  110434. VirtualJoystick.Canvas.style.left = "0px";
  110435. VirtualJoystick.Canvas.style.zIndex = "5";
  110436. VirtualJoystick.Canvas.style.msTouchAction = "none";
  110437. // Support for jQuery PEP polyfill
  110438. VirtualJoystick.Canvas.setAttribute("touch-action", "none");
  110439. var context = VirtualJoystick.Canvas.getContext('2d');
  110440. if (!context) {
  110441. throw new Error("Unable to create canvas for virtual joystick");
  110442. }
  110443. VirtualJoystick.vjCanvasContext = context;
  110444. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  110445. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  110446. document.body.appendChild(VirtualJoystick.Canvas);
  110447. }
  110448. VirtualJoystick.halfWidth = VirtualJoystick.Canvas.width / 2;
  110449. this.pressed = false;
  110450. // default joystick color
  110451. this._joystickColor = "cyan";
  110452. this._joystickPointerID = -1;
  110453. // current joystick position
  110454. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  110455. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  110456. // origin joystick position
  110457. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  110458. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  110459. this._onPointerDownHandlerRef = function (evt) {
  110460. _this._onPointerDown(evt);
  110461. };
  110462. this._onPointerMoveHandlerRef = function (evt) {
  110463. _this._onPointerMove(evt);
  110464. };
  110465. this._onPointerUpHandlerRef = function (evt) {
  110466. _this._onPointerUp(evt);
  110467. };
  110468. VirtualJoystick.Canvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  110469. VirtualJoystick.Canvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  110470. VirtualJoystick.Canvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  110471. VirtualJoystick.Canvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  110472. VirtualJoystick.Canvas.addEventListener("contextmenu", function (evt) {
  110473. evt.preventDefault(); // Disables system menu
  110474. }, false);
  110475. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  110476. }
  110477. /**
  110478. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  110479. * @param newJoystickSensibility defines the new sensibility
  110480. */
  110481. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  110482. this._joystickSensibility = newJoystickSensibility;
  110483. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  110484. };
  110485. VirtualJoystick.prototype._onPointerDown = function (e) {
  110486. var positionOnScreenCondition;
  110487. e.preventDefault();
  110488. if (this._leftJoystick === true) {
  110489. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  110490. }
  110491. else {
  110492. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  110493. }
  110494. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  110495. // First contact will be dedicated to the virtual joystick
  110496. this._joystickPointerID = e.pointerId;
  110497. this._joystickPointerStartPos.x = e.clientX;
  110498. this._joystickPointerStartPos.y = e.clientY;
  110499. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  110500. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  110501. this._deltaJoystickVector.x = 0;
  110502. this._deltaJoystickVector.y = 0;
  110503. this.pressed = true;
  110504. this._touches.add(e.pointerId.toString(), e);
  110505. }
  110506. else {
  110507. // You can only trigger the action buttons with a joystick declared
  110508. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  110509. this._action();
  110510. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  110511. }
  110512. }
  110513. };
  110514. VirtualJoystick.prototype._onPointerMove = function (e) {
  110515. // If the current pointer is the one associated to the joystick (first touch contact)
  110516. if (this._joystickPointerID == e.pointerId) {
  110517. this._joystickPointerPos.x = e.clientX;
  110518. this._joystickPointerPos.y = e.clientY;
  110519. this._deltaJoystickVector = this._joystickPointerPos.clone();
  110520. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  110521. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  110522. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  110523. switch (this._axisTargetedByLeftAndRight) {
  110524. case JoystickAxis.X:
  110525. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  110526. break;
  110527. case JoystickAxis.Y:
  110528. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  110529. break;
  110530. case JoystickAxis.Z:
  110531. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  110532. break;
  110533. }
  110534. var directionUpDown = this.reverseUpDown ? 1 : -1;
  110535. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  110536. switch (this._axisTargetedByUpAndDown) {
  110537. case JoystickAxis.X:
  110538. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  110539. break;
  110540. case JoystickAxis.Y:
  110541. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  110542. break;
  110543. case JoystickAxis.Z:
  110544. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  110545. break;
  110546. }
  110547. }
  110548. else {
  110549. var data = this._touches.get(e.pointerId.toString());
  110550. if (data) {
  110551. data.x = e.clientX;
  110552. data.y = e.clientY;
  110553. }
  110554. }
  110555. };
  110556. VirtualJoystick.prototype._onPointerUp = function (e) {
  110557. if (this._joystickPointerID == e.pointerId) {
  110558. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  110559. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  110560. this._joystickPointerID = -1;
  110561. this.pressed = false;
  110562. }
  110563. else {
  110564. var touch = this._touches.get(e.pointerId.toString());
  110565. if (touch) {
  110566. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  110567. }
  110568. }
  110569. this._deltaJoystickVector.x = 0;
  110570. this._deltaJoystickVector.y = 0;
  110571. this._touches.remove(e.pointerId.toString());
  110572. };
  110573. /**
  110574. * Change the color of the virtual joystick
  110575. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  110576. */
  110577. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  110578. this._joystickColor = newColor;
  110579. };
  110580. /**
  110581. * Defines a callback to call when the joystick is touched
  110582. * @param action defines the callback
  110583. */
  110584. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  110585. this._action = action;
  110586. };
  110587. /**
  110588. * Defines which axis you'd like to control for left & right
  110589. * @param axis defines the axis to use
  110590. */
  110591. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  110592. switch (axis) {
  110593. case JoystickAxis.X:
  110594. case JoystickAxis.Y:
  110595. case JoystickAxis.Z:
  110596. this._axisTargetedByLeftAndRight = axis;
  110597. break;
  110598. default:
  110599. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  110600. break;
  110601. }
  110602. };
  110603. /**
  110604. * Defines which axis you'd like to control for up & down
  110605. * @param axis defines the axis to use
  110606. */
  110607. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  110608. switch (axis) {
  110609. case JoystickAxis.X:
  110610. case JoystickAxis.Y:
  110611. case JoystickAxis.Z:
  110612. this._axisTargetedByUpAndDown = axis;
  110613. break;
  110614. default:
  110615. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  110616. break;
  110617. }
  110618. };
  110619. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  110620. var _this = this;
  110621. if (this.pressed) {
  110622. this._touches.forEach(function (key, touch) {
  110623. if (touch.pointerId === _this._joystickPointerID) {
  110624. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  110625. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  110626. VirtualJoystick.vjCanvasContext.beginPath();
  110627. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  110628. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110629. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  110630. VirtualJoystick.vjCanvasContext.stroke();
  110631. VirtualJoystick.vjCanvasContext.closePath();
  110632. VirtualJoystick.vjCanvasContext.beginPath();
  110633. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110634. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  110635. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  110636. VirtualJoystick.vjCanvasContext.stroke();
  110637. VirtualJoystick.vjCanvasContext.closePath();
  110638. VirtualJoystick.vjCanvasContext.beginPath();
  110639. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110640. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  110641. VirtualJoystick.vjCanvasContext.stroke();
  110642. VirtualJoystick.vjCanvasContext.closePath();
  110643. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  110644. }
  110645. else {
  110646. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  110647. VirtualJoystick.vjCanvasContext.beginPath();
  110648. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  110649. VirtualJoystick.vjCanvasContext.beginPath();
  110650. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  110651. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  110652. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  110653. VirtualJoystick.vjCanvasContext.stroke();
  110654. VirtualJoystick.vjCanvasContext.closePath();
  110655. touch.prevX = touch.x;
  110656. touch.prevY = touch.y;
  110657. }
  110658. });
  110659. }
  110660. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  110661. };
  110662. /**
  110663. * Release internal HTML canvas
  110664. */
  110665. VirtualJoystick.prototype.releaseCanvas = function () {
  110666. if (VirtualJoystick.Canvas) {
  110667. VirtualJoystick.Canvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  110668. VirtualJoystick.Canvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  110669. VirtualJoystick.Canvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  110670. VirtualJoystick.Canvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  110671. window.removeEventListener("resize", this._onResize);
  110672. document.body.removeChild(VirtualJoystick.Canvas);
  110673. VirtualJoystick.Canvas = null;
  110674. }
  110675. };
  110676. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  110677. VirtualJoystick._globalJoystickIndex = 0;
  110678. return VirtualJoystick;
  110679. }());
  110680. BABYLON.VirtualJoystick = VirtualJoystick;
  110681. })(BABYLON || (BABYLON = {}));
  110682. //# sourceMappingURL=babylon.virtualJoystick.js.map
  110683. var BABYLON;
  110684. (function (BABYLON) {
  110685. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  110686. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  110687. });
  110688. /**
  110689. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  110690. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  110691. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  110692. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  110693. */
  110694. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  110695. __extends(VirtualJoysticksCamera, _super);
  110696. /**
  110697. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  110698. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  110699. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  110700. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  110701. * @param name Define the name of the camera in the scene
  110702. * @param position Define the start position of the camera in the scene
  110703. * @param scene Define the scene the camera belongs to
  110704. */
  110705. function VirtualJoysticksCamera(name, position, scene) {
  110706. var _this = _super.call(this, name, position, scene) || this;
  110707. _this.inputs.addVirtualJoystick();
  110708. return _this;
  110709. }
  110710. /**
  110711. * Gets the current object class name.
  110712. * @return the class name
  110713. */
  110714. VirtualJoysticksCamera.prototype.getClassName = function () {
  110715. return "VirtualJoysticksCamera";
  110716. };
  110717. return VirtualJoysticksCamera;
  110718. }(BABYLON.FreeCamera));
  110719. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  110720. })(BABYLON || (BABYLON = {}));
  110721. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  110722. var BABYLON;
  110723. (function (BABYLON) {
  110724. /**
  110725. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  110726. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  110727. */
  110728. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  110729. function FreeCameraVirtualJoystickInput() {
  110730. }
  110731. /**
  110732. * Gets the left stick of the virtual joystick.
  110733. * @returns The virtual Joystick
  110734. */
  110735. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  110736. return this._leftjoystick;
  110737. };
  110738. /**
  110739. * Gets the right stick of the virtual joystick.
  110740. * @returns The virtual Joystick
  110741. */
  110742. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  110743. return this._rightjoystick;
  110744. };
  110745. /**
  110746. * Update the current camera state depending on the inputs that have been used this frame.
  110747. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  110748. */
  110749. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  110750. if (this._leftjoystick) {
  110751. var camera = this.camera;
  110752. var speed = camera._computeLocalCameraSpeed() * 50;
  110753. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  110754. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  110755. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  110756. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  110757. if (!this._leftjoystick.pressed) {
  110758. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  110759. }
  110760. if (!this._rightjoystick.pressed) {
  110761. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  110762. }
  110763. }
  110764. };
  110765. /**
  110766. * Attach the input controls to a specific dom element to get the input from.
  110767. * @param element Defines the element the controls should be listened from
  110768. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  110769. */
  110770. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  110771. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  110772. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  110773. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  110774. this._leftjoystick.setJoystickSensibility(0.15);
  110775. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  110776. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  110777. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  110778. this._rightjoystick.reverseUpDown = true;
  110779. this._rightjoystick.setJoystickSensibility(0.05);
  110780. this._rightjoystick.setJoystickColor("yellow");
  110781. };
  110782. /**
  110783. * Detach the current controls from the specified dom element.
  110784. * @param element Defines the element to stop listening the inputs from
  110785. */
  110786. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  110787. this._leftjoystick.releaseCanvas();
  110788. this._rightjoystick.releaseCanvas();
  110789. };
  110790. /**
  110791. * Gets the class name of the current intput.
  110792. * @returns the class name
  110793. */
  110794. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  110795. return "FreeCameraVirtualJoystickInput";
  110796. };
  110797. /**
  110798. * Get the friendly name associated with the input class.
  110799. * @returns the input friendly name
  110800. */
  110801. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  110802. return "virtualJoystick";
  110803. };
  110804. return FreeCameraVirtualJoystickInput;
  110805. }());
  110806. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  110807. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  110808. })(BABYLON || (BABYLON = {}));
  110809. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  110810. var BABYLON;
  110811. (function (BABYLON) {
  110812. /**
  110813. * Class used to specify simplification options
  110814. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110815. */
  110816. var SimplificationSettings = /** @class */ (function () {
  110817. /**
  110818. * Creates a SimplificationSettings
  110819. * @param quality expected quality
  110820. * @param distance distance when this optimized version should be used
  110821. * @param optimizeMesh already optimized mesh
  110822. */
  110823. function SimplificationSettings(
  110824. /** expected quality */
  110825. quality,
  110826. /** distance when this optimized version should be used */
  110827. distance,
  110828. /** already optimized mesh */
  110829. optimizeMesh) {
  110830. this.quality = quality;
  110831. this.distance = distance;
  110832. this.optimizeMesh = optimizeMesh;
  110833. }
  110834. return SimplificationSettings;
  110835. }());
  110836. BABYLON.SimplificationSettings = SimplificationSettings;
  110837. /**
  110838. * Queue used to order the simplification tasks
  110839. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110840. */
  110841. var SimplificationQueue = /** @class */ (function () {
  110842. /**
  110843. * Creates a new queue
  110844. */
  110845. function SimplificationQueue() {
  110846. this.running = false;
  110847. this._simplificationArray = [];
  110848. }
  110849. /**
  110850. * Adds a new simplification task
  110851. * @param task defines a task to add
  110852. */
  110853. SimplificationQueue.prototype.addTask = function (task) {
  110854. this._simplificationArray.push(task);
  110855. };
  110856. /**
  110857. * Execute next task
  110858. */
  110859. SimplificationQueue.prototype.executeNext = function () {
  110860. var task = this._simplificationArray.pop();
  110861. if (task) {
  110862. this.running = true;
  110863. this.runSimplification(task);
  110864. }
  110865. else {
  110866. this.running = false;
  110867. }
  110868. };
  110869. /**
  110870. * Execute a simplification task
  110871. * @param task defines the task to run
  110872. */
  110873. SimplificationQueue.prototype.runSimplification = function (task) {
  110874. var _this = this;
  110875. if (task.parallelProcessing) {
  110876. //parallel simplifier
  110877. task.settings.forEach(function (setting) {
  110878. var simplifier = _this.getSimplifier(task);
  110879. simplifier.simplify(setting, function (newMesh) {
  110880. task.mesh.addLODLevel(setting.distance, newMesh);
  110881. newMesh.isVisible = true;
  110882. //check if it is the last
  110883. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  110884. //all done, run the success callback.
  110885. task.successCallback();
  110886. }
  110887. _this.executeNext();
  110888. });
  110889. });
  110890. }
  110891. else {
  110892. //single simplifier.
  110893. var simplifier = this.getSimplifier(task);
  110894. var runDecimation = function (setting, callback) {
  110895. simplifier.simplify(setting, function (newMesh) {
  110896. task.mesh.addLODLevel(setting.distance, newMesh);
  110897. newMesh.isVisible = true;
  110898. //run the next quality level
  110899. callback();
  110900. });
  110901. };
  110902. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  110903. runDecimation(task.settings[loop.index], function () {
  110904. loop.executeNext();
  110905. });
  110906. }, function () {
  110907. //execution ended, run the success callback.
  110908. if (task.successCallback) {
  110909. task.successCallback();
  110910. }
  110911. _this.executeNext();
  110912. });
  110913. }
  110914. };
  110915. SimplificationQueue.prototype.getSimplifier = function (task) {
  110916. switch (task.simplificationType) {
  110917. case SimplificationType.QUADRATIC:
  110918. default:
  110919. return new QuadraticErrorSimplification(task.mesh);
  110920. }
  110921. };
  110922. return SimplificationQueue;
  110923. }());
  110924. BABYLON.SimplificationQueue = SimplificationQueue;
  110925. /**
  110926. * The implemented types of simplification
  110927. * At the moment only Quadratic Error Decimation is implemented
  110928. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110929. */
  110930. var SimplificationType;
  110931. (function (SimplificationType) {
  110932. /** Quadratic error decimation */
  110933. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  110934. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  110935. var DecimationTriangle = /** @class */ (function () {
  110936. function DecimationTriangle(vertices) {
  110937. this.vertices = vertices;
  110938. this.error = new Array(4);
  110939. this.deleted = false;
  110940. this.isDirty = false;
  110941. this.deletePending = false;
  110942. this.borderFactor = 0;
  110943. }
  110944. return DecimationTriangle;
  110945. }());
  110946. var DecimationVertex = /** @class */ (function () {
  110947. function DecimationVertex(position, id) {
  110948. this.position = position;
  110949. this.id = id;
  110950. this.isBorder = true;
  110951. this.q = new QuadraticMatrix();
  110952. this.triangleCount = 0;
  110953. this.triangleStart = 0;
  110954. this.originalOffsets = [];
  110955. }
  110956. DecimationVertex.prototype.updatePosition = function (newPosition) {
  110957. this.position.copyFrom(newPosition);
  110958. };
  110959. return DecimationVertex;
  110960. }());
  110961. var QuadraticMatrix = /** @class */ (function () {
  110962. function QuadraticMatrix(data) {
  110963. this.data = new Array(10);
  110964. for (var i = 0; i < 10; ++i) {
  110965. if (data && data[i]) {
  110966. this.data[i] = data[i];
  110967. }
  110968. else {
  110969. this.data[i] = 0;
  110970. }
  110971. }
  110972. }
  110973. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  110974. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  110975. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  110976. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  110977. return det;
  110978. };
  110979. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  110980. for (var i = 0; i < 10; ++i) {
  110981. this.data[i] += matrix.data[i];
  110982. }
  110983. };
  110984. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  110985. for (var i = 0; i < 10; ++i) {
  110986. this.data[i] += data[i];
  110987. }
  110988. };
  110989. QuadraticMatrix.prototype.add = function (matrix) {
  110990. var m = new QuadraticMatrix();
  110991. for (var i = 0; i < 10; ++i) {
  110992. m.data[i] = this.data[i] + matrix.data[i];
  110993. }
  110994. return m;
  110995. };
  110996. QuadraticMatrix.FromData = function (a, b, c, d) {
  110997. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  110998. };
  110999. //returning an array to avoid garbage collection
  111000. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  111001. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  111002. };
  111003. return QuadraticMatrix;
  111004. }());
  111005. var Reference = /** @class */ (function () {
  111006. function Reference(vertexId, triangleId) {
  111007. this.vertexId = vertexId;
  111008. this.triangleId = triangleId;
  111009. }
  111010. return Reference;
  111011. }());
  111012. /**
  111013. * An implementation of the Quadratic Error simplification algorithm.
  111014. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  111015. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  111016. * @author RaananW
  111017. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  111018. */
  111019. var QuadraticErrorSimplification = /** @class */ (function () {
  111020. function QuadraticErrorSimplification(_mesh) {
  111021. this._mesh = _mesh;
  111022. this.syncIterations = 5000;
  111023. this.aggressiveness = 7;
  111024. this.decimationIterations = 100;
  111025. this.boundingBoxEpsilon = BABYLON.Epsilon;
  111026. }
  111027. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  111028. var _this = this;
  111029. this.initDecimatedMesh();
  111030. //iterating through the submeshes array, one after the other.
  111031. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  111032. _this.initWithMesh(loop.index, function () {
  111033. _this.runDecimation(settings, loop.index, function () {
  111034. loop.executeNext();
  111035. });
  111036. }, settings.optimizeMesh);
  111037. }, function () {
  111038. setTimeout(function () {
  111039. successCallback(_this._reconstructedMesh);
  111040. }, 0);
  111041. });
  111042. };
  111043. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  111044. var _this = this;
  111045. var targetCount = ~~(this.triangles.length * settings.quality);
  111046. var deletedTriangles = 0;
  111047. var triangleCount = this.triangles.length;
  111048. var iterationFunction = function (iteration, callback) {
  111049. setTimeout(function () {
  111050. if (iteration % 5 === 0) {
  111051. _this.updateMesh(iteration === 0);
  111052. }
  111053. for (var i = 0; i < _this.triangles.length; ++i) {
  111054. _this.triangles[i].isDirty = false;
  111055. }
  111056. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  111057. var trianglesIterator = function (i) {
  111058. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  111059. var t = _this.triangles[tIdx];
  111060. if (!t) {
  111061. return;
  111062. }
  111063. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  111064. return;
  111065. }
  111066. for (var j = 0; j < 3; ++j) {
  111067. if (t.error[j] < threshold) {
  111068. var deleted0 = [];
  111069. var deleted1 = [];
  111070. var v0 = t.vertices[j];
  111071. var v1 = t.vertices[(j + 1) % 3];
  111072. if (v0.isBorder || v1.isBorder) {
  111073. continue;
  111074. }
  111075. var p = BABYLON.Vector3.Zero();
  111076. var n = BABYLON.Vector3.Zero();
  111077. var uv = BABYLON.Vector2.Zero();
  111078. var color = new BABYLON.Color4(0, 0, 0, 1);
  111079. _this.calculateError(v0, v1, p, n, uv, color);
  111080. var delTr = new Array();
  111081. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  111082. continue;
  111083. }
  111084. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  111085. continue;
  111086. }
  111087. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  111088. continue;
  111089. }
  111090. var uniqueArray = new Array();
  111091. delTr.forEach(function (deletedT) {
  111092. if (uniqueArray.indexOf(deletedT) === -1) {
  111093. deletedT.deletePending = true;
  111094. uniqueArray.push(deletedT);
  111095. }
  111096. });
  111097. if (uniqueArray.length % 2 !== 0) {
  111098. continue;
  111099. }
  111100. v0.q = v1.q.add(v0.q);
  111101. v0.updatePosition(p);
  111102. var tStart = _this.references.length;
  111103. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  111104. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  111105. var tCount = _this.references.length - tStart;
  111106. if (tCount <= v0.triangleCount) {
  111107. if (tCount) {
  111108. for (var c = 0; c < tCount; c++) {
  111109. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  111110. }
  111111. }
  111112. }
  111113. else {
  111114. v0.triangleStart = tStart;
  111115. }
  111116. v0.triangleCount = tCount;
  111117. break;
  111118. }
  111119. }
  111120. };
  111121. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  111122. }, 0);
  111123. };
  111124. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  111125. if (triangleCount - deletedTriangles <= targetCount) {
  111126. loop.breakLoop();
  111127. }
  111128. else {
  111129. iterationFunction(loop.index, function () {
  111130. loop.executeNext();
  111131. });
  111132. }
  111133. }, function () {
  111134. setTimeout(function () {
  111135. //reconstruct this part of the mesh
  111136. _this.reconstructMesh(submeshIndex);
  111137. successCallback();
  111138. }, 0);
  111139. });
  111140. };
  111141. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  111142. var _this = this;
  111143. this.vertices = [];
  111144. this.triangles = [];
  111145. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111146. var indices = this._mesh.getIndices();
  111147. var submesh = this._mesh.subMeshes[submeshIndex];
  111148. var findInVertices = function (positionToSearch) {
  111149. if (optimizeMesh) {
  111150. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  111151. if (_this.vertices[ii].position.equals(positionToSearch)) {
  111152. return _this.vertices[ii];
  111153. }
  111154. }
  111155. }
  111156. return null;
  111157. };
  111158. var vertexReferences = [];
  111159. var vertexInit = function (i) {
  111160. if (!positionData) {
  111161. return;
  111162. }
  111163. var offset = i + submesh.verticesStart;
  111164. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  111165. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  111166. vertex.originalOffsets.push(offset);
  111167. if (vertex.id === _this.vertices.length) {
  111168. _this.vertices.push(vertex);
  111169. }
  111170. vertexReferences.push(vertex.id);
  111171. };
  111172. //var totalVertices = mesh.getTotalVertices();
  111173. var totalVertices = submesh.verticesCount;
  111174. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  111175. var indicesInit = function (i) {
  111176. if (!indices) {
  111177. return;
  111178. }
  111179. var offset = (submesh.indexStart / 3) + i;
  111180. var pos = (offset * 3);
  111181. var i0 = indices[pos + 0];
  111182. var i1 = indices[pos + 1];
  111183. var i2 = indices[pos + 2];
  111184. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  111185. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  111186. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  111187. var triangle = new DecimationTriangle([v0, v1, v2]);
  111188. triangle.originalOffset = pos;
  111189. _this.triangles.push(triangle);
  111190. };
  111191. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  111192. _this.init(callback);
  111193. });
  111194. });
  111195. };
  111196. QuadraticErrorSimplification.prototype.init = function (callback) {
  111197. var _this = this;
  111198. var triangleInit1 = function (i) {
  111199. var t = _this.triangles[i];
  111200. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  111201. for (var j = 0; j < 3; j++) {
  111202. 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))));
  111203. }
  111204. };
  111205. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  111206. var triangleInit2 = function (i) {
  111207. var t = _this.triangles[i];
  111208. for (var j = 0; j < 3; ++j) {
  111209. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  111210. }
  111211. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  111212. };
  111213. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  111214. callback();
  111215. });
  111216. });
  111217. };
  111218. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  111219. var newTriangles = [];
  111220. var i;
  111221. for (i = 0; i < this.vertices.length; ++i) {
  111222. this.vertices[i].triangleCount = 0;
  111223. }
  111224. var t;
  111225. var j;
  111226. for (i = 0; i < this.triangles.length; ++i) {
  111227. if (!this.triangles[i].deleted) {
  111228. t = this.triangles[i];
  111229. for (j = 0; j < 3; ++j) {
  111230. t.vertices[j].triangleCount = 1;
  111231. }
  111232. newTriangles.push(t);
  111233. }
  111234. }
  111235. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  111236. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  111237. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  111238. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  111239. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  111240. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  111241. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  111242. var vertexCount = 0;
  111243. for (i = 0; i < this.vertices.length; ++i) {
  111244. var vertex = this.vertices[i];
  111245. vertex.id = vertexCount;
  111246. if (vertex.triangleCount) {
  111247. vertex.originalOffsets.forEach(function (originalOffset) {
  111248. if (!normalData) {
  111249. return;
  111250. }
  111251. newPositionData.push(vertex.position.x);
  111252. newPositionData.push(vertex.position.y);
  111253. newPositionData.push(vertex.position.z);
  111254. newNormalData.push(normalData[originalOffset * 3]);
  111255. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  111256. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  111257. if (uvs && uvs.length) {
  111258. newUVsData.push(uvs[(originalOffset * 2)]);
  111259. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  111260. }
  111261. else if (colorsData && colorsData.length) {
  111262. newColorsData.push(colorsData[(originalOffset * 4)]);
  111263. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  111264. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  111265. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  111266. }
  111267. ++vertexCount;
  111268. });
  111269. }
  111270. }
  111271. var startingIndex = this._reconstructedMesh.getTotalIndices();
  111272. var startingVertex = this._reconstructedMesh.getTotalVertices();
  111273. var submeshesArray = this._reconstructedMesh.subMeshes;
  111274. this._reconstructedMesh.subMeshes = [];
  111275. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  111276. var originalIndices = this._mesh.getIndices();
  111277. for (i = 0; i < newTriangles.length; ++i) {
  111278. t = newTriangles[i]; //now get the new referencing point for each vertex
  111279. [0, 1, 2].forEach(function (idx) {
  111280. var id = originalIndices[t.originalOffset + idx];
  111281. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  111282. if (offset < 0) {
  111283. offset = 0;
  111284. }
  111285. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  111286. });
  111287. }
  111288. //overwriting the old vertex buffers and indices.
  111289. this._reconstructedMesh.setIndices(newIndicesArray);
  111290. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  111291. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  111292. if (newUVsData.length > 0) {
  111293. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  111294. }
  111295. if (newColorsData.length > 0) {
  111296. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  111297. }
  111298. //create submesh
  111299. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  111300. if (submeshIndex > 0) {
  111301. this._reconstructedMesh.subMeshes = [];
  111302. submeshesArray.forEach(function (submesh) {
  111303. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  111304. });
  111305. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  111306. }
  111307. };
  111308. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  111309. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  111310. this._reconstructedMesh.material = this._mesh.material;
  111311. this._reconstructedMesh.parent = this._mesh.parent;
  111312. this._reconstructedMesh.isVisible = false;
  111313. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  111314. };
  111315. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  111316. for (var i = 0; i < vertex1.triangleCount; ++i) {
  111317. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  111318. if (t.deleted) {
  111319. continue;
  111320. }
  111321. var s = this.references[vertex1.triangleStart + i].vertexId;
  111322. var v1 = t.vertices[(s + 1) % 3];
  111323. var v2 = t.vertices[(s + 2) % 3];
  111324. if ((v1 === vertex2 || v2 === vertex2)) {
  111325. deletedArray[i] = true;
  111326. delTr.push(t);
  111327. continue;
  111328. }
  111329. var d1 = v1.position.subtract(point);
  111330. d1 = d1.normalize();
  111331. var d2 = v2.position.subtract(point);
  111332. d2 = d2.normalize();
  111333. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  111334. return true;
  111335. }
  111336. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  111337. deletedArray[i] = false;
  111338. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  111339. return true;
  111340. }
  111341. }
  111342. return false;
  111343. };
  111344. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  111345. var newDeleted = deletedTriangles;
  111346. for (var i = 0; i < vertex.triangleCount; ++i) {
  111347. var ref = this.references[vertex.triangleStart + i];
  111348. var t = this.triangles[ref.triangleId];
  111349. if (t.deleted) {
  111350. continue;
  111351. }
  111352. if (deletedArray[i] && t.deletePending) {
  111353. t.deleted = true;
  111354. newDeleted++;
  111355. continue;
  111356. }
  111357. t.vertices[ref.vertexId] = origVertex;
  111358. t.isDirty = true;
  111359. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  111360. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  111361. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  111362. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  111363. this.references.push(ref);
  111364. }
  111365. return newDeleted;
  111366. };
  111367. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  111368. for (var i = 0; i < this.vertices.length; ++i) {
  111369. var vCount = [];
  111370. var vId = [];
  111371. var v = this.vertices[i];
  111372. var j;
  111373. for (j = 0; j < v.triangleCount; ++j) {
  111374. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  111375. for (var ii = 0; ii < 3; ii++) {
  111376. var ofs = 0;
  111377. var vv = triangle.vertices[ii];
  111378. while (ofs < vCount.length) {
  111379. if (vId[ofs] === vv.id) {
  111380. break;
  111381. }
  111382. ++ofs;
  111383. }
  111384. if (ofs === vCount.length) {
  111385. vCount.push(1);
  111386. vId.push(vv.id);
  111387. }
  111388. else {
  111389. vCount[ofs]++;
  111390. }
  111391. }
  111392. }
  111393. for (j = 0; j < vCount.length; ++j) {
  111394. if (vCount[j] === 1) {
  111395. this.vertices[vId[j]].isBorder = true;
  111396. }
  111397. else {
  111398. this.vertices[vId[j]].isBorder = false;
  111399. }
  111400. }
  111401. }
  111402. };
  111403. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  111404. if (identifyBorders === void 0) { identifyBorders = false; }
  111405. var i;
  111406. if (!identifyBorders) {
  111407. var newTrianglesVector = [];
  111408. for (i = 0; i < this.triangles.length; ++i) {
  111409. if (!this.triangles[i].deleted) {
  111410. newTrianglesVector.push(this.triangles[i]);
  111411. }
  111412. }
  111413. this.triangles = newTrianglesVector;
  111414. }
  111415. for (i = 0; i < this.vertices.length; ++i) {
  111416. this.vertices[i].triangleCount = 0;
  111417. this.vertices[i].triangleStart = 0;
  111418. }
  111419. var t;
  111420. var j;
  111421. var v;
  111422. for (i = 0; i < this.triangles.length; ++i) {
  111423. t = this.triangles[i];
  111424. for (j = 0; j < 3; ++j) {
  111425. v = t.vertices[j];
  111426. v.triangleCount++;
  111427. }
  111428. }
  111429. var tStart = 0;
  111430. for (i = 0; i < this.vertices.length; ++i) {
  111431. this.vertices[i].triangleStart = tStart;
  111432. tStart += this.vertices[i].triangleCount;
  111433. this.vertices[i].triangleCount = 0;
  111434. }
  111435. var newReferences = new Array(this.triangles.length * 3);
  111436. for (i = 0; i < this.triangles.length; ++i) {
  111437. t = this.triangles[i];
  111438. for (j = 0; j < 3; ++j) {
  111439. v = t.vertices[j];
  111440. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  111441. v.triangleCount++;
  111442. }
  111443. }
  111444. this.references = newReferences;
  111445. if (identifyBorders) {
  111446. this.identifyBorder();
  111447. }
  111448. };
  111449. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  111450. var x = point.x;
  111451. var y = point.y;
  111452. var z = point.z;
  111453. 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
  111454. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  111455. };
  111456. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  111457. var q = vertex1.q.add(vertex2.q);
  111458. var border = vertex1.isBorder && vertex2.isBorder;
  111459. var error = 0;
  111460. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  111461. if (qDet !== 0 && !border) {
  111462. if (!pointResult) {
  111463. pointResult = BABYLON.Vector3.Zero();
  111464. }
  111465. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  111466. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  111467. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  111468. error = this.vertexError(q, pointResult);
  111469. }
  111470. else {
  111471. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  111472. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  111473. var error1 = this.vertexError(q, vertex1.position);
  111474. var error2 = this.vertexError(q, vertex2.position);
  111475. var error3 = this.vertexError(q, p3);
  111476. error = Math.min(error1, error2, error3);
  111477. if (error === error1) {
  111478. if (pointResult) {
  111479. pointResult.copyFrom(vertex1.position);
  111480. }
  111481. }
  111482. else if (error === error2) {
  111483. if (pointResult) {
  111484. pointResult.copyFrom(vertex2.position);
  111485. }
  111486. }
  111487. else {
  111488. if (pointResult) {
  111489. pointResult.copyFrom(p3);
  111490. }
  111491. }
  111492. }
  111493. return error;
  111494. };
  111495. return QuadraticErrorSimplification;
  111496. }());
  111497. })(BABYLON || (BABYLON = {}));
  111498. //# sourceMappingURL=babylon.meshSimplification.js.map
  111499. var BABYLON;
  111500. (function (BABYLON) {
  111501. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  111502. get: function () {
  111503. if (!this._simplificationQueue) {
  111504. this._simplificationQueue = new BABYLON.SimplificationQueue();
  111505. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  111506. if (!component) {
  111507. component = new SimplicationQueueSceneComponent(this);
  111508. this._addComponent(component);
  111509. }
  111510. }
  111511. return this._simplificationQueue;
  111512. },
  111513. set: function (value) {
  111514. this._simplificationQueue = value;
  111515. },
  111516. enumerable: true,
  111517. configurable: true
  111518. });
  111519. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  111520. if (parallelProcessing === void 0) { parallelProcessing = true; }
  111521. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  111522. this.getScene().simplificationQueue.addTask({
  111523. settings: settings,
  111524. parallelProcessing: parallelProcessing,
  111525. mesh: this,
  111526. simplificationType: simplificationType,
  111527. successCallback: successCallback
  111528. });
  111529. return this;
  111530. };
  111531. /**
  111532. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  111533. * created in a scene
  111534. */
  111535. var SimplicationQueueSceneComponent = /** @class */ (function () {
  111536. /**
  111537. * Creates a new instance of the component for the given scene
  111538. * @param scene Defines the scene to register the component in
  111539. */
  111540. function SimplicationQueueSceneComponent(scene) {
  111541. /**
  111542. * The component name helpfull to identify the component in the list of scene components.
  111543. */
  111544. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  111545. this.scene = scene;
  111546. }
  111547. /**
  111548. * Registers the component in a given scene
  111549. */
  111550. SimplicationQueueSceneComponent.prototype.register = function () {
  111551. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  111552. };
  111553. /**
  111554. * Rebuilds the elements related to this component in case of
  111555. * context lost for instance.
  111556. */
  111557. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  111558. // Nothing to do for this component
  111559. };
  111560. /**
  111561. * Disposes the component and the associated ressources
  111562. */
  111563. SimplicationQueueSceneComponent.prototype.dispose = function () {
  111564. // Nothing to do for this component
  111565. };
  111566. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  111567. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  111568. this.scene._simplificationQueue.executeNext();
  111569. }
  111570. };
  111571. return SimplicationQueueSceneComponent;
  111572. }());
  111573. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  111574. })(BABYLON || (BABYLON = {}));
  111575. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  111576. var BABYLON;
  111577. (function (BABYLON) {
  111578. /**
  111579. * Class used to represent a specific level of detail of a mesh
  111580. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  111581. */
  111582. var MeshLODLevel = /** @class */ (function () {
  111583. /**
  111584. * Creates a new LOD level
  111585. * @param distance defines the distance where this level should star being displayed
  111586. * @param mesh defines the mesh to use to render this level
  111587. */
  111588. function MeshLODLevel(
  111589. /** Defines the distance where this level should star being displayed */
  111590. distance,
  111591. /** Defines the mesh to use to render this level */
  111592. mesh) {
  111593. this.distance = distance;
  111594. this.mesh = mesh;
  111595. }
  111596. return MeshLODLevel;
  111597. }());
  111598. BABYLON.MeshLODLevel = MeshLODLevel;
  111599. })(BABYLON || (BABYLON = {}));
  111600. //# sourceMappingURL=babylon.meshLODLevel.js.map
  111601. var BABYLON;
  111602. (function (BABYLON) {
  111603. /**
  111604. * Defines the root class used to create scene optimization to use with SceneOptimizer
  111605. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111606. */
  111607. var SceneOptimization = /** @class */ (function () {
  111608. /**
  111609. * Creates the SceneOptimization object
  111610. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111611. * @param desc defines the description associated with the optimization
  111612. */
  111613. function SceneOptimization(
  111614. /**
  111615. * Defines the priority of this optimization (0 by default which means first in the list)
  111616. */
  111617. priority) {
  111618. if (priority === void 0) { priority = 0; }
  111619. this.priority = priority;
  111620. }
  111621. /**
  111622. * Gets a string describing the action executed by the current optimization
  111623. * @returns description string
  111624. */
  111625. SceneOptimization.prototype.getDescription = function () {
  111626. return "";
  111627. };
  111628. /**
  111629. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111630. * @param scene defines the current scene where to apply this optimization
  111631. * @param optimizer defines the current optimizer
  111632. * @returns true if everything that can be done was applied
  111633. */
  111634. SceneOptimization.prototype.apply = function (scene, optimizer) {
  111635. return true;
  111636. };
  111637. return SceneOptimization;
  111638. }());
  111639. BABYLON.SceneOptimization = SceneOptimization;
  111640. /**
  111641. * Defines an optimization used to reduce the size of render target textures
  111642. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111643. */
  111644. var TextureOptimization = /** @class */ (function (_super) {
  111645. __extends(TextureOptimization, _super);
  111646. /**
  111647. * Creates the TextureOptimization object
  111648. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111649. * @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
  111650. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  111651. */
  111652. function TextureOptimization(
  111653. /**
  111654. * Defines the priority of this optimization (0 by default which means first in the list)
  111655. */
  111656. priority,
  111657. /**
  111658. * 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
  111659. */
  111660. maximumSize,
  111661. /**
  111662. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  111663. */
  111664. step) {
  111665. if (priority === void 0) { priority = 0; }
  111666. if (maximumSize === void 0) { maximumSize = 1024; }
  111667. if (step === void 0) { step = 0.5; }
  111668. var _this = _super.call(this, priority) || this;
  111669. _this.priority = priority;
  111670. _this.maximumSize = maximumSize;
  111671. _this.step = step;
  111672. return _this;
  111673. }
  111674. /**
  111675. * Gets a string describing the action executed by the current optimization
  111676. * @returns description string
  111677. */
  111678. TextureOptimization.prototype.getDescription = function () {
  111679. return "Reducing render target texture size to " + this.maximumSize;
  111680. };
  111681. /**
  111682. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111683. * @param scene defines the current scene where to apply this optimization
  111684. * @param optimizer defines the current optimizer
  111685. * @returns true if everything that can be done was applied
  111686. */
  111687. TextureOptimization.prototype.apply = function (scene, optimizer) {
  111688. var allDone = true;
  111689. for (var index = 0; index < scene.textures.length; index++) {
  111690. var texture = scene.textures[index];
  111691. if (!texture.canRescale || texture.getContext) {
  111692. continue;
  111693. }
  111694. var currentSize = texture.getSize();
  111695. var maxDimension = Math.max(currentSize.width, currentSize.height);
  111696. if (maxDimension > this.maximumSize) {
  111697. texture.scale(this.step);
  111698. allDone = false;
  111699. }
  111700. }
  111701. return allDone;
  111702. };
  111703. return TextureOptimization;
  111704. }(SceneOptimization));
  111705. BABYLON.TextureOptimization = TextureOptimization;
  111706. /**
  111707. * Defines an optimization used to increase or decrease the rendering resolution
  111708. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111709. */
  111710. var HardwareScalingOptimization = /** @class */ (function (_super) {
  111711. __extends(HardwareScalingOptimization, _super);
  111712. /**
  111713. * Creates the HardwareScalingOptimization object
  111714. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111715. * @param maximumScale defines the maximum scale to use (2 by default)
  111716. * @param step defines the step to use between two passes (0.5 by default)
  111717. */
  111718. function HardwareScalingOptimization(
  111719. /**
  111720. * Defines the priority of this optimization (0 by default which means first in the list)
  111721. */
  111722. priority,
  111723. /**
  111724. * Defines the maximum scale to use (2 by default)
  111725. */
  111726. maximumScale,
  111727. /**
  111728. * Defines the step to use between two passes (0.5 by default)
  111729. */
  111730. step) {
  111731. if (priority === void 0) { priority = 0; }
  111732. if (maximumScale === void 0) { maximumScale = 2; }
  111733. if (step === void 0) { step = 0.25; }
  111734. var _this = _super.call(this, priority) || this;
  111735. _this.priority = priority;
  111736. _this.maximumScale = maximumScale;
  111737. _this.step = step;
  111738. _this._currentScale = -1;
  111739. _this._directionOffset = 1;
  111740. return _this;
  111741. }
  111742. /**
  111743. * Gets a string describing the action executed by the current optimization
  111744. * @return description string
  111745. */
  111746. HardwareScalingOptimization.prototype.getDescription = function () {
  111747. return "Setting hardware scaling level to " + this._currentScale;
  111748. };
  111749. /**
  111750. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111751. * @param scene defines the current scene where to apply this optimization
  111752. * @param optimizer defines the current optimizer
  111753. * @returns true if everything that can be done was applied
  111754. */
  111755. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  111756. if (this._currentScale === -1) {
  111757. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  111758. if (this._currentScale > this.maximumScale) {
  111759. this._directionOffset = -1;
  111760. }
  111761. }
  111762. this._currentScale += this._directionOffset * this.step;
  111763. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  111764. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  111765. };
  111766. return HardwareScalingOptimization;
  111767. }(SceneOptimization));
  111768. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  111769. /**
  111770. * Defines an optimization used to remove shadows
  111771. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111772. */
  111773. var ShadowsOptimization = /** @class */ (function (_super) {
  111774. __extends(ShadowsOptimization, _super);
  111775. function ShadowsOptimization() {
  111776. return _super !== null && _super.apply(this, arguments) || this;
  111777. }
  111778. /**
  111779. * Gets a string describing the action executed by the current optimization
  111780. * @return description string
  111781. */
  111782. ShadowsOptimization.prototype.getDescription = function () {
  111783. return "Turning shadows on/off";
  111784. };
  111785. /**
  111786. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111787. * @param scene defines the current scene where to apply this optimization
  111788. * @param optimizer defines the current optimizer
  111789. * @returns true if everything that can be done was applied
  111790. */
  111791. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  111792. scene.shadowsEnabled = optimizer.isInImprovementMode;
  111793. return true;
  111794. };
  111795. return ShadowsOptimization;
  111796. }(SceneOptimization));
  111797. BABYLON.ShadowsOptimization = ShadowsOptimization;
  111798. /**
  111799. * Defines an optimization used to turn post-processes off
  111800. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111801. */
  111802. var PostProcessesOptimization = /** @class */ (function (_super) {
  111803. __extends(PostProcessesOptimization, _super);
  111804. function PostProcessesOptimization() {
  111805. return _super !== null && _super.apply(this, arguments) || this;
  111806. }
  111807. /**
  111808. * Gets a string describing the action executed by the current optimization
  111809. * @return description string
  111810. */
  111811. PostProcessesOptimization.prototype.getDescription = function () {
  111812. return "Turning post-processes on/off";
  111813. };
  111814. /**
  111815. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111816. * @param scene defines the current scene where to apply this optimization
  111817. * @param optimizer defines the current optimizer
  111818. * @returns true if everything that can be done was applied
  111819. */
  111820. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  111821. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  111822. return true;
  111823. };
  111824. return PostProcessesOptimization;
  111825. }(SceneOptimization));
  111826. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  111827. /**
  111828. * Defines an optimization used to turn lens flares off
  111829. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111830. */
  111831. var LensFlaresOptimization = /** @class */ (function (_super) {
  111832. __extends(LensFlaresOptimization, _super);
  111833. function LensFlaresOptimization() {
  111834. return _super !== null && _super.apply(this, arguments) || this;
  111835. }
  111836. /**
  111837. * Gets a string describing the action executed by the current optimization
  111838. * @return description string
  111839. */
  111840. LensFlaresOptimization.prototype.getDescription = function () {
  111841. return "Turning lens flares on/off";
  111842. };
  111843. /**
  111844. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111845. * @param scene defines the current scene where to apply this optimization
  111846. * @param optimizer defines the current optimizer
  111847. * @returns true if everything that can be done was applied
  111848. */
  111849. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  111850. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  111851. return true;
  111852. };
  111853. return LensFlaresOptimization;
  111854. }(SceneOptimization));
  111855. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  111856. /**
  111857. * Defines an optimization based on user defined callback.
  111858. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111859. */
  111860. var CustomOptimization = /** @class */ (function (_super) {
  111861. __extends(CustomOptimization, _super);
  111862. function CustomOptimization() {
  111863. return _super !== null && _super.apply(this, arguments) || this;
  111864. }
  111865. /**
  111866. * Gets a string describing the action executed by the current optimization
  111867. * @returns description string
  111868. */
  111869. CustomOptimization.prototype.getDescription = function () {
  111870. if (this.onGetDescription) {
  111871. return this.onGetDescription();
  111872. }
  111873. return "Running user defined callback";
  111874. };
  111875. /**
  111876. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111877. * @param scene defines the current scene where to apply this optimization
  111878. * @param optimizer defines the current optimizer
  111879. * @returns true if everything that can be done was applied
  111880. */
  111881. CustomOptimization.prototype.apply = function (scene, optimizer) {
  111882. if (this.onApply) {
  111883. return this.onApply(scene, optimizer);
  111884. }
  111885. return true;
  111886. };
  111887. return CustomOptimization;
  111888. }(SceneOptimization));
  111889. BABYLON.CustomOptimization = CustomOptimization;
  111890. /**
  111891. * Defines an optimization used to turn particles off
  111892. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111893. */
  111894. var ParticlesOptimization = /** @class */ (function (_super) {
  111895. __extends(ParticlesOptimization, _super);
  111896. function ParticlesOptimization() {
  111897. return _super !== null && _super.apply(this, arguments) || this;
  111898. }
  111899. /**
  111900. * Gets a string describing the action executed by the current optimization
  111901. * @return description string
  111902. */
  111903. ParticlesOptimization.prototype.getDescription = function () {
  111904. return "Turning particles on/off";
  111905. };
  111906. /**
  111907. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111908. * @param scene defines the current scene where to apply this optimization
  111909. * @param optimizer defines the current optimizer
  111910. * @returns true if everything that can be done was applied
  111911. */
  111912. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  111913. scene.particlesEnabled = optimizer.isInImprovementMode;
  111914. return true;
  111915. };
  111916. return ParticlesOptimization;
  111917. }(SceneOptimization));
  111918. BABYLON.ParticlesOptimization = ParticlesOptimization;
  111919. /**
  111920. * Defines an optimization used to turn render targets off
  111921. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111922. */
  111923. var RenderTargetsOptimization = /** @class */ (function (_super) {
  111924. __extends(RenderTargetsOptimization, _super);
  111925. function RenderTargetsOptimization() {
  111926. return _super !== null && _super.apply(this, arguments) || this;
  111927. }
  111928. /**
  111929. * Gets a string describing the action executed by the current optimization
  111930. * @return description string
  111931. */
  111932. RenderTargetsOptimization.prototype.getDescription = function () {
  111933. return "Turning render targets off";
  111934. };
  111935. /**
  111936. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111937. * @param scene defines the current scene where to apply this optimization
  111938. * @param optimizer defines the current optimizer
  111939. * @returns true if everything that can be done was applied
  111940. */
  111941. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  111942. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  111943. return true;
  111944. };
  111945. return RenderTargetsOptimization;
  111946. }(SceneOptimization));
  111947. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  111948. /**
  111949. * Defines an optimization used to merge meshes with compatible materials
  111950. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111951. */
  111952. var MergeMeshesOptimization = /** @class */ (function (_super) {
  111953. __extends(MergeMeshesOptimization, _super);
  111954. function MergeMeshesOptimization() {
  111955. var _this = _super !== null && _super.apply(this, arguments) || this;
  111956. _this._canBeMerged = function (abstractMesh) {
  111957. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  111958. return false;
  111959. }
  111960. var mesh = abstractMesh;
  111961. if (mesh.isDisposed()) {
  111962. return false;
  111963. }
  111964. if (!mesh.isVisible || !mesh.isEnabled()) {
  111965. return false;
  111966. }
  111967. if (mesh.instances.length > 0) {
  111968. return false;
  111969. }
  111970. if (mesh.skeleton || mesh.hasLODLevels) {
  111971. return false;
  111972. }
  111973. return true;
  111974. };
  111975. return _this;
  111976. }
  111977. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  111978. /**
  111979. * Gets or sets a boolean which defines if optimization octree has to be updated
  111980. */
  111981. get: function () {
  111982. return MergeMeshesOptimization._UpdateSelectionTree;
  111983. },
  111984. /**
  111985. * Gets or sets a boolean which defines if optimization octree has to be updated
  111986. */
  111987. set: function (value) {
  111988. MergeMeshesOptimization._UpdateSelectionTree = value;
  111989. },
  111990. enumerable: true,
  111991. configurable: true
  111992. });
  111993. /**
  111994. * Gets a string describing the action executed by the current optimization
  111995. * @return description string
  111996. */
  111997. MergeMeshesOptimization.prototype.getDescription = function () {
  111998. return "Merging similar meshes together";
  111999. };
  112000. /**
  112001. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  112002. * @param scene defines the current scene where to apply this optimization
  112003. * @param optimizer defines the current optimizer
  112004. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  112005. * @returns true if everything that can be done was applied
  112006. */
  112007. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  112008. var globalPool = scene.meshes.slice(0);
  112009. var globalLength = globalPool.length;
  112010. for (var index = 0; index < globalLength; index++) {
  112011. var currentPool = new Array();
  112012. var current = globalPool[index];
  112013. // Checks
  112014. if (!this._canBeMerged(current)) {
  112015. continue;
  112016. }
  112017. currentPool.push(current);
  112018. // Find compatible meshes
  112019. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  112020. var otherMesh = globalPool[subIndex];
  112021. if (!this._canBeMerged(otherMesh)) {
  112022. continue;
  112023. }
  112024. if (otherMesh.material !== current.material) {
  112025. continue;
  112026. }
  112027. if (otherMesh.checkCollisions !== current.checkCollisions) {
  112028. continue;
  112029. }
  112030. currentPool.push(otherMesh);
  112031. globalLength--;
  112032. globalPool.splice(subIndex, 1);
  112033. subIndex--;
  112034. }
  112035. if (currentPool.length < 2) {
  112036. continue;
  112037. }
  112038. // Merge meshes
  112039. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  112040. }
  112041. // Call the octree system optimization if it is defined.
  112042. var sceneAsAny = scene;
  112043. if (sceneAsAny.createOrUpdateSelectionOctree) {
  112044. if (updateSelectionTree != undefined) {
  112045. if (updateSelectionTree) {
  112046. sceneAsAny.createOrUpdateSelectionOctree();
  112047. }
  112048. }
  112049. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  112050. sceneAsAny.createOrUpdateSelectionOctree();
  112051. }
  112052. }
  112053. return true;
  112054. };
  112055. MergeMeshesOptimization._UpdateSelectionTree = false;
  112056. return MergeMeshesOptimization;
  112057. }(SceneOptimization));
  112058. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  112059. /**
  112060. * Defines a list of options used by SceneOptimizer
  112061. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  112062. */
  112063. var SceneOptimizerOptions = /** @class */ (function () {
  112064. /**
  112065. * Creates a new list of options used by SceneOptimizer
  112066. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  112067. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  112068. */
  112069. function SceneOptimizerOptions(
  112070. /**
  112071. * Defines the target frame rate to reach (60 by default)
  112072. */
  112073. targetFrameRate,
  112074. /**
  112075. * Defines the interval between two checkes (2000ms by default)
  112076. */
  112077. trackerDuration) {
  112078. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  112079. if (trackerDuration === void 0) { trackerDuration = 2000; }
  112080. this.targetFrameRate = targetFrameRate;
  112081. this.trackerDuration = trackerDuration;
  112082. /**
  112083. * Gets the list of optimizations to apply
  112084. */
  112085. this.optimizations = new Array();
  112086. }
  112087. /**
  112088. * Add a new optimization
  112089. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  112090. * @returns the current SceneOptimizerOptions
  112091. */
  112092. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  112093. this.optimizations.push(optimization);
  112094. return this;
  112095. };
  112096. /**
  112097. * Add a new custom optimization
  112098. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  112099. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  112100. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  112101. * @returns the current SceneOptimizerOptions
  112102. */
  112103. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  112104. if (priority === void 0) { priority = 0; }
  112105. var optimization = new CustomOptimization(priority);
  112106. optimization.onApply = onApply;
  112107. optimization.onGetDescription = onGetDescription;
  112108. this.optimizations.push(optimization);
  112109. return this;
  112110. };
  112111. /**
  112112. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  112113. * @param targetFrameRate defines the target frame rate (60 by default)
  112114. * @returns a SceneOptimizerOptions object
  112115. */
  112116. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  112117. var result = new SceneOptimizerOptions(targetFrameRate);
  112118. var priority = 0;
  112119. result.addOptimization(new MergeMeshesOptimization(priority));
  112120. result.addOptimization(new ShadowsOptimization(priority));
  112121. result.addOptimization(new LensFlaresOptimization(priority));
  112122. // Next priority
  112123. priority++;
  112124. result.addOptimization(new PostProcessesOptimization(priority));
  112125. result.addOptimization(new ParticlesOptimization(priority));
  112126. // Next priority
  112127. priority++;
  112128. result.addOptimization(new TextureOptimization(priority, 1024));
  112129. return result;
  112130. };
  112131. /**
  112132. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  112133. * @param targetFrameRate defines the target frame rate (60 by default)
  112134. * @returns a SceneOptimizerOptions object
  112135. */
  112136. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  112137. var result = new SceneOptimizerOptions(targetFrameRate);
  112138. var priority = 0;
  112139. result.addOptimization(new MergeMeshesOptimization(priority));
  112140. result.addOptimization(new ShadowsOptimization(priority));
  112141. result.addOptimization(new LensFlaresOptimization(priority));
  112142. // Next priority
  112143. priority++;
  112144. result.addOptimization(new PostProcessesOptimization(priority));
  112145. result.addOptimization(new ParticlesOptimization(priority));
  112146. // Next priority
  112147. priority++;
  112148. result.addOptimization(new TextureOptimization(priority, 512));
  112149. // Next priority
  112150. priority++;
  112151. result.addOptimization(new RenderTargetsOptimization(priority));
  112152. // Next priority
  112153. priority++;
  112154. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  112155. return result;
  112156. };
  112157. /**
  112158. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  112159. * @param targetFrameRate defines the target frame rate (60 by default)
  112160. * @returns a SceneOptimizerOptions object
  112161. */
  112162. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  112163. var result = new SceneOptimizerOptions(targetFrameRate);
  112164. var priority = 0;
  112165. result.addOptimization(new MergeMeshesOptimization(priority));
  112166. result.addOptimization(new ShadowsOptimization(priority));
  112167. result.addOptimization(new LensFlaresOptimization(priority));
  112168. // Next priority
  112169. priority++;
  112170. result.addOptimization(new PostProcessesOptimization(priority));
  112171. result.addOptimization(new ParticlesOptimization(priority));
  112172. // Next priority
  112173. priority++;
  112174. result.addOptimization(new TextureOptimization(priority, 256));
  112175. // Next priority
  112176. priority++;
  112177. result.addOptimization(new RenderTargetsOptimization(priority));
  112178. // Next priority
  112179. priority++;
  112180. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  112181. return result;
  112182. };
  112183. return SceneOptimizerOptions;
  112184. }());
  112185. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  112186. /**
  112187. * Class used to run optimizations in order to reach a target frame rate
  112188. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  112189. */
  112190. var SceneOptimizer = /** @class */ (function () {
  112191. /**
  112192. * Creates a new SceneOptimizer
  112193. * @param scene defines the scene to work on
  112194. * @param options defines the options to use with the SceneOptimizer
  112195. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  112196. * @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)
  112197. */
  112198. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  112199. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  112200. if (improvementMode === void 0) { improvementMode = false; }
  112201. var _this = this;
  112202. this._isRunning = false;
  112203. this._currentPriorityLevel = 0;
  112204. this._targetFrameRate = 60;
  112205. this._trackerDuration = 2000;
  112206. this._currentFrameRate = 0;
  112207. this._improvementMode = false;
  112208. /**
  112209. * Defines an observable called when the optimizer reaches the target frame rate
  112210. */
  112211. this.onSuccessObservable = new BABYLON.Observable();
  112212. /**
  112213. * Defines an observable called when the optimizer enables an optimization
  112214. */
  112215. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  112216. /**
  112217. * Defines an observable called when the optimizer is not able to reach the target frame rate
  112218. */
  112219. this.onFailureObservable = new BABYLON.Observable();
  112220. if (!options) {
  112221. this._options = new SceneOptimizerOptions();
  112222. }
  112223. else {
  112224. this._options = options;
  112225. }
  112226. if (this._options.targetFrameRate) {
  112227. this._targetFrameRate = this._options.targetFrameRate;
  112228. }
  112229. if (this._options.trackerDuration) {
  112230. this._trackerDuration = this._options.trackerDuration;
  112231. }
  112232. if (autoGeneratePriorities) {
  112233. var priority = 0;
  112234. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  112235. var optim = _a[_i];
  112236. optim.priority = priority++;
  112237. }
  112238. }
  112239. this._improvementMode = improvementMode;
  112240. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  112241. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  112242. _this._sceneDisposeObserver = null;
  112243. _this.dispose();
  112244. });
  112245. }
  112246. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  112247. /**
  112248. * Gets a boolean indicating if the optimizer is in improvement mode
  112249. */
  112250. get: function () {
  112251. return this._improvementMode;
  112252. },
  112253. enumerable: true,
  112254. configurable: true
  112255. });
  112256. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  112257. /**
  112258. * Gets the current priority level (0 at start)
  112259. */
  112260. get: function () {
  112261. return this._currentPriorityLevel;
  112262. },
  112263. enumerable: true,
  112264. configurable: true
  112265. });
  112266. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  112267. /**
  112268. * Gets the current frame rate checked by the SceneOptimizer
  112269. */
  112270. get: function () {
  112271. return this._currentFrameRate;
  112272. },
  112273. enumerable: true,
  112274. configurable: true
  112275. });
  112276. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  112277. /**
  112278. * Gets or sets the current target frame rate (60 by default)
  112279. */
  112280. get: function () {
  112281. return this._targetFrameRate;
  112282. },
  112283. /**
  112284. * Gets or sets the current target frame rate (60 by default)
  112285. */
  112286. set: function (value) {
  112287. this._targetFrameRate = value;
  112288. },
  112289. enumerable: true,
  112290. configurable: true
  112291. });
  112292. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  112293. /**
  112294. * Gets or sets the current interval between two checks (every 2000ms by default)
  112295. */
  112296. get: function () {
  112297. return this._trackerDuration;
  112298. },
  112299. /**
  112300. * Gets or sets the current interval between two checks (every 2000ms by default)
  112301. */
  112302. set: function (value) {
  112303. this._trackerDuration = value;
  112304. },
  112305. enumerable: true,
  112306. configurable: true
  112307. });
  112308. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  112309. /**
  112310. * Gets the list of active optimizations
  112311. */
  112312. get: function () {
  112313. return this._options.optimizations;
  112314. },
  112315. enumerable: true,
  112316. configurable: true
  112317. });
  112318. /**
  112319. * Stops the current optimizer
  112320. */
  112321. SceneOptimizer.prototype.stop = function () {
  112322. this._isRunning = false;
  112323. };
  112324. /**
  112325. * Reset the optimizer to initial step (current priority level = 0)
  112326. */
  112327. SceneOptimizer.prototype.reset = function () {
  112328. this._currentPriorityLevel = 0;
  112329. };
  112330. /**
  112331. * Start the optimizer. By default it will try to reach a specific framerate
  112332. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  112333. */
  112334. SceneOptimizer.prototype.start = function () {
  112335. var _this = this;
  112336. if (this._isRunning) {
  112337. return;
  112338. }
  112339. this._isRunning = true;
  112340. // Let's wait for the scene to be ready before running our check
  112341. this._scene.executeWhenReady(function () {
  112342. setTimeout(function () {
  112343. _this._checkCurrentState();
  112344. }, _this._trackerDuration);
  112345. });
  112346. };
  112347. SceneOptimizer.prototype._checkCurrentState = function () {
  112348. var _this = this;
  112349. if (!this._isRunning) {
  112350. return;
  112351. }
  112352. var scene = this._scene;
  112353. var options = this._options;
  112354. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  112355. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  112356. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  112357. this._isRunning = false;
  112358. this.onSuccessObservable.notifyObservers(this);
  112359. return;
  112360. }
  112361. // Apply current level of optimizations
  112362. var allDone = true;
  112363. var noOptimizationApplied = true;
  112364. for (var index = 0; index < options.optimizations.length; index++) {
  112365. var optimization = options.optimizations[index];
  112366. if (optimization.priority === this._currentPriorityLevel) {
  112367. noOptimizationApplied = false;
  112368. allDone = allDone && optimization.apply(scene, this);
  112369. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  112370. }
  112371. }
  112372. // If no optimization was applied, this is a failure :(
  112373. if (noOptimizationApplied) {
  112374. this._isRunning = false;
  112375. this.onFailureObservable.notifyObservers(this);
  112376. return;
  112377. }
  112378. // If all optimizations were done, move to next level
  112379. if (allDone) {
  112380. this._currentPriorityLevel++;
  112381. }
  112382. // Let's the system running for a specific amount of time before checking FPS
  112383. scene.executeWhenReady(function () {
  112384. setTimeout(function () {
  112385. _this._checkCurrentState();
  112386. }, _this._trackerDuration);
  112387. });
  112388. };
  112389. /**
  112390. * Release all resources
  112391. */
  112392. SceneOptimizer.prototype.dispose = function () {
  112393. this.stop();
  112394. this.onSuccessObservable.clear();
  112395. this.onFailureObservable.clear();
  112396. this.onNewOptimizationAppliedObservable.clear();
  112397. if (this._sceneDisposeObserver) {
  112398. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  112399. }
  112400. };
  112401. /**
  112402. * Helper function to create a SceneOptimizer with one single line of code
  112403. * @param scene defines the scene to work on
  112404. * @param options defines the options to use with the SceneOptimizer
  112405. * @param onSuccess defines a callback to call on success
  112406. * @param onFailure defines a callback to call on failure
  112407. * @returns the new SceneOptimizer object
  112408. */
  112409. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  112410. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  112411. if (onSuccess) {
  112412. optimizer.onSuccessObservable.add(function () {
  112413. onSuccess();
  112414. });
  112415. }
  112416. if (onFailure) {
  112417. optimizer.onFailureObservable.add(function () {
  112418. onFailure();
  112419. });
  112420. }
  112421. optimizer.start();
  112422. return optimizer;
  112423. };
  112424. return SceneOptimizer;
  112425. }());
  112426. BABYLON.SceneOptimizer = SceneOptimizer;
  112427. })(BABYLON || (BABYLON = {}));
  112428. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  112429. var BABYLON;
  112430. (function (BABYLON) {
  112431. /**
  112432. * Gets the outline renderer associated with the scene
  112433. * @returns a OutlineRenderer
  112434. */
  112435. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  112436. if (!this._outlineRenderer) {
  112437. this._outlineRenderer = new OutlineRenderer(this);
  112438. }
  112439. return this._outlineRenderer;
  112440. };
  112441. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  112442. get: function () {
  112443. return this._renderOutline;
  112444. },
  112445. set: function (value) {
  112446. if (value) {
  112447. // Lazy Load the component.
  112448. this.getScene().getOutlineRenderer();
  112449. }
  112450. this._renderOutline = value;
  112451. },
  112452. enumerable: true,
  112453. configurable: true
  112454. });
  112455. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  112456. get: function () {
  112457. return this._renderOverlay;
  112458. },
  112459. set: function (value) {
  112460. if (value) {
  112461. // Lazy Load the component.
  112462. this.getScene().getOutlineRenderer();
  112463. }
  112464. this._renderOverlay = value;
  112465. },
  112466. enumerable: true,
  112467. configurable: true
  112468. });
  112469. /**
  112470. * This class is responsible to draw bothe outline/overlay of meshes.
  112471. * It should not be used directly but through the available method on mesh.
  112472. */
  112473. var OutlineRenderer = /** @class */ (function () {
  112474. /**
  112475. * Instantiates a new outline renderer. (There could be only one per scene).
  112476. * @param scene Defines the scene it belongs to
  112477. */
  112478. function OutlineRenderer(scene) {
  112479. /**
  112480. * The name of the component. Each component must have a unique name.
  112481. */
  112482. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  112483. /**
  112484. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  112485. */
  112486. this.zOffset = 1;
  112487. this.scene = scene;
  112488. this._engine = scene.getEngine();
  112489. this.scene._addComponent(this);
  112490. }
  112491. /**
  112492. * Register the component to one instance of a scene.
  112493. */
  112494. OutlineRenderer.prototype.register = function () {
  112495. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  112496. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  112497. };
  112498. /**
  112499. * Rebuilds the elements related to this component in case of
  112500. * context lost for instance.
  112501. */
  112502. OutlineRenderer.prototype.rebuild = function () {
  112503. // Nothing to do here.
  112504. };
  112505. /**
  112506. * Disposes the component and the associated ressources.
  112507. */
  112508. OutlineRenderer.prototype.dispose = function () {
  112509. // Nothing to do here.
  112510. };
  112511. /**
  112512. * Renders the outline in the canvas.
  112513. * @param subMesh Defines the sumesh to render
  112514. * @param batch Defines the batch of meshes in case of instances
  112515. * @param useOverlay Defines if the rendering is for the overlay or the outline
  112516. */
  112517. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  112518. var _this = this;
  112519. if (useOverlay === void 0) { useOverlay = false; }
  112520. var scene = this.scene;
  112521. var engine = scene.getEngine();
  112522. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  112523. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  112524. return;
  112525. }
  112526. var mesh = subMesh.getRenderingMesh();
  112527. var material = subMesh.getMaterial();
  112528. if (!material || !scene.activeCamera) {
  112529. return;
  112530. }
  112531. engine.enableEffect(this._effect);
  112532. // Logarithmic depth
  112533. if (material.useLogarithmicDepth) {
  112534. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  112535. }
  112536. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  112537. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  112538. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  112539. // Bones
  112540. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  112541. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  112542. }
  112543. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  112544. // Alpha test
  112545. if (material && material.needAlphaTesting()) {
  112546. var alphaTexture = material.getAlphaTestTexture();
  112547. if (alphaTexture) {
  112548. this._effect.setTexture("diffuseSampler", alphaTexture);
  112549. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  112550. }
  112551. }
  112552. engine.setZOffset(-this.zOffset);
  112553. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  112554. engine.setZOffset(0);
  112555. };
  112556. /**
  112557. * Returns whether or not the outline renderer is ready for a given submesh.
  112558. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  112559. * @param subMesh Defines the submesh to check readyness for
  112560. * @param useInstances Defines wheter wee are trying to render instances or not
  112561. * @returns true if ready otherwise false
  112562. */
  112563. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  112564. var defines = [];
  112565. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  112566. var mesh = subMesh.getMesh();
  112567. var material = subMesh.getMaterial();
  112568. if (material) {
  112569. // Alpha test
  112570. if (material.needAlphaTesting()) {
  112571. defines.push("#define ALPHATEST");
  112572. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112573. attribs.push(BABYLON.VertexBuffer.UVKind);
  112574. defines.push("#define UV1");
  112575. }
  112576. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  112577. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  112578. defines.push("#define UV2");
  112579. }
  112580. }
  112581. //Logarithmic depth
  112582. if (material.useLogarithmicDepth) {
  112583. defines.push("#define LOGARITHMICDEPTH");
  112584. }
  112585. }
  112586. // Bones
  112587. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  112588. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  112589. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  112590. if (mesh.numBoneInfluencers > 4) {
  112591. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  112592. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  112593. }
  112594. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  112595. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  112596. }
  112597. else {
  112598. defines.push("#define NUM_BONE_INFLUENCERS 0");
  112599. }
  112600. // Instances
  112601. if (useInstances) {
  112602. defines.push("#define INSTANCES");
  112603. attribs.push("world0");
  112604. attribs.push("world1");
  112605. attribs.push("world2");
  112606. attribs.push("world3");
  112607. }
  112608. // Get correct effect
  112609. var join = defines.join("\n");
  112610. if (this._cachedDefines !== join) {
  112611. this._cachedDefines = join;
  112612. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  112613. }
  112614. return this._effect.isReady();
  112615. };
  112616. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  112617. // Outline - step 1
  112618. this._savedDepthWrite = this._engine.getDepthWrite();
  112619. if (mesh.renderOutline) {
  112620. this._engine.setDepthWrite(false);
  112621. this.render(subMesh, batch);
  112622. this._engine.setDepthWrite(this._savedDepthWrite);
  112623. }
  112624. };
  112625. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  112626. // Outline - step 2
  112627. if (mesh.renderOutline && this._savedDepthWrite) {
  112628. this._engine.setDepthWrite(true);
  112629. this._engine.setColorWrite(false);
  112630. this.render(subMesh, batch);
  112631. this._engine.setColorWrite(true);
  112632. }
  112633. // Overlay
  112634. if (mesh.renderOverlay) {
  112635. var currentMode = this._engine.getAlphaMode();
  112636. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  112637. this.render(subMesh, batch, true);
  112638. this._engine.setAlphaMode(currentMode);
  112639. }
  112640. };
  112641. return OutlineRenderer;
  112642. }());
  112643. BABYLON.OutlineRenderer = OutlineRenderer;
  112644. })(BABYLON || (BABYLON = {}));
  112645. //# sourceMappingURL=babylon.outlineRenderer.js.map
  112646. var BABYLON;
  112647. (function (BABYLON) {
  112648. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  112649. if (this._edgesRenderer) {
  112650. this._edgesRenderer.dispose();
  112651. this._edgesRenderer = null;
  112652. }
  112653. return this;
  112654. };
  112655. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112656. if (epsilon === void 0) { epsilon = 0.95; }
  112657. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112658. this.disableEdgesRendering();
  112659. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  112660. return this;
  112661. };
  112662. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  112663. get: function () {
  112664. return this._edgesRenderer;
  112665. },
  112666. enumerable: true,
  112667. configurable: true
  112668. });
  112669. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112670. if (epsilon === void 0) { epsilon = 0.95; }
  112671. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112672. this.disableEdgesRendering();
  112673. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  112674. return this;
  112675. };
  112676. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112677. if (epsilon === void 0) { epsilon = 0.95; }
  112678. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112679. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  112680. return this;
  112681. };
  112682. /**
  112683. * FaceAdjacencies Helper class to generate edges
  112684. */
  112685. var FaceAdjacencies = /** @class */ (function () {
  112686. function FaceAdjacencies() {
  112687. this.edges = new Array();
  112688. this.edgesConnectedCount = 0;
  112689. }
  112690. return FaceAdjacencies;
  112691. }());
  112692. /**
  112693. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  112694. */
  112695. var EdgesRenderer = /** @class */ (function () {
  112696. /**
  112697. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  112698. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  112699. * @param source Mesh used to create edges
  112700. * @param epsilon sum of angles in adjacency to check for edge
  112701. * @param checkVerticesInsteadOfIndices
  112702. * @param generateEdgesLines - should generate Lines or only prepare resources.
  112703. */
  112704. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  112705. if (epsilon === void 0) { epsilon = 0.95; }
  112706. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112707. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  112708. var _this = this;
  112709. /**
  112710. * Define the size of the edges with an orthographic camera
  112711. */
  112712. this.edgesWidthScalerForOrthographic = 1000.0;
  112713. /**
  112714. * Define the size of the edges with a perspective camera
  112715. */
  112716. this.edgesWidthScalerForPerspective = 50.0;
  112717. this._linesPositions = new Array();
  112718. this._linesNormals = new Array();
  112719. this._linesIndices = new Array();
  112720. this._buffers = {};
  112721. this._checkVerticesInsteadOfIndices = false;
  112722. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  112723. this.isEnabled = true;
  112724. this._source = source;
  112725. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  112726. this._epsilon = epsilon;
  112727. this._prepareRessources();
  112728. if (generateEdgesLines) {
  112729. this._generateEdgesLines();
  112730. }
  112731. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  112732. _this._rebuild();
  112733. });
  112734. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  112735. _this.dispose();
  112736. });
  112737. }
  112738. EdgesRenderer.prototype._prepareRessources = function () {
  112739. if (this._lineShader) {
  112740. return;
  112741. }
  112742. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  112743. attributes: ["position", "normal"],
  112744. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  112745. });
  112746. this._lineShader.disableDepthWrite = true;
  112747. this._lineShader.backFaceCulling = false;
  112748. };
  112749. /** @hidden */
  112750. EdgesRenderer.prototype._rebuild = function () {
  112751. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  112752. if (buffer) {
  112753. buffer._rebuild();
  112754. }
  112755. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  112756. if (buffer) {
  112757. buffer._rebuild();
  112758. }
  112759. var scene = this._source.getScene();
  112760. var engine = scene.getEngine();
  112761. this._ib = engine.createIndexBuffer(this._linesIndices);
  112762. };
  112763. /**
  112764. * Releases the required resources for the edges renderer
  112765. */
  112766. EdgesRenderer.prototype.dispose = function () {
  112767. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  112768. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  112769. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  112770. if (buffer) {
  112771. buffer.dispose();
  112772. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  112773. }
  112774. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  112775. if (buffer) {
  112776. buffer.dispose();
  112777. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  112778. }
  112779. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  112780. this._lineShader.dispose();
  112781. };
  112782. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  112783. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  112784. return 0;
  112785. }
  112786. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  112787. return 1;
  112788. }
  112789. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  112790. return 2;
  112791. }
  112792. return -1;
  112793. };
  112794. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  112795. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  112796. return 0;
  112797. }
  112798. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  112799. return 1;
  112800. }
  112801. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  112802. return 2;
  112803. }
  112804. return -1;
  112805. };
  112806. /**
  112807. * Checks if the pair of p0 and p1 is en edge
  112808. * @param faceIndex
  112809. * @param edge
  112810. * @param faceNormals
  112811. * @param p0
  112812. * @param p1
  112813. * @private
  112814. */
  112815. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  112816. var needToCreateLine;
  112817. if (edge === undefined) {
  112818. needToCreateLine = true;
  112819. }
  112820. else {
  112821. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  112822. needToCreateLine = dotProduct < this._epsilon;
  112823. }
  112824. if (needToCreateLine) {
  112825. this.createLine(p0, p1, this._linesPositions.length / 3);
  112826. }
  112827. };
  112828. /**
  112829. * push line into the position, normal and index buffer
  112830. * @protected
  112831. */
  112832. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  112833. // Positions
  112834. 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);
  112835. // Normals
  112836. 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);
  112837. // Indices
  112838. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  112839. };
  112840. /**
  112841. * Generates lines edges from adjacencjes
  112842. * @private
  112843. */
  112844. EdgesRenderer.prototype._generateEdgesLines = function () {
  112845. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  112846. var indices = this._source.getIndices();
  112847. if (!indices || !positions) {
  112848. return;
  112849. }
  112850. // First let's find adjacencies
  112851. var adjacencies = new Array();
  112852. var faceNormals = new Array();
  112853. var index;
  112854. var faceAdjacencies;
  112855. // Prepare faces
  112856. for (index = 0; index < indices.length; index += 3) {
  112857. faceAdjacencies = new FaceAdjacencies();
  112858. var p0Index = indices[index];
  112859. var p1Index = indices[index + 1];
  112860. var p2Index = indices[index + 2];
  112861. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  112862. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  112863. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  112864. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  112865. faceNormal.normalize();
  112866. faceNormals.push(faceNormal);
  112867. adjacencies.push(faceAdjacencies);
  112868. }
  112869. // Scan
  112870. for (index = 0; index < adjacencies.length; index++) {
  112871. faceAdjacencies = adjacencies[index];
  112872. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  112873. var otherFaceAdjacencies = adjacencies[otherIndex];
  112874. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  112875. break;
  112876. }
  112877. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  112878. continue;
  112879. }
  112880. var otherP0 = indices[otherIndex * 3];
  112881. var otherP1 = indices[otherIndex * 3 + 1];
  112882. var otherP2 = indices[otherIndex * 3 + 2];
  112883. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  112884. var otherEdgeIndex = 0;
  112885. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  112886. continue;
  112887. }
  112888. switch (edgeIndex) {
  112889. case 0:
  112890. if (this._checkVerticesInsteadOfIndices) {
  112891. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112892. }
  112893. else {
  112894. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  112895. }
  112896. break;
  112897. case 1:
  112898. if (this._checkVerticesInsteadOfIndices) {
  112899. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112900. }
  112901. else {
  112902. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  112903. }
  112904. break;
  112905. case 2:
  112906. if (this._checkVerticesInsteadOfIndices) {
  112907. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112908. }
  112909. else {
  112910. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  112911. }
  112912. break;
  112913. }
  112914. if (otherEdgeIndex === -1) {
  112915. continue;
  112916. }
  112917. faceAdjacencies.edges[edgeIndex] = otherIndex;
  112918. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  112919. faceAdjacencies.edgesConnectedCount++;
  112920. otherFaceAdjacencies.edgesConnectedCount++;
  112921. if (faceAdjacencies.edgesConnectedCount === 3) {
  112922. break;
  112923. }
  112924. }
  112925. }
  112926. }
  112927. // Create lines
  112928. for (index = 0; index < adjacencies.length; index++) {
  112929. // 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
  112930. var current = adjacencies[index];
  112931. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  112932. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  112933. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  112934. }
  112935. // Merge into a single mesh
  112936. var engine = this._source.getScene().getEngine();
  112937. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  112938. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  112939. this._ib = engine.createIndexBuffer(this._linesIndices);
  112940. this._indicesCount = this._linesIndices.length;
  112941. };
  112942. /**
  112943. * Checks wether or not the edges renderer is ready to render.
  112944. * @return true if ready, otherwise false.
  112945. */
  112946. EdgesRenderer.prototype.isReady = function () {
  112947. return this._lineShader.isReady();
  112948. };
  112949. /**
  112950. * Renders the edges of the attached mesh,
  112951. */
  112952. EdgesRenderer.prototype.render = function () {
  112953. var scene = this._source.getScene();
  112954. if (!this.isReady() || !scene.activeCamera) {
  112955. return;
  112956. }
  112957. var engine = scene.getEngine();
  112958. this._lineShader._preBind();
  112959. if (this._source.edgesColor.a !== 1) {
  112960. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  112961. }
  112962. else {
  112963. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  112964. }
  112965. // VBOs
  112966. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  112967. scene.resetCachedMaterial();
  112968. this._lineShader.setColor4("color", this._source.edgesColor);
  112969. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  112970. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  112971. }
  112972. else {
  112973. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  112974. }
  112975. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  112976. this._lineShader.bind(this._source.getWorldMatrix());
  112977. // Draw order
  112978. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  112979. this._lineShader.unbind();
  112980. };
  112981. return EdgesRenderer;
  112982. }());
  112983. BABYLON.EdgesRenderer = EdgesRenderer;
  112984. })(BABYLON || (BABYLON = {}));
  112985. //# sourceMappingURL=babylon.edgesRenderer.js.map
  112986. var BABYLON;
  112987. (function (BABYLON) {
  112988. /**
  112989. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  112990. */
  112991. var LineEdgesRenderer = /** @class */ (function (_super) {
  112992. __extends(LineEdgesRenderer, _super);
  112993. /**
  112994. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  112995. * @param source LineMesh used to generate edges
  112996. * @param epsilon not important (specified angle for edge detection)
  112997. * @param checkVerticesInsteadOfIndices not important for LineMesh
  112998. */
  112999. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  113000. if (epsilon === void 0) { epsilon = 0.95; }
  113001. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  113002. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  113003. _this._generateEdgesLines();
  113004. return _this;
  113005. }
  113006. /**
  113007. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  113008. */
  113009. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  113010. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  113011. var indices = this._source.getIndices();
  113012. if (!indices || !positions) {
  113013. return;
  113014. }
  113015. var p0 = BABYLON.Tmp.Vector3[0];
  113016. var p1 = BABYLON.Tmp.Vector3[1];
  113017. var len = indices.length - 1;
  113018. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  113019. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  113020. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  113021. this.createLine(p0, p1, offset);
  113022. }
  113023. // Merge into a single mesh
  113024. var engine = this._source.getScene().getEngine();
  113025. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  113026. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  113027. this._ib = engine.createIndexBuffer(this._linesIndices);
  113028. this._indicesCount = this._linesIndices.length;
  113029. };
  113030. return LineEdgesRenderer;
  113031. }(BABYLON.EdgesRenderer));
  113032. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  113033. })(BABYLON || (BABYLON = {}));
  113034. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  113035. var BABYLON;
  113036. (function (BABYLON) {
  113037. // Adds the parser to the scene parsers.
  113038. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  113039. if (parsedData.effectLayers) {
  113040. if (!container.effectLayers) {
  113041. container.effectLayers = new Array();
  113042. }
  113043. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  113044. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  113045. container.effectLayers.push(effectLayer);
  113046. }
  113047. }
  113048. });
  113049. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  113050. var index = this.effectLayers.indexOf(toRemove);
  113051. if (index !== -1) {
  113052. this.effectLayers.splice(index, 1);
  113053. }
  113054. return index;
  113055. };
  113056. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  113057. this.effectLayers.push(newEffectLayer);
  113058. };
  113059. /**
  113060. * Defines the layer scene component responsible to manage any effect layers
  113061. * in a given scene.
  113062. */
  113063. var EffectLayerSceneComponent = /** @class */ (function () {
  113064. /**
  113065. * Creates a new instance of the component for the given scene
  113066. * @param scene Defines the scene to register the component in
  113067. */
  113068. function EffectLayerSceneComponent(scene) {
  113069. /**
  113070. * The component name helpfull to identify the component in the list of scene components.
  113071. */
  113072. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  113073. this._renderEffects = false;
  113074. this._needStencil = false;
  113075. this._previousStencilState = false;
  113076. this.scene = scene;
  113077. this._engine = scene.getEngine();
  113078. scene.effectLayers = new Array();
  113079. }
  113080. /**
  113081. * Registers the component in a given scene
  113082. */
  113083. EffectLayerSceneComponent.prototype.register = function () {
  113084. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  113085. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  113086. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  113087. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  113088. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  113089. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  113090. };
  113091. /**
  113092. * Rebuilds the elements related to this component in case of
  113093. * context lost for instance.
  113094. */
  113095. EffectLayerSceneComponent.prototype.rebuild = function () {
  113096. var layers = this.scene.effectLayers;
  113097. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  113098. var effectLayer = layers_1[_i];
  113099. effectLayer._rebuild();
  113100. }
  113101. };
  113102. /**
  113103. * Serializes the component data to the specified json object
  113104. * @param serializationObject The object to serialize to
  113105. */
  113106. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  113107. // Effect layers
  113108. serializationObject.effectLayers = [];
  113109. var layers = this.scene.effectLayers;
  113110. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  113111. var effectLayer = layers_2[_i];
  113112. if (effectLayer.serialize) {
  113113. serializationObject.effectLayers.push(effectLayer.serialize());
  113114. }
  113115. }
  113116. };
  113117. /**
  113118. * Adds all the element from the container to the scene
  113119. * @param container the container holding the elements
  113120. */
  113121. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  113122. var _this = this;
  113123. if (!container.effectLayers) {
  113124. return;
  113125. }
  113126. container.effectLayers.forEach(function (o) {
  113127. _this.scene.addEffectLayer(o);
  113128. });
  113129. };
  113130. /**
  113131. * Removes all the elements in the container from the scene
  113132. * @param container contains the elements to remove
  113133. */
  113134. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  113135. var _this = this;
  113136. if (!container.effectLayers) {
  113137. return;
  113138. }
  113139. container.effectLayers.forEach(function (o) {
  113140. _this.scene.removeEffectLayer(o);
  113141. });
  113142. };
  113143. /**
  113144. * Disposes the component and the associated ressources.
  113145. */
  113146. EffectLayerSceneComponent.prototype.dispose = function () {
  113147. var layers = this.scene.effectLayers;
  113148. while (layers.length) {
  113149. layers[0].dispose();
  113150. }
  113151. };
  113152. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  113153. var layers = this.scene.effectLayers;
  113154. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  113155. var layer = layers_3[_i];
  113156. if (!layer.hasMesh(mesh)) {
  113157. continue;
  113158. }
  113159. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  113160. var subMesh = _b[_a];
  113161. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  113162. return false;
  113163. }
  113164. }
  113165. }
  113166. return true;
  113167. };
  113168. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  113169. this._renderEffects = false;
  113170. this._needStencil = false;
  113171. var layers = this.scene.effectLayers;
  113172. if (layers && layers.length > 0) {
  113173. this._previousStencilState = this._engine.getStencilBuffer();
  113174. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  113175. var effectLayer = layers_4[_i];
  113176. if (effectLayer.shouldRender() &&
  113177. (!effectLayer.camera ||
  113178. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  113179. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  113180. this._renderEffects = true;
  113181. this._needStencil = this._needStencil || effectLayer.needStencil();
  113182. var renderTarget = effectLayer._mainTexture;
  113183. if (renderTarget._shouldRender()) {
  113184. this.scene.incrementRenderId();
  113185. renderTarget.render(false, false);
  113186. }
  113187. }
  113188. }
  113189. this.scene.incrementRenderId();
  113190. }
  113191. };
  113192. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  113193. // Activate effect Layer stencil
  113194. if (this._needStencil) {
  113195. this._engine.setStencilBuffer(true);
  113196. }
  113197. };
  113198. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  113199. // Restore effect Layer stencil
  113200. if (this._needStencil) {
  113201. this._engine.setStencilBuffer(this._previousStencilState);
  113202. }
  113203. };
  113204. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  113205. if (this._renderEffects) {
  113206. this._engine.setDepthBuffer(false);
  113207. var layers = this.scene.effectLayers;
  113208. for (var i = 0; i < layers.length; i++) {
  113209. var effectLayer = layers[i];
  113210. if (effectLayer.renderingGroupId === renderingGroupId) {
  113211. if (effectLayer.shouldRender()) {
  113212. effectLayer.render();
  113213. }
  113214. }
  113215. }
  113216. this._engine.setDepthBuffer(true);
  113217. }
  113218. };
  113219. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  113220. if (this._renderEffects) {
  113221. this._draw(-1);
  113222. }
  113223. };
  113224. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  113225. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  113226. this._draw(index);
  113227. }
  113228. };
  113229. return EffectLayerSceneComponent;
  113230. }());
  113231. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  113232. })(BABYLON || (BABYLON = {}));
  113233. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  113234. var __assign = (this && this.__assign) || function () {
  113235. __assign = Object.assign || function(t) {
  113236. for (var s, i = 1, n = arguments.length; i < n; i++) {
  113237. s = arguments[i];
  113238. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  113239. t[p] = s[p];
  113240. }
  113241. return t;
  113242. };
  113243. return __assign.apply(this, arguments);
  113244. };
  113245. var BABYLON;
  113246. (function (BABYLON) {
  113247. /**
  113248. * The effect layer Helps adding post process effect blended with the main pass.
  113249. *
  113250. * This can be for instance use to generate glow or higlight effects on the scene.
  113251. *
  113252. * The effect layer class can not be used directly and is intented to inherited from to be
  113253. * customized per effects.
  113254. */
  113255. var EffectLayer = /** @class */ (function () {
  113256. /**
  113257. * Instantiates a new effect Layer and references it in the scene.
  113258. * @param name The name of the layer
  113259. * @param scene The scene to use the layer in
  113260. */
  113261. function EffectLayer(
  113262. /** The Friendly of the effect in the scene */
  113263. name, scene) {
  113264. this._vertexBuffers = {};
  113265. this._maxSize = 0;
  113266. this._mainTextureDesiredSize = { width: 0, height: 0 };
  113267. this._shouldRender = true;
  113268. this._postProcesses = [];
  113269. this._textures = [];
  113270. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  113271. /**
  113272. * The clear color of the texture used to generate the glow map.
  113273. */
  113274. this.neutralColor = new BABYLON.Color4();
  113275. /**
  113276. * Specifies wether the highlight layer is enabled or not.
  113277. */
  113278. this.isEnabled = true;
  113279. /**
  113280. * An event triggered when the effect layer has been disposed.
  113281. */
  113282. this.onDisposeObservable = new BABYLON.Observable();
  113283. /**
  113284. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  113285. */
  113286. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  113287. /**
  113288. * An event triggered when the generated texture is being merged in the scene.
  113289. */
  113290. this.onBeforeComposeObservable = new BABYLON.Observable();
  113291. /**
  113292. * An event triggered when the generated texture has been merged in the scene.
  113293. */
  113294. this.onAfterComposeObservable = new BABYLON.Observable();
  113295. /**
  113296. * An event triggered when the efffect layer changes its size.
  113297. */
  113298. this.onSizeChangedObservable = new BABYLON.Observable();
  113299. this.name = name;
  113300. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  113301. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  113302. if (!component) {
  113303. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  113304. this._scene._addComponent(component);
  113305. }
  113306. this._engine = this._scene.getEngine();
  113307. this._maxSize = this._engine.getCaps().maxTextureSize;
  113308. this._scene.effectLayers.push(this);
  113309. // Generate Buffers
  113310. this._generateIndexBuffer();
  113311. this._genrateVertexBuffer();
  113312. }
  113313. Object.defineProperty(EffectLayer.prototype, "camera", {
  113314. /**
  113315. * Gets the camera attached to the layer.
  113316. */
  113317. get: function () {
  113318. return this._effectLayerOptions.camera;
  113319. },
  113320. enumerable: true,
  113321. configurable: true
  113322. });
  113323. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  113324. /**
  113325. * Gets the rendering group id the layer should render in.
  113326. */
  113327. get: function () {
  113328. return this._effectLayerOptions.renderingGroupId;
  113329. },
  113330. enumerable: true,
  113331. configurable: true
  113332. });
  113333. /**
  113334. * Initializes the effect layer with the required options.
  113335. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  113336. */
  113337. EffectLayer.prototype._init = function (options) {
  113338. // Adapt options
  113339. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  113340. this._setMainTextureSize();
  113341. this._createMainTexture();
  113342. this._createTextureAndPostProcesses();
  113343. this._mergeEffect = this._createMergeEffect();
  113344. };
  113345. /**
  113346. * Generates the index buffer of the full screen quad blending to the main canvas.
  113347. */
  113348. EffectLayer.prototype._generateIndexBuffer = function () {
  113349. // Indices
  113350. var indices = [];
  113351. indices.push(0);
  113352. indices.push(1);
  113353. indices.push(2);
  113354. indices.push(0);
  113355. indices.push(2);
  113356. indices.push(3);
  113357. this._indexBuffer = this._engine.createIndexBuffer(indices);
  113358. };
  113359. /**
  113360. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  113361. */
  113362. EffectLayer.prototype._genrateVertexBuffer = function () {
  113363. // VBO
  113364. var vertices = [];
  113365. vertices.push(1, 1);
  113366. vertices.push(-1, 1);
  113367. vertices.push(-1, -1);
  113368. vertices.push(1, -1);
  113369. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  113370. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  113371. };
  113372. /**
  113373. * Sets the main texture desired size which is the closest power of two
  113374. * of the engine canvas size.
  113375. */
  113376. EffectLayer.prototype._setMainTextureSize = function () {
  113377. if (this._effectLayerOptions.mainTextureFixedSize) {
  113378. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  113379. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  113380. }
  113381. else {
  113382. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  113383. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  113384. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  113385. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  113386. }
  113387. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  113388. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  113389. };
  113390. /**
  113391. * Creates the main texture for the effect layer.
  113392. */
  113393. EffectLayer.prototype._createMainTexture = function () {
  113394. var _this = this;
  113395. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  113396. width: this._mainTextureDesiredSize.width,
  113397. height: this._mainTextureDesiredSize.height
  113398. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  113399. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  113400. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113401. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113402. this._mainTexture.anisotropicFilteringLevel = 1;
  113403. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113404. this._mainTexture.renderParticles = false;
  113405. this._mainTexture.renderList = null;
  113406. this._mainTexture.ignoreCameraViewport = true;
  113407. // Custom render function
  113408. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  113409. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  113410. var index;
  113411. var engine = _this._scene.getEngine();
  113412. if (depthOnlySubMeshes.length) {
  113413. engine.setColorWrite(false);
  113414. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  113415. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  113416. }
  113417. engine.setColorWrite(true);
  113418. }
  113419. for (index = 0; index < opaqueSubMeshes.length; index++) {
  113420. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  113421. }
  113422. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  113423. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  113424. }
  113425. for (index = 0; index < transparentSubMeshes.length; index++) {
  113426. _this._renderSubMesh(transparentSubMeshes.data[index]);
  113427. }
  113428. };
  113429. this._mainTexture.onClearObservable.add(function (engine) {
  113430. engine.clear(_this.neutralColor, true, true, true);
  113431. });
  113432. };
  113433. /**
  113434. * Checks for the readiness of the element composing the layer.
  113435. * @param subMesh the mesh to check for
  113436. * @param useInstances specify wether or not to use instances to render the mesh
  113437. * @param emissiveTexture the associated emissive texture used to generate the glow
  113438. * @return true if ready otherwise, false
  113439. */
  113440. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  113441. var material = subMesh.getMaterial();
  113442. if (!material) {
  113443. return false;
  113444. }
  113445. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  113446. return false;
  113447. }
  113448. var defines = [];
  113449. var attribs = [BABYLON.VertexBuffer.PositionKind];
  113450. var mesh = subMesh.getMesh();
  113451. var uv1 = false;
  113452. var uv2 = false;
  113453. // Alpha test
  113454. if (material && material.needAlphaTesting()) {
  113455. var alphaTexture = material.getAlphaTestTexture();
  113456. if (alphaTexture) {
  113457. defines.push("#define ALPHATEST");
  113458. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  113459. alphaTexture.coordinatesIndex === 1) {
  113460. defines.push("#define DIFFUSEUV2");
  113461. uv2 = true;
  113462. }
  113463. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  113464. defines.push("#define DIFFUSEUV1");
  113465. uv1 = true;
  113466. }
  113467. }
  113468. }
  113469. // Emissive
  113470. if (emissiveTexture) {
  113471. defines.push("#define EMISSIVE");
  113472. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  113473. emissiveTexture.coordinatesIndex === 1) {
  113474. defines.push("#define EMISSIVEUV2");
  113475. uv2 = true;
  113476. }
  113477. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  113478. defines.push("#define EMISSIVEUV1");
  113479. uv1 = true;
  113480. }
  113481. }
  113482. if (uv1) {
  113483. attribs.push(BABYLON.VertexBuffer.UVKind);
  113484. defines.push("#define UV1");
  113485. }
  113486. if (uv2) {
  113487. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  113488. defines.push("#define UV2");
  113489. }
  113490. // Bones
  113491. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  113492. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  113493. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  113494. if (mesh.numBoneInfluencers > 4) {
  113495. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  113496. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  113497. }
  113498. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  113499. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  113500. }
  113501. else {
  113502. defines.push("#define NUM_BONE_INFLUENCERS 0");
  113503. }
  113504. // Morph targets
  113505. var manager = mesh.morphTargetManager;
  113506. var morphInfluencers = 0;
  113507. if (manager) {
  113508. if (manager.numInfluencers > 0) {
  113509. defines.push("#define MORPHTARGETS");
  113510. morphInfluencers = manager.numInfluencers;
  113511. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  113512. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  113513. }
  113514. }
  113515. // Instances
  113516. if (useInstances) {
  113517. defines.push("#define INSTANCES");
  113518. attribs.push("world0");
  113519. attribs.push("world1");
  113520. attribs.push("world2");
  113521. attribs.push("world3");
  113522. }
  113523. // Get correct effect
  113524. var join = defines.join("\n");
  113525. if (this._cachedDefines !== join) {
  113526. this._cachedDefines = join;
  113527. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  113528. }
  113529. return this._effectLayerMapGenerationEffect.isReady();
  113530. };
  113531. /**
  113532. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  113533. */
  113534. EffectLayer.prototype.render = function () {
  113535. var currentEffect = this._mergeEffect;
  113536. // Check
  113537. if (!currentEffect.isReady()) {
  113538. return;
  113539. }
  113540. for (var i = 0; i < this._postProcesses.length; i++) {
  113541. if (!this._postProcesses[i].isReady()) {
  113542. return;
  113543. }
  113544. }
  113545. var engine = this._scene.getEngine();
  113546. this.onBeforeComposeObservable.notifyObservers(this);
  113547. // Render
  113548. engine.enableEffect(currentEffect);
  113549. engine.setState(false);
  113550. // VBOs
  113551. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  113552. // Cache
  113553. var previousAlphaMode = engine.getAlphaMode();
  113554. // Go Blend.
  113555. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  113556. // Blends the map on the main canvas.
  113557. this._internalRender(currentEffect);
  113558. // Restore Alpha
  113559. engine.setAlphaMode(previousAlphaMode);
  113560. this.onAfterComposeObservable.notifyObservers(this);
  113561. // Handle size changes.
  113562. var size = this._mainTexture.getSize();
  113563. this._setMainTextureSize();
  113564. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  113565. // Recreate RTT and post processes on size change.
  113566. this.onSizeChangedObservable.notifyObservers(this);
  113567. this._disposeTextureAndPostProcesses();
  113568. this._createMainTexture();
  113569. this._createTextureAndPostProcesses();
  113570. }
  113571. };
  113572. /**
  113573. * Determine if a given mesh will be used in the current effect.
  113574. * @param mesh mesh to test
  113575. * @returns true if the mesh will be used
  113576. */
  113577. EffectLayer.prototype.hasMesh = function (mesh) {
  113578. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  113579. return true;
  113580. }
  113581. return false;
  113582. };
  113583. /**
  113584. * Returns true if the layer contains information to display, otherwise false.
  113585. * @returns true if the glow layer should be rendered
  113586. */
  113587. EffectLayer.prototype.shouldRender = function () {
  113588. return this.isEnabled && this._shouldRender;
  113589. };
  113590. /**
  113591. * Returns true if the mesh should render, otherwise false.
  113592. * @param mesh The mesh to render
  113593. * @returns true if it should render otherwise false
  113594. */
  113595. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  113596. return true;
  113597. };
  113598. /**
  113599. * Returns true if the mesh should render, otherwise false.
  113600. * @param mesh The mesh to render
  113601. * @returns true if it should render otherwise false
  113602. */
  113603. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  113604. return true;
  113605. };
  113606. /**
  113607. * Renders the submesh passed in parameter to the generation map.
  113608. */
  113609. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  113610. var _this = this;
  113611. if (!this.shouldRender()) {
  113612. return;
  113613. }
  113614. var material = subMesh.getMaterial();
  113615. var mesh = subMesh.getRenderingMesh();
  113616. var scene = this._scene;
  113617. var engine = scene.getEngine();
  113618. if (!material) {
  113619. return;
  113620. }
  113621. // Do not block in blend mode.
  113622. if (material.needAlphaBlendingForMesh(mesh)) {
  113623. return;
  113624. }
  113625. // Culling
  113626. engine.setState(material.backFaceCulling);
  113627. // Managing instances
  113628. var batch = mesh._getInstancesRenderList(subMesh._id);
  113629. if (batch.mustReturn) {
  113630. return;
  113631. }
  113632. // Early Exit per mesh
  113633. if (!this._shouldRenderMesh(mesh)) {
  113634. return;
  113635. }
  113636. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  113637. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  113638. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  113639. engine.enableEffect(this._effectLayerMapGenerationEffect);
  113640. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  113641. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  113642. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  113643. // Alpha test
  113644. if (material && material.needAlphaTesting()) {
  113645. var alphaTexture = material.getAlphaTestTexture();
  113646. if (alphaTexture) {
  113647. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  113648. var textureMatrix = alphaTexture.getTextureMatrix();
  113649. if (textureMatrix) {
  113650. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  113651. }
  113652. }
  113653. }
  113654. // Glow emissive only
  113655. if (this._emissiveTextureAndColor.texture) {
  113656. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  113657. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  113658. }
  113659. // Bones
  113660. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  113661. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  113662. }
  113663. // Morph targets
  113664. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  113665. // Draw
  113666. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  113667. }
  113668. else {
  113669. // Need to reset refresh rate of the main map
  113670. this._mainTexture.resetRefreshCounter();
  113671. }
  113672. };
  113673. /**
  113674. * Rebuild the required buffers.
  113675. * @hidden Internal use only.
  113676. */
  113677. EffectLayer.prototype._rebuild = function () {
  113678. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113679. if (vb) {
  113680. vb._rebuild();
  113681. }
  113682. this._generateIndexBuffer();
  113683. };
  113684. /**
  113685. * Dispose only the render target textures and post process.
  113686. */
  113687. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  113688. this._mainTexture.dispose();
  113689. for (var i = 0; i < this._postProcesses.length; i++) {
  113690. if (this._postProcesses[i]) {
  113691. this._postProcesses[i].dispose();
  113692. }
  113693. }
  113694. this._postProcesses = [];
  113695. for (var i = 0; i < this._textures.length; i++) {
  113696. if (this._textures[i]) {
  113697. this._textures[i].dispose();
  113698. }
  113699. }
  113700. this._textures = [];
  113701. };
  113702. /**
  113703. * Dispose the highlight layer and free resources.
  113704. */
  113705. EffectLayer.prototype.dispose = function () {
  113706. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113707. if (vertexBuffer) {
  113708. vertexBuffer.dispose();
  113709. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  113710. }
  113711. if (this._indexBuffer) {
  113712. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  113713. this._indexBuffer = null;
  113714. }
  113715. // Clean textures and post processes
  113716. this._disposeTextureAndPostProcesses();
  113717. // Remove from scene
  113718. var index = this._scene.effectLayers.indexOf(this, 0);
  113719. if (index > -1) {
  113720. this._scene.effectLayers.splice(index, 1);
  113721. }
  113722. // Callback
  113723. this.onDisposeObservable.notifyObservers(this);
  113724. this.onDisposeObservable.clear();
  113725. this.onBeforeRenderMainTextureObservable.clear();
  113726. this.onBeforeComposeObservable.clear();
  113727. this.onAfterComposeObservable.clear();
  113728. this.onSizeChangedObservable.clear();
  113729. };
  113730. /**
  113731. * Gets the class name of the effect layer
  113732. * @returns the string with the class name of the effect layer
  113733. */
  113734. EffectLayer.prototype.getClassName = function () {
  113735. return "EffectLayer";
  113736. };
  113737. /**
  113738. * Creates an effect layer from parsed effect layer data
  113739. * @param parsedEffectLayer defines effect layer data
  113740. * @param scene defines the current scene
  113741. * @param rootUrl defines the root URL containing the effect layer information
  113742. * @returns a parsed effect Layer
  113743. */
  113744. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  113745. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  113746. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  113747. };
  113748. __decorate([
  113749. BABYLON.serialize()
  113750. ], EffectLayer.prototype, "name", void 0);
  113751. __decorate([
  113752. BABYLON.serializeAsColor4()
  113753. ], EffectLayer.prototype, "neutralColor", void 0);
  113754. __decorate([
  113755. BABYLON.serialize()
  113756. ], EffectLayer.prototype, "isEnabled", void 0);
  113757. __decorate([
  113758. BABYLON.serializeAsCameraReference()
  113759. ], EffectLayer.prototype, "camera", null);
  113760. __decorate([
  113761. BABYLON.serialize()
  113762. ], EffectLayer.prototype, "renderingGroupId", null);
  113763. return EffectLayer;
  113764. }());
  113765. BABYLON.EffectLayer = EffectLayer;
  113766. })(BABYLON || (BABYLON = {}));
  113767. //# sourceMappingURL=babylon.effectLayer.js.map
  113768. var BABYLON;
  113769. (function (BABYLON) {
  113770. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  113771. for (var index = 0; index < this.effectLayers.length; index++) {
  113772. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  113773. return this.effectLayers[index];
  113774. }
  113775. }
  113776. return null;
  113777. };
  113778. /**
  113779. * Special Glow Blur post process only blurring the alpha channel
  113780. * It enforces keeping the most luminous color in the color channel.
  113781. */
  113782. var GlowBlurPostProcess = /** @class */ (function (_super) {
  113783. __extends(GlowBlurPostProcess, _super);
  113784. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  113785. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  113786. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  113787. _this.direction = direction;
  113788. _this.kernel = kernel;
  113789. _this.onApplyObservable.add(function (effect) {
  113790. effect.setFloat2("screenSize", _this.width, _this.height);
  113791. effect.setVector2("direction", _this.direction);
  113792. effect.setFloat("blurWidth", _this.kernel);
  113793. });
  113794. return _this;
  113795. }
  113796. return GlowBlurPostProcess;
  113797. }(BABYLON.PostProcess));
  113798. /**
  113799. * The highlight layer Helps adding a glow effect around a mesh.
  113800. *
  113801. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113802. * glowy meshes to your scene.
  113803. *
  113804. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  113805. */
  113806. var HighlightLayer = /** @class */ (function (_super) {
  113807. __extends(HighlightLayer, _super);
  113808. /**
  113809. * Instantiates a new highlight Layer and references it to the scene..
  113810. * @param name The name of the layer
  113811. * @param scene The scene to use the layer in
  113812. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  113813. */
  113814. function HighlightLayer(name, scene, options) {
  113815. var _this = _super.call(this, name, scene) || this;
  113816. _this.name = name;
  113817. /**
  113818. * Specifies whether or not the inner glow is ACTIVE in the layer.
  113819. */
  113820. _this.innerGlow = true;
  113821. /**
  113822. * Specifies whether or not the outer glow is ACTIVE in the layer.
  113823. */
  113824. _this.outerGlow = true;
  113825. /**
  113826. * An event triggered when the highlight layer is being blurred.
  113827. */
  113828. _this.onBeforeBlurObservable = new BABYLON.Observable();
  113829. /**
  113830. * An event triggered when the highlight layer has been blurred.
  113831. */
  113832. _this.onAfterBlurObservable = new BABYLON.Observable();
  113833. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  113834. _this._meshes = {};
  113835. _this._excludedMeshes = {};
  113836. _this.neutralColor = HighlightLayer.NeutralColor;
  113837. // Warn on stencil
  113838. if (!_this._engine.isStencilEnable) {
  113839. 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 }");
  113840. }
  113841. // Adapt options
  113842. _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);
  113843. // Initialize the layer
  113844. _this._init({
  113845. alphaBlendingMode: _this._options.alphaBlendingMode,
  113846. camera: _this._options.camera,
  113847. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  113848. mainTextureRatio: _this._options.mainTextureRatio,
  113849. renderingGroupId: _this._options.renderingGroupId
  113850. });
  113851. // Do not render as long as no meshes have been added
  113852. _this._shouldRender = false;
  113853. return _this;
  113854. }
  113855. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  113856. /**
  113857. * Gets the horizontal size of the blur.
  113858. */
  113859. get: function () {
  113860. return this._horizontalBlurPostprocess.kernel;
  113861. },
  113862. /**
  113863. * Specifies the horizontal size of the blur.
  113864. */
  113865. set: function (value) {
  113866. this._horizontalBlurPostprocess.kernel = value;
  113867. },
  113868. enumerable: true,
  113869. configurable: true
  113870. });
  113871. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  113872. /**
  113873. * Gets the vertical size of the blur.
  113874. */
  113875. get: function () {
  113876. return this._verticalBlurPostprocess.kernel;
  113877. },
  113878. /**
  113879. * Specifies the vertical size of the blur.
  113880. */
  113881. set: function (value) {
  113882. this._verticalBlurPostprocess.kernel = value;
  113883. },
  113884. enumerable: true,
  113885. configurable: true
  113886. });
  113887. /**
  113888. * Get the effect name of the layer.
  113889. * @return The effect name
  113890. */
  113891. HighlightLayer.prototype.getEffectName = function () {
  113892. return HighlightLayer.EffectName;
  113893. };
  113894. /**
  113895. * Create the merge effect. This is the shader use to blit the information back
  113896. * to the main canvas at the end of the scene rendering.
  113897. */
  113898. HighlightLayer.prototype._createMergeEffect = function () {
  113899. // Effect
  113900. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  113901. };
  113902. /**
  113903. * Creates the render target textures and post processes used in the highlight layer.
  113904. */
  113905. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  113906. var _this = this;
  113907. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  113908. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  113909. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  113910. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  113911. var textureType = 0;
  113912. if (this._engine.getCaps().textureHalfFloatRender) {
  113913. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  113914. }
  113915. else {
  113916. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  113917. }
  113918. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  113919. width: blurTextureWidth,
  113920. height: blurTextureHeight
  113921. }, this._scene, false, true, textureType);
  113922. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113923. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113924. this._blurTexture.anisotropicFilteringLevel = 16;
  113925. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  113926. this._blurTexture.renderParticles = false;
  113927. this._blurTexture.ignoreCameraViewport = true;
  113928. this._textures = [this._blurTexture];
  113929. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  113930. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113931. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  113932. effect.setTexture("textureSampler", _this._mainTexture);
  113933. });
  113934. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113935. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  113936. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  113937. });
  113938. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113939. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  113940. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  113941. });
  113942. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  113943. }
  113944. else {
  113945. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  113946. width: blurTextureWidth,
  113947. height: blurTextureHeight
  113948. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113949. this._horizontalBlurPostprocess.width = blurTextureWidth;
  113950. this._horizontalBlurPostprocess.height = blurTextureHeight;
  113951. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  113952. effect.setTexture("textureSampler", _this._mainTexture);
  113953. });
  113954. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  113955. width: blurTextureWidth,
  113956. height: blurTextureHeight
  113957. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113958. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  113959. }
  113960. this._mainTexture.onAfterUnbindObservable.add(function () {
  113961. _this.onBeforeBlurObservable.notifyObservers(_this);
  113962. var internalTexture = _this._blurTexture.getInternalTexture();
  113963. if (internalTexture) {
  113964. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  113965. }
  113966. _this.onAfterBlurObservable.notifyObservers(_this);
  113967. });
  113968. // Prevent autoClear.
  113969. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  113970. };
  113971. /**
  113972. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113973. */
  113974. HighlightLayer.prototype.needStencil = function () {
  113975. return true;
  113976. };
  113977. /**
  113978. * Checks for the readiness of the element composing the layer.
  113979. * @param subMesh the mesh to check for
  113980. * @param useInstances specify wether or not to use instances to render the mesh
  113981. * @param emissiveTexture the associated emissive texture used to generate the glow
  113982. * @return true if ready otherwise, false
  113983. */
  113984. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  113985. var material = subMesh.getMaterial();
  113986. var mesh = subMesh.getRenderingMesh();
  113987. if (!material || !mesh || !this._meshes) {
  113988. return false;
  113989. }
  113990. var emissiveTexture = null;
  113991. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  113992. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  113993. emissiveTexture = material.emissiveTexture;
  113994. }
  113995. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  113996. };
  113997. /**
  113998. * Implementation specific of rendering the generating effect on the main canvas.
  113999. * @param effect The effect used to render through
  114000. */
  114001. HighlightLayer.prototype._internalRender = function (effect) {
  114002. // Texture
  114003. effect.setTexture("textureSampler", this._blurTexture);
  114004. // Cache
  114005. var engine = this._engine;
  114006. var previousStencilBuffer = engine.getStencilBuffer();
  114007. var previousStencilFunction = engine.getStencilFunction();
  114008. var previousStencilMask = engine.getStencilMask();
  114009. var previousStencilOperationPass = engine.getStencilOperationPass();
  114010. var previousStencilOperationFail = engine.getStencilOperationFail();
  114011. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  114012. var previousStencilReference = engine.getStencilFunctionReference();
  114013. // Stencil operations
  114014. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  114015. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  114016. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  114017. // Draw order
  114018. engine.setStencilMask(0x00);
  114019. engine.setStencilBuffer(true);
  114020. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  114021. // 2 passes inner outer
  114022. if (this.outerGlow) {
  114023. effect.setFloat("offset", 0);
  114024. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  114025. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114026. }
  114027. if (this.innerGlow) {
  114028. effect.setFloat("offset", 1);
  114029. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  114030. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114031. }
  114032. // Restore Cache
  114033. engine.setStencilFunction(previousStencilFunction);
  114034. engine.setStencilMask(previousStencilMask);
  114035. engine.setStencilBuffer(previousStencilBuffer);
  114036. engine.setStencilOperationPass(previousStencilOperationPass);
  114037. engine.setStencilOperationFail(previousStencilOperationFail);
  114038. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  114039. engine.setStencilFunctionReference(previousStencilReference);
  114040. };
  114041. /**
  114042. * Returns true if the layer contains information to display, otherwise false.
  114043. */
  114044. HighlightLayer.prototype.shouldRender = function () {
  114045. if (_super.prototype.shouldRender.call(this)) {
  114046. return this._meshes ? true : false;
  114047. }
  114048. return false;
  114049. };
  114050. /**
  114051. * Returns true if the mesh should render, otherwise false.
  114052. * @param mesh The mesh to render
  114053. * @returns true if it should render otherwise false
  114054. */
  114055. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  114056. // Excluded Mesh
  114057. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  114058. return false;
  114059. }
  114060. if (!_super.prototype.hasMesh.call(this, mesh)) {
  114061. return false;
  114062. }
  114063. return true;
  114064. };
  114065. /**
  114066. * Sets the required values for both the emissive texture and and the main color.
  114067. */
  114068. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  114069. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  114070. if (highlightLayerMesh) {
  114071. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  114072. }
  114073. else {
  114074. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  114075. }
  114076. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  114077. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  114078. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  114079. }
  114080. else {
  114081. this._emissiveTextureAndColor.texture = null;
  114082. }
  114083. };
  114084. /**
  114085. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  114086. * @param mesh The mesh to exclude from the highlight layer
  114087. */
  114088. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  114089. if (!this._excludedMeshes) {
  114090. return;
  114091. }
  114092. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  114093. if (!meshExcluded) {
  114094. this._excludedMeshes[mesh.uniqueId] = {
  114095. mesh: mesh,
  114096. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  114097. mesh.getEngine().setStencilBuffer(false);
  114098. }),
  114099. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  114100. mesh.getEngine().setStencilBuffer(true);
  114101. }),
  114102. };
  114103. }
  114104. };
  114105. /**
  114106. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  114107. * @param mesh The mesh to highlight
  114108. */
  114109. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  114110. if (!this._excludedMeshes) {
  114111. return;
  114112. }
  114113. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  114114. if (meshExcluded) {
  114115. if (meshExcluded.beforeRender) {
  114116. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  114117. }
  114118. if (meshExcluded.afterRender) {
  114119. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  114120. }
  114121. }
  114122. this._excludedMeshes[mesh.uniqueId] = null;
  114123. };
  114124. /**
  114125. * Determine if a given mesh will be highlighted by the current HighlightLayer
  114126. * @param mesh mesh to test
  114127. * @returns true if the mesh will be highlighted by the current HighlightLayer
  114128. */
  114129. HighlightLayer.prototype.hasMesh = function (mesh) {
  114130. if (!this._meshes) {
  114131. return false;
  114132. }
  114133. if (!_super.prototype.hasMesh.call(this, mesh)) {
  114134. return false;
  114135. }
  114136. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  114137. };
  114138. /**
  114139. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  114140. * @param mesh The mesh to highlight
  114141. * @param color The color of the highlight
  114142. * @param glowEmissiveOnly Extract the glow from the emissive texture
  114143. */
  114144. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  114145. var _this = this;
  114146. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  114147. if (!this._meshes) {
  114148. return;
  114149. }
  114150. var meshHighlight = this._meshes[mesh.uniqueId];
  114151. if (meshHighlight) {
  114152. meshHighlight.color = color;
  114153. }
  114154. else {
  114155. this._meshes[mesh.uniqueId] = {
  114156. mesh: mesh,
  114157. color: color,
  114158. // Lambda required for capture due to Observable this context
  114159. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  114160. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  114161. _this._defaultStencilReference(mesh);
  114162. }
  114163. else {
  114164. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  114165. }
  114166. }),
  114167. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  114168. glowEmissiveOnly: glowEmissiveOnly
  114169. };
  114170. mesh.onDisposeObservable.add(function () {
  114171. _this._disposeMesh(mesh);
  114172. });
  114173. }
  114174. this._shouldRender = true;
  114175. };
  114176. /**
  114177. * Remove a mesh from the highlight layer in order to make it stop glowing.
  114178. * @param mesh The mesh to highlight
  114179. */
  114180. HighlightLayer.prototype.removeMesh = function (mesh) {
  114181. if (!this._meshes) {
  114182. return;
  114183. }
  114184. var meshHighlight = this._meshes[mesh.uniqueId];
  114185. if (meshHighlight) {
  114186. if (meshHighlight.observerHighlight) {
  114187. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  114188. }
  114189. if (meshHighlight.observerDefault) {
  114190. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  114191. }
  114192. delete this._meshes[mesh.uniqueId];
  114193. }
  114194. this._shouldRender = false;
  114195. for (var meshHighlightToCheck in this._meshes) {
  114196. if (this._meshes[meshHighlightToCheck]) {
  114197. this._shouldRender = true;
  114198. break;
  114199. }
  114200. }
  114201. };
  114202. /**
  114203. * Force the stencil to the normal expected value for none glowing parts
  114204. */
  114205. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  114206. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  114207. };
  114208. /**
  114209. * Free any resources and references associated to a mesh.
  114210. * Internal use
  114211. * @param mesh The mesh to free.
  114212. * @hidden
  114213. */
  114214. HighlightLayer.prototype._disposeMesh = function (mesh) {
  114215. this.removeMesh(mesh);
  114216. this.removeExcludedMesh(mesh);
  114217. };
  114218. /**
  114219. * Dispose the highlight layer and free resources.
  114220. */
  114221. HighlightLayer.prototype.dispose = function () {
  114222. if (this._meshes) {
  114223. // Clean mesh references
  114224. for (var id in this._meshes) {
  114225. var meshHighlight = this._meshes[id];
  114226. if (meshHighlight && meshHighlight.mesh) {
  114227. if (meshHighlight.observerHighlight) {
  114228. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  114229. }
  114230. if (meshHighlight.observerDefault) {
  114231. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  114232. }
  114233. }
  114234. }
  114235. this._meshes = null;
  114236. }
  114237. if (this._excludedMeshes) {
  114238. for (var id in this._excludedMeshes) {
  114239. var meshHighlight = this._excludedMeshes[id];
  114240. if (meshHighlight) {
  114241. if (meshHighlight.beforeRender) {
  114242. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  114243. }
  114244. if (meshHighlight.afterRender) {
  114245. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  114246. }
  114247. }
  114248. }
  114249. this._excludedMeshes = null;
  114250. }
  114251. _super.prototype.dispose.call(this);
  114252. };
  114253. /**
  114254. * Gets the class name of the effect layer
  114255. * @returns the string with the class name of the effect layer
  114256. */
  114257. HighlightLayer.prototype.getClassName = function () {
  114258. return "HighlightLayer";
  114259. };
  114260. /**
  114261. * Serializes this Highlight layer
  114262. * @returns a serialized Highlight layer object
  114263. */
  114264. HighlightLayer.prototype.serialize = function () {
  114265. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  114266. serializationObject.customType = "BABYLON.HighlightLayer";
  114267. // Highlighted meshes
  114268. serializationObject.meshes = [];
  114269. if (this._meshes) {
  114270. for (var m in this._meshes) {
  114271. var mesh = this._meshes[m];
  114272. if (mesh) {
  114273. serializationObject.meshes.push({
  114274. glowEmissiveOnly: mesh.glowEmissiveOnly,
  114275. color: mesh.color.asArray(),
  114276. meshId: mesh.mesh.id
  114277. });
  114278. }
  114279. }
  114280. }
  114281. // Excluded meshes
  114282. serializationObject.excludedMeshes = [];
  114283. if (this._excludedMeshes) {
  114284. for (var e in this._excludedMeshes) {
  114285. var excludedMesh = this._excludedMeshes[e];
  114286. if (excludedMesh) {
  114287. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  114288. }
  114289. }
  114290. }
  114291. return serializationObject;
  114292. };
  114293. /**
  114294. * Creates a Highlight layer from parsed Highlight layer data
  114295. * @param parsedHightlightLayer defines the Highlight layer data
  114296. * @param scene defines the current scene
  114297. * @param rootUrl defines the root URL containing the Highlight layer information
  114298. * @returns a parsed Highlight layer
  114299. */
  114300. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  114301. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  114302. var index;
  114303. // Excluded meshes
  114304. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  114305. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  114306. if (mesh) {
  114307. hl.addExcludedMesh(mesh);
  114308. }
  114309. }
  114310. // Included meshes
  114311. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  114312. var highlightedMesh = parsedHightlightLayer.meshes[index];
  114313. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  114314. if (mesh) {
  114315. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  114316. }
  114317. }
  114318. return hl;
  114319. };
  114320. /**
  114321. * Effect Name of the highlight layer.
  114322. */
  114323. HighlightLayer.EffectName = "HighlightLayer";
  114324. /**
  114325. * The neutral color used during the preparation of the glow effect.
  114326. * This is black by default as the blend operation is a blend operation.
  114327. */
  114328. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  114329. /**
  114330. * Stencil value used for glowing meshes.
  114331. */
  114332. HighlightLayer.GlowingMeshStencilReference = 0x02;
  114333. /**
  114334. * Stencil value used for the other meshes in the scene.
  114335. */
  114336. HighlightLayer.NormalMeshStencilReference = 0x01;
  114337. __decorate([
  114338. BABYLON.serialize()
  114339. ], HighlightLayer.prototype, "innerGlow", void 0);
  114340. __decorate([
  114341. BABYLON.serialize()
  114342. ], HighlightLayer.prototype, "outerGlow", void 0);
  114343. __decorate([
  114344. BABYLON.serialize()
  114345. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  114346. __decorate([
  114347. BABYLON.serialize()
  114348. ], HighlightLayer.prototype, "blurVerticalSize", null);
  114349. __decorate([
  114350. BABYLON.serialize("options")
  114351. ], HighlightLayer.prototype, "_options", void 0);
  114352. return HighlightLayer;
  114353. }(BABYLON.EffectLayer));
  114354. BABYLON.HighlightLayer = HighlightLayer;
  114355. })(BABYLON || (BABYLON = {}));
  114356. //# sourceMappingURL=babylon.highlightLayer.js.map
  114357. var BABYLON;
  114358. (function (BABYLON) {
  114359. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  114360. for (var index = 0; index < this.effectLayers.length; index++) {
  114361. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  114362. return this.effectLayers[index];
  114363. }
  114364. }
  114365. return null;
  114366. };
  114367. /**
  114368. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  114369. *
  114370. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114371. * glowy meshes to your scene.
  114372. *
  114373. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  114374. */
  114375. var GlowLayer = /** @class */ (function (_super) {
  114376. __extends(GlowLayer, _super);
  114377. /**
  114378. * Instantiates a new glow Layer and references it to the scene.
  114379. * @param name The name of the layer
  114380. * @param scene The scene to use the layer in
  114381. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  114382. */
  114383. function GlowLayer(name, scene, options) {
  114384. var _this = _super.call(this, name, scene) || this;
  114385. _this._intensity = 1.0;
  114386. _this._includedOnlyMeshes = [];
  114387. _this._excludedMeshes = [];
  114388. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  114389. // Adapt options
  114390. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  114391. // Initialize the layer
  114392. _this._init({
  114393. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  114394. camera: _this._options.camera,
  114395. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  114396. mainTextureRatio: _this._options.mainTextureRatio,
  114397. renderingGroupId: _this._options.renderingGroupId
  114398. });
  114399. return _this;
  114400. }
  114401. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  114402. /**
  114403. * Gets the kernel size of the blur.
  114404. */
  114405. get: function () {
  114406. return this._horizontalBlurPostprocess1.kernel;
  114407. },
  114408. /**
  114409. * Sets the kernel size of the blur.
  114410. */
  114411. set: function (value) {
  114412. this._horizontalBlurPostprocess1.kernel = value;
  114413. this._verticalBlurPostprocess1.kernel = value;
  114414. this._horizontalBlurPostprocess2.kernel = value;
  114415. this._verticalBlurPostprocess2.kernel = value;
  114416. },
  114417. enumerable: true,
  114418. configurable: true
  114419. });
  114420. Object.defineProperty(GlowLayer.prototype, "intensity", {
  114421. /**
  114422. * Gets the glow intensity.
  114423. */
  114424. get: function () {
  114425. return this._intensity;
  114426. },
  114427. /**
  114428. * Sets the glow intensity.
  114429. */
  114430. set: function (value) {
  114431. this._intensity = value;
  114432. },
  114433. enumerable: true,
  114434. configurable: true
  114435. });
  114436. /**
  114437. * Get the effect name of the layer.
  114438. * @return The effect name
  114439. */
  114440. GlowLayer.prototype.getEffectName = function () {
  114441. return GlowLayer.EffectName;
  114442. };
  114443. /**
  114444. * Create the merge effect. This is the shader use to blit the information back
  114445. * to the main canvas at the end of the scene rendering.
  114446. */
  114447. GlowLayer.prototype._createMergeEffect = function () {
  114448. // Effect
  114449. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  114450. };
  114451. /**
  114452. * Creates the render target textures and post processes used in the glow layer.
  114453. */
  114454. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  114455. var _this = this;
  114456. var blurTextureWidth = this._mainTextureDesiredSize.width;
  114457. var blurTextureHeight = this._mainTextureDesiredSize.height;
  114458. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  114459. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  114460. var textureType = 0;
  114461. if (this._engine.getCaps().textureHalfFloatRender) {
  114462. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  114463. }
  114464. else {
  114465. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  114466. }
  114467. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  114468. width: blurTextureWidth,
  114469. height: blurTextureHeight
  114470. }, this._scene, false, true, textureType);
  114471. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114472. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114473. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114474. this._blurTexture1.renderParticles = false;
  114475. this._blurTexture1.ignoreCameraViewport = true;
  114476. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  114477. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  114478. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  114479. width: blurTextureWidth2,
  114480. height: blurTextureHeight2
  114481. }, this._scene, false, true, textureType);
  114482. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114483. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114484. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114485. this._blurTexture2.renderParticles = false;
  114486. this._blurTexture2.ignoreCameraViewport = true;
  114487. this._textures = [this._blurTexture1, this._blurTexture2];
  114488. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  114489. width: blurTextureWidth,
  114490. height: blurTextureHeight
  114491. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114492. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  114493. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  114494. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  114495. effect.setTexture("textureSampler", _this._mainTexture);
  114496. });
  114497. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  114498. width: blurTextureWidth,
  114499. height: blurTextureHeight
  114500. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114501. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  114502. width: blurTextureWidth2,
  114503. height: blurTextureHeight2
  114504. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114505. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  114506. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  114507. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  114508. effect.setTexture("textureSampler", _this._blurTexture1);
  114509. });
  114510. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  114511. width: blurTextureWidth2,
  114512. height: blurTextureHeight2
  114513. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114514. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  114515. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  114516. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  114517. this._mainTexture.samples = this._options.mainTextureSamples;
  114518. this._mainTexture.onAfterUnbindObservable.add(function () {
  114519. var internalTexture = _this._blurTexture1.getInternalTexture();
  114520. if (internalTexture) {
  114521. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  114522. internalTexture = _this._blurTexture2.getInternalTexture();
  114523. if (internalTexture) {
  114524. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  114525. }
  114526. }
  114527. });
  114528. // Prevent autoClear.
  114529. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  114530. };
  114531. /**
  114532. * Checks for the readiness of the element composing the layer.
  114533. * @param subMesh the mesh to check for
  114534. * @param useInstances specify wether or not to use instances to render the mesh
  114535. * @param emissiveTexture the associated emissive texture used to generate the glow
  114536. * @return true if ready otherwise, false
  114537. */
  114538. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  114539. var material = subMesh.getMaterial();
  114540. var mesh = subMesh.getRenderingMesh();
  114541. if (!material || !mesh) {
  114542. return false;
  114543. }
  114544. var emissiveTexture = material.emissiveTexture;
  114545. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  114546. };
  114547. /**
  114548. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114549. */
  114550. GlowLayer.prototype.needStencil = function () {
  114551. return false;
  114552. };
  114553. /**
  114554. * Implementation specific of rendering the generating effect on the main canvas.
  114555. * @param effect The effect used to render through
  114556. */
  114557. GlowLayer.prototype._internalRender = function (effect) {
  114558. // Texture
  114559. effect.setTexture("textureSampler", this._blurTexture1);
  114560. effect.setTexture("textureSampler2", this._blurTexture2);
  114561. effect.setFloat("offset", this._intensity);
  114562. // Cache
  114563. var engine = this._engine;
  114564. var previousStencilBuffer = engine.getStencilBuffer();
  114565. // Draw order
  114566. engine.setStencilBuffer(false);
  114567. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114568. // Draw order
  114569. engine.setStencilBuffer(previousStencilBuffer);
  114570. };
  114571. /**
  114572. * Sets the required values for both the emissive texture and and the main color.
  114573. */
  114574. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  114575. var textureLevel = 1.0;
  114576. if (this.customEmissiveTextureSelector) {
  114577. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  114578. }
  114579. else {
  114580. if (material) {
  114581. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  114582. if (this._emissiveTextureAndColor.texture) {
  114583. textureLevel = this._emissiveTextureAndColor.texture.level;
  114584. }
  114585. }
  114586. else {
  114587. this._emissiveTextureAndColor.texture = null;
  114588. }
  114589. }
  114590. if (this.customEmissiveColorSelector) {
  114591. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  114592. }
  114593. else {
  114594. if (material.emissiveColor) {
  114595. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  114596. }
  114597. else {
  114598. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  114599. }
  114600. }
  114601. };
  114602. /**
  114603. * Returns true if the mesh should render, otherwise false.
  114604. * @param mesh The mesh to render
  114605. * @returns true if it should render otherwise false
  114606. */
  114607. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  114608. return this.hasMesh(mesh);
  114609. };
  114610. /**
  114611. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  114612. * @param mesh The mesh to exclude from the glow layer
  114613. */
  114614. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  114615. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  114616. this._excludedMeshes.push(mesh.uniqueId);
  114617. }
  114618. };
  114619. /**
  114620. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  114621. * @param mesh The mesh to remove
  114622. */
  114623. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  114624. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  114625. if (index !== -1) {
  114626. this._excludedMeshes.splice(index, 1);
  114627. }
  114628. };
  114629. /**
  114630. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  114631. * @param mesh The mesh to include in the glow layer
  114632. */
  114633. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  114634. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  114635. this._includedOnlyMeshes.push(mesh.uniqueId);
  114636. }
  114637. };
  114638. /**
  114639. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  114640. * @param mesh The mesh to remove
  114641. */
  114642. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  114643. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  114644. if (index !== -1) {
  114645. this._includedOnlyMeshes.splice(index, 1);
  114646. }
  114647. };
  114648. /**
  114649. * Determine if a given mesh will be used in the glow layer
  114650. * @param mesh The mesh to test
  114651. * @returns true if the mesh will be highlighted by the current glow layer
  114652. */
  114653. GlowLayer.prototype.hasMesh = function (mesh) {
  114654. if (!_super.prototype.hasMesh.call(this, mesh)) {
  114655. return false;
  114656. }
  114657. // Included Mesh
  114658. if (this._includedOnlyMeshes.length) {
  114659. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  114660. }
  114661. // Excluded Mesh
  114662. if (this._excludedMeshes.length) {
  114663. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  114664. }
  114665. return true;
  114666. };
  114667. /**
  114668. * Free any resources and references associated to a mesh.
  114669. * Internal use
  114670. * @param mesh The mesh to free.
  114671. * @hidden
  114672. */
  114673. GlowLayer.prototype._disposeMesh = function (mesh) {
  114674. this.removeIncludedOnlyMesh(mesh);
  114675. this.removeExcludedMesh(mesh);
  114676. };
  114677. /**
  114678. * Gets the class name of the effect layer
  114679. * @returns the string with the class name of the effect layer
  114680. */
  114681. GlowLayer.prototype.getClassName = function () {
  114682. return "GlowLayer";
  114683. };
  114684. /**
  114685. * Serializes this glow layer
  114686. * @returns a serialized glow layer object
  114687. */
  114688. GlowLayer.prototype.serialize = function () {
  114689. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  114690. serializationObject.customType = "BABYLON.GlowLayer";
  114691. var index;
  114692. // Included meshes
  114693. serializationObject.includedMeshes = [];
  114694. if (this._includedOnlyMeshes.length) {
  114695. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  114696. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  114697. if (mesh) {
  114698. serializationObject.includedMeshes.push(mesh.id);
  114699. }
  114700. }
  114701. }
  114702. // Excluded meshes
  114703. serializationObject.excludedMeshes = [];
  114704. if (this._excludedMeshes.length) {
  114705. for (index = 0; index < this._excludedMeshes.length; index++) {
  114706. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  114707. if (mesh) {
  114708. serializationObject.excludedMeshes.push(mesh.id);
  114709. }
  114710. }
  114711. }
  114712. return serializationObject;
  114713. };
  114714. /**
  114715. * Creates a Glow Layer from parsed glow layer data
  114716. * @param parsedGlowLayer defines glow layer data
  114717. * @param scene defines the current scene
  114718. * @param rootUrl defines the root URL containing the glow layer information
  114719. * @returns a parsed Glow Layer
  114720. */
  114721. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  114722. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  114723. var index;
  114724. // Excluded meshes
  114725. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  114726. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  114727. if (mesh) {
  114728. gl.addExcludedMesh(mesh);
  114729. }
  114730. }
  114731. // Included meshes
  114732. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  114733. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  114734. if (mesh) {
  114735. gl.addIncludedOnlyMesh(mesh);
  114736. }
  114737. }
  114738. return gl;
  114739. };
  114740. /**
  114741. * Effect Name of the layer.
  114742. */
  114743. GlowLayer.EffectName = "GlowLayer";
  114744. /**
  114745. * The default blur kernel size used for the glow.
  114746. */
  114747. GlowLayer.DefaultBlurKernelSize = 32;
  114748. /**
  114749. * The default texture size ratio used for the glow.
  114750. */
  114751. GlowLayer.DefaultTextureRatio = 0.5;
  114752. __decorate([
  114753. BABYLON.serialize()
  114754. ], GlowLayer.prototype, "blurKernelSize", null);
  114755. __decorate([
  114756. BABYLON.serialize()
  114757. ], GlowLayer.prototype, "intensity", null);
  114758. __decorate([
  114759. BABYLON.serialize("options")
  114760. ], GlowLayer.prototype, "_options", void 0);
  114761. return GlowLayer;
  114762. }(BABYLON.EffectLayer));
  114763. BABYLON.GlowLayer = GlowLayer;
  114764. })(BABYLON || (BABYLON = {}));
  114765. //# sourceMappingURL=babylon.glowLayer.js.map
  114766. var BABYLON;
  114767. (function (BABYLON) {
  114768. /**
  114769. * Defines the list of states available for a task inside a AssetsManager
  114770. */
  114771. var AssetTaskState;
  114772. (function (AssetTaskState) {
  114773. /**
  114774. * Initialization
  114775. */
  114776. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  114777. /**
  114778. * Running
  114779. */
  114780. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  114781. /**
  114782. * Done
  114783. */
  114784. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  114785. /**
  114786. * Error
  114787. */
  114788. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  114789. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  114790. /**
  114791. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  114792. */
  114793. var AbstractAssetTask = /** @class */ (function () {
  114794. /**
  114795. * Creates a new AssetsManager
  114796. * @param name defines the name of the task
  114797. */
  114798. function AbstractAssetTask(
  114799. /**
  114800. * Task name
  114801. */ name) {
  114802. this.name = name;
  114803. this._isCompleted = false;
  114804. this._taskState = AssetTaskState.INIT;
  114805. }
  114806. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  114807. /**
  114808. * Get if the task is completed
  114809. */
  114810. get: function () {
  114811. return this._isCompleted;
  114812. },
  114813. enumerable: true,
  114814. configurable: true
  114815. });
  114816. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  114817. /**
  114818. * Gets the current state of the task
  114819. */
  114820. get: function () {
  114821. return this._taskState;
  114822. },
  114823. enumerable: true,
  114824. configurable: true
  114825. });
  114826. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  114827. /**
  114828. * Gets the current error object (if task is in error)
  114829. */
  114830. get: function () {
  114831. return this._errorObject;
  114832. },
  114833. enumerable: true,
  114834. configurable: true
  114835. });
  114836. /**
  114837. * Internal only
  114838. * @hidden
  114839. */
  114840. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  114841. if (this._errorObject) {
  114842. return;
  114843. }
  114844. this._errorObject = {
  114845. message: message,
  114846. exception: exception
  114847. };
  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. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  114856. var _this = this;
  114857. this._taskState = AssetTaskState.RUNNING;
  114858. this.runTask(scene, function () {
  114859. _this.onDoneCallback(onSuccess, onError);
  114860. }, function (msg, exception) {
  114861. _this.onErrorCallback(onError, msg, exception);
  114862. });
  114863. };
  114864. /**
  114865. * Execute the current task
  114866. * @param scene defines the scene where you want your assets to be loaded
  114867. * @param onSuccess is a callback called when the task is successfully executed
  114868. * @param onError is a callback called if an error occurs
  114869. */
  114870. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114871. throw new Error("runTask is not implemented");
  114872. };
  114873. /**
  114874. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  114875. * This can be used with failed tasks that have the reason for failure fixed.
  114876. */
  114877. AbstractAssetTask.prototype.reset = function () {
  114878. this._taskState = AssetTaskState.INIT;
  114879. };
  114880. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  114881. this._taskState = AssetTaskState.ERROR;
  114882. this._errorObject = {
  114883. message: message,
  114884. exception: exception
  114885. };
  114886. if (this.onError) {
  114887. this.onError(this, message, exception);
  114888. }
  114889. onError();
  114890. };
  114891. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  114892. try {
  114893. this._taskState = AssetTaskState.DONE;
  114894. this._isCompleted = true;
  114895. if (this.onSuccess) {
  114896. this.onSuccess(this);
  114897. }
  114898. onSuccess();
  114899. }
  114900. catch (e) {
  114901. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  114902. }
  114903. };
  114904. return AbstractAssetTask;
  114905. }());
  114906. BABYLON.AbstractAssetTask = AbstractAssetTask;
  114907. /**
  114908. * Class used to share progress information about assets loading
  114909. */
  114910. var AssetsProgressEvent = /** @class */ (function () {
  114911. /**
  114912. * Creates a AssetsProgressEvent
  114913. * @param remainingCount defines the number of remaining tasks to process
  114914. * @param totalCount defines the total number of tasks
  114915. * @param task defines the task that was just processed
  114916. */
  114917. function AssetsProgressEvent(remainingCount, totalCount, task) {
  114918. this.remainingCount = remainingCount;
  114919. this.totalCount = totalCount;
  114920. this.task = task;
  114921. }
  114922. return AssetsProgressEvent;
  114923. }());
  114924. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  114925. /**
  114926. * Define a task used by AssetsManager to load meshes
  114927. */
  114928. var MeshAssetTask = /** @class */ (function (_super) {
  114929. __extends(MeshAssetTask, _super);
  114930. /**
  114931. * Creates a new MeshAssetTask
  114932. * @param name defines the name of the task
  114933. * @param meshesNames defines the list of mesh's names you want to load
  114934. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  114935. * @param sceneFilename defines the filename of the scene to load from
  114936. */
  114937. function MeshAssetTask(
  114938. /**
  114939. * Defines the name of the task
  114940. */
  114941. name,
  114942. /**
  114943. * Defines the list of mesh's names you want to load
  114944. */
  114945. meshesNames,
  114946. /**
  114947. * Defines the root url to use as a base to load your meshes and associated resources
  114948. */
  114949. rootUrl,
  114950. /**
  114951. * Defines the filename of the scene to load from
  114952. */
  114953. sceneFilename) {
  114954. var _this = _super.call(this, name) || this;
  114955. _this.name = name;
  114956. _this.meshesNames = meshesNames;
  114957. _this.rootUrl = rootUrl;
  114958. _this.sceneFilename = sceneFilename;
  114959. return _this;
  114960. }
  114961. /**
  114962. * Execute the current task
  114963. * @param scene defines the scene where you want your assets to be loaded
  114964. * @param onSuccess is a callback called when the task is successfully executed
  114965. * @param onError is a callback called if an error occurs
  114966. */
  114967. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114968. var _this = this;
  114969. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  114970. _this.loadedMeshes = meshes;
  114971. _this.loadedParticleSystems = particleSystems;
  114972. _this.loadedSkeletons = skeletons;
  114973. onSuccess();
  114974. }, null, function (scene, message, exception) {
  114975. onError(message, exception);
  114976. });
  114977. };
  114978. return MeshAssetTask;
  114979. }(AbstractAssetTask));
  114980. BABYLON.MeshAssetTask = MeshAssetTask;
  114981. /**
  114982. * Define a task used by AssetsManager to load text content
  114983. */
  114984. var TextFileAssetTask = /** @class */ (function (_super) {
  114985. __extends(TextFileAssetTask, _super);
  114986. /**
  114987. * Creates a new TextFileAssetTask object
  114988. * @param name defines the name of the task
  114989. * @param url defines the location of the file to load
  114990. */
  114991. function TextFileAssetTask(
  114992. /**
  114993. * Defines the name of the task
  114994. */
  114995. name,
  114996. /**
  114997. * Defines the location of the file to load
  114998. */
  114999. url) {
  115000. var _this = _super.call(this, name) || this;
  115001. _this.name = name;
  115002. _this.url = url;
  115003. return _this;
  115004. }
  115005. /**
  115006. * Execute the current task
  115007. * @param scene defines the scene where you want your assets to be loaded
  115008. * @param onSuccess is a callback called when the task is successfully executed
  115009. * @param onError is a callback called if an error occurs
  115010. */
  115011. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  115012. var _this = this;
  115013. scene._loadFile(this.url, function (data) {
  115014. _this.text = data;
  115015. onSuccess();
  115016. }, undefined, false, false, function (request, exception) {
  115017. if (request) {
  115018. onError(request.status + " " + request.statusText, exception);
  115019. }
  115020. });
  115021. };
  115022. return TextFileAssetTask;
  115023. }(AbstractAssetTask));
  115024. BABYLON.TextFileAssetTask = TextFileAssetTask;
  115025. /**
  115026. * Define a task used by AssetsManager to load binary data
  115027. */
  115028. var BinaryFileAssetTask = /** @class */ (function (_super) {
  115029. __extends(BinaryFileAssetTask, _super);
  115030. /**
  115031. * Creates a new BinaryFileAssetTask object
  115032. * @param name defines the name of the new task
  115033. * @param url defines the location of the file to load
  115034. */
  115035. function BinaryFileAssetTask(
  115036. /**
  115037. * Defines the name of the task
  115038. */
  115039. name,
  115040. /**
  115041. * Defines the location of the file to load
  115042. */
  115043. url) {
  115044. var _this = _super.call(this, name) || this;
  115045. _this.name = name;
  115046. _this.url = url;
  115047. return _this;
  115048. }
  115049. /**
  115050. * Execute the current task
  115051. * @param scene defines the scene where you want your assets to be loaded
  115052. * @param onSuccess is a callback called when the task is successfully executed
  115053. * @param onError is a callback called if an error occurs
  115054. */
  115055. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  115056. var _this = this;
  115057. scene._loadFile(this.url, function (data) {
  115058. _this.data = data;
  115059. onSuccess();
  115060. }, undefined, true, true, function (request, exception) {
  115061. if (request) {
  115062. onError(request.status + " " + request.statusText, exception);
  115063. }
  115064. });
  115065. };
  115066. return BinaryFileAssetTask;
  115067. }(AbstractAssetTask));
  115068. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  115069. /**
  115070. * Define a task used by AssetsManager to load images
  115071. */
  115072. var ImageAssetTask = /** @class */ (function (_super) {
  115073. __extends(ImageAssetTask, _super);
  115074. /**
  115075. * Creates a new ImageAssetTask
  115076. * @param name defines the name of the task
  115077. * @param url defines the location of the image to load
  115078. */
  115079. function ImageAssetTask(
  115080. /**
  115081. * Defines the name of the task
  115082. */
  115083. name,
  115084. /**
  115085. * Defines the location of the image to load
  115086. */
  115087. url) {
  115088. var _this = _super.call(this, name) || this;
  115089. _this.name = name;
  115090. _this.url = url;
  115091. return _this;
  115092. }
  115093. /**
  115094. * Execute the current task
  115095. * @param scene defines the scene where you want your assets to be loaded
  115096. * @param onSuccess is a callback called when the task is successfully executed
  115097. * @param onError is a callback called if an error occurs
  115098. */
  115099. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  115100. var _this = this;
  115101. var img = new Image();
  115102. BABYLON.Tools.SetCorsBehavior(this.url, img);
  115103. img.onload = function () {
  115104. _this.image = img;
  115105. onSuccess();
  115106. };
  115107. img.onerror = function (err) {
  115108. onError("Error loading image", err);
  115109. };
  115110. img.src = this.url;
  115111. };
  115112. return ImageAssetTask;
  115113. }(AbstractAssetTask));
  115114. BABYLON.ImageAssetTask = ImageAssetTask;
  115115. /**
  115116. * Define a task used by AssetsManager to load 2D textures
  115117. */
  115118. var TextureAssetTask = /** @class */ (function (_super) {
  115119. __extends(TextureAssetTask, _super);
  115120. /**
  115121. * Creates a new TextureAssetTask object
  115122. * @param name defines the name of the task
  115123. * @param url defines the location of the file to load
  115124. * @param noMipmap defines if mipmap should not be generated (default is false)
  115125. * @param invertY defines if texture must be inverted on Y axis (default is false)
  115126. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  115127. */
  115128. function TextureAssetTask(
  115129. /**
  115130. * Defines the name of the task
  115131. */
  115132. name,
  115133. /**
  115134. * Defines the location of the file to load
  115135. */
  115136. url,
  115137. /**
  115138. * Defines if mipmap should not be generated (default is false)
  115139. */
  115140. noMipmap,
  115141. /**
  115142. * Defines if texture must be inverted on Y axis (default is false)
  115143. */
  115144. invertY,
  115145. /**
  115146. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  115147. */
  115148. samplingMode) {
  115149. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  115150. var _this = _super.call(this, name) || this;
  115151. _this.name = name;
  115152. _this.url = url;
  115153. _this.noMipmap = noMipmap;
  115154. _this.invertY = invertY;
  115155. _this.samplingMode = samplingMode;
  115156. return _this;
  115157. }
  115158. /**
  115159. * Execute the current task
  115160. * @param scene defines the scene where you want your assets to be loaded
  115161. * @param onSuccess is a callback called when the task is successfully executed
  115162. * @param onError is a callback called if an error occurs
  115163. */
  115164. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  115165. var onload = function () {
  115166. onSuccess();
  115167. };
  115168. var onerror = function (message, exception) {
  115169. onError(message, exception);
  115170. };
  115171. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  115172. };
  115173. return TextureAssetTask;
  115174. }(AbstractAssetTask));
  115175. BABYLON.TextureAssetTask = TextureAssetTask;
  115176. /**
  115177. * Define a task used by AssetsManager to load cube textures
  115178. */
  115179. var CubeTextureAssetTask = /** @class */ (function (_super) {
  115180. __extends(CubeTextureAssetTask, _super);
  115181. /**
  115182. * Creates a new CubeTextureAssetTask
  115183. * @param name defines the name of the task
  115184. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  115185. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  115186. * @param noMipmap defines if mipmaps should not be generated (default is false)
  115187. * @param files defines the explicit list of files (undefined by default)
  115188. */
  115189. function CubeTextureAssetTask(
  115190. /**
  115191. * Defines the name of the task
  115192. */
  115193. name,
  115194. /**
  115195. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  115196. */
  115197. url,
  115198. /**
  115199. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  115200. */
  115201. extensions,
  115202. /**
  115203. * Defines if mipmaps should not be generated (default is false)
  115204. */
  115205. noMipmap,
  115206. /**
  115207. * Defines the explicit list of files (undefined by default)
  115208. */
  115209. files) {
  115210. var _this = _super.call(this, name) || this;
  115211. _this.name = name;
  115212. _this.url = url;
  115213. _this.extensions = extensions;
  115214. _this.noMipmap = noMipmap;
  115215. _this.files = files;
  115216. return _this;
  115217. }
  115218. /**
  115219. * Execute the current task
  115220. * @param scene defines the scene where you want your assets to be loaded
  115221. * @param onSuccess is a callback called when the task is successfully executed
  115222. * @param onError is a callback called if an error occurs
  115223. */
  115224. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  115225. var onload = function () {
  115226. onSuccess();
  115227. };
  115228. var onerror = function (message, exception) {
  115229. onError(message, exception);
  115230. };
  115231. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  115232. };
  115233. return CubeTextureAssetTask;
  115234. }(AbstractAssetTask));
  115235. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  115236. /**
  115237. * Define a task used by AssetsManager to load HDR cube textures
  115238. */
  115239. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  115240. __extends(HDRCubeTextureAssetTask, _super);
  115241. /**
  115242. * Creates a new HDRCubeTextureAssetTask object
  115243. * @param name defines the name of the task
  115244. * @param url defines the location of the file to load
  115245. * @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.
  115246. * @param noMipmap defines if mipmaps should not be generated (default is false)
  115247. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  115248. * @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)
  115249. * @param reserved Internal use only
  115250. */
  115251. function HDRCubeTextureAssetTask(
  115252. /**
  115253. * Defines the name of the task
  115254. */
  115255. name,
  115256. /**
  115257. * Defines the location of the file to load
  115258. */
  115259. url,
  115260. /**
  115261. * Defines the desired size (the more it increases the longer the generation will be)
  115262. */
  115263. size,
  115264. /**
  115265. * Defines if mipmaps should not be generated (default is false)
  115266. */
  115267. noMipmap,
  115268. /**
  115269. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  115270. */
  115271. generateHarmonics,
  115272. /**
  115273. * 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)
  115274. */
  115275. gammaSpace,
  115276. /**
  115277. * Internal Use Only
  115278. */
  115279. reserved) {
  115280. if (noMipmap === void 0) { noMipmap = false; }
  115281. if (generateHarmonics === void 0) { generateHarmonics = true; }
  115282. if (gammaSpace === void 0) { gammaSpace = false; }
  115283. if (reserved === void 0) { reserved = false; }
  115284. var _this = _super.call(this, name) || this;
  115285. _this.name = name;
  115286. _this.url = url;
  115287. _this.size = size;
  115288. _this.noMipmap = noMipmap;
  115289. _this.generateHarmonics = generateHarmonics;
  115290. _this.gammaSpace = gammaSpace;
  115291. _this.reserved = reserved;
  115292. return _this;
  115293. }
  115294. /**
  115295. * Execute the current task
  115296. * @param scene defines the scene where you want your assets to be loaded
  115297. * @param onSuccess is a callback called when the task is successfully executed
  115298. * @param onError is a callback called if an error occurs
  115299. */
  115300. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  115301. var onload = function () {
  115302. onSuccess();
  115303. };
  115304. var onerror = function (message, exception) {
  115305. onError(message, exception);
  115306. };
  115307. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  115308. };
  115309. return HDRCubeTextureAssetTask;
  115310. }(AbstractAssetTask));
  115311. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  115312. /**
  115313. * This class can be used to easily import assets into a scene
  115314. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  115315. */
  115316. var AssetsManager = /** @class */ (function () {
  115317. /**
  115318. * Creates a new AssetsManager
  115319. * @param scene defines the scene to work on
  115320. */
  115321. function AssetsManager(scene) {
  115322. this._isLoading = false;
  115323. this._tasks = new Array();
  115324. this._waitingTasksCount = 0;
  115325. this._totalTasksCount = 0;
  115326. /**
  115327. * Observable called when all tasks are processed
  115328. */
  115329. this.onTaskSuccessObservable = new BABYLON.Observable();
  115330. /**
  115331. * Observable called when a task had an error
  115332. */
  115333. this.onTaskErrorObservable = new BABYLON.Observable();
  115334. /**
  115335. * Observable called when a task is successful
  115336. */
  115337. this.onTasksDoneObservable = new BABYLON.Observable();
  115338. /**
  115339. * Observable called when a task is done (whatever the result is)
  115340. */
  115341. this.onProgressObservable = new BABYLON.Observable();
  115342. /**
  115343. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  115344. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  115345. */
  115346. this.useDefaultLoadingScreen = true;
  115347. this._scene = scene;
  115348. }
  115349. /**
  115350. * Add a MeshAssetTask to the list of active tasks
  115351. * @param taskName defines the name of the new task
  115352. * @param meshesNames defines the name of meshes to load
  115353. * @param rootUrl defines the root url to use to locate files
  115354. * @param sceneFilename defines the filename of the scene file
  115355. * @returns a new MeshAssetTask object
  115356. */
  115357. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  115358. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  115359. this._tasks.push(task);
  115360. return task;
  115361. };
  115362. /**
  115363. * Add a TextFileAssetTask to the list of active tasks
  115364. * @param taskName defines the name of the new task
  115365. * @param url defines the url of the file to load
  115366. * @returns a new TextFileAssetTask object
  115367. */
  115368. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  115369. var task = new TextFileAssetTask(taskName, url);
  115370. this._tasks.push(task);
  115371. return task;
  115372. };
  115373. /**
  115374. * Add a BinaryFileAssetTask to the list of active tasks
  115375. * @param taskName defines the name of the new task
  115376. * @param url defines the url of the file to load
  115377. * @returns a new BinaryFileAssetTask object
  115378. */
  115379. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  115380. var task = new BinaryFileAssetTask(taskName, url);
  115381. this._tasks.push(task);
  115382. return task;
  115383. };
  115384. /**
  115385. * Add a ImageAssetTask to the list of active tasks
  115386. * @param taskName defines the name of the new task
  115387. * @param url defines the url of the file to load
  115388. * @returns a new ImageAssetTask object
  115389. */
  115390. AssetsManager.prototype.addImageTask = function (taskName, url) {
  115391. var task = new ImageAssetTask(taskName, url);
  115392. this._tasks.push(task);
  115393. return task;
  115394. };
  115395. /**
  115396. * Add a TextureAssetTask to the list of active tasks
  115397. * @param taskName defines the name of the new task
  115398. * @param url defines the url of the file to load
  115399. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115400. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  115401. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  115402. * @returns a new TextureAssetTask object
  115403. */
  115404. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  115405. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  115406. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  115407. this._tasks.push(task);
  115408. return task;
  115409. };
  115410. /**
  115411. * Add a CubeTextureAssetTask to the list of active tasks
  115412. * @param taskName defines the name of the new task
  115413. * @param url defines the url of the file to load
  115414. * @param extensions defines the extension to use to load the cube map (can be null)
  115415. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115416. * @param files defines the list of files to load (can be null)
  115417. * @returns a new CubeTextureAssetTask object
  115418. */
  115419. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  115420. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  115421. this._tasks.push(task);
  115422. return task;
  115423. };
  115424. /**
  115425. *
  115426. * Add a HDRCubeTextureAssetTask to the list of active tasks
  115427. * @param taskName defines the name of the new task
  115428. * @param url defines the url of the file to load
  115429. * @param size defines the size you want for the cubemap (can be null)
  115430. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115431. * @param generateHarmonics defines if you want to automatically generate (true by default)
  115432. * @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)
  115433. * @param reserved Internal use only
  115434. * @returns a new HDRCubeTextureAssetTask object
  115435. */
  115436. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  115437. if (noMipmap === void 0) { noMipmap = false; }
  115438. if (generateHarmonics === void 0) { generateHarmonics = true; }
  115439. if (gammaSpace === void 0) { gammaSpace = false; }
  115440. if (reserved === void 0) { reserved = false; }
  115441. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  115442. this._tasks.push(task);
  115443. return task;
  115444. };
  115445. /**
  115446. * Remove a task from the assets manager.
  115447. * @param task the task to remove
  115448. */
  115449. AssetsManager.prototype.removeTask = function (task) {
  115450. var index = this._tasks.indexOf(task);
  115451. if (index > -1) {
  115452. this._tasks.splice(index, 1);
  115453. }
  115454. };
  115455. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  115456. this._waitingTasksCount--;
  115457. try {
  115458. if (this.onProgress) {
  115459. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  115460. }
  115461. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  115462. }
  115463. catch (e) {
  115464. BABYLON.Tools.Error("Error running progress callbacks.");
  115465. console.log(e);
  115466. }
  115467. if (this._waitingTasksCount === 0) {
  115468. try {
  115469. if (this.onFinish) {
  115470. this.onFinish(this._tasks);
  115471. }
  115472. // Let's remove successfull tasks
  115473. var currentTasks = this._tasks.slice();
  115474. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  115475. var task = currentTasks_1[_i];
  115476. if (task.taskState === AssetTaskState.DONE) {
  115477. var index = this._tasks.indexOf(task);
  115478. if (index > -1) {
  115479. this._tasks.splice(index, 1);
  115480. }
  115481. }
  115482. }
  115483. this.onTasksDoneObservable.notifyObservers(this._tasks);
  115484. }
  115485. catch (e) {
  115486. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  115487. console.log(e);
  115488. }
  115489. this._isLoading = false;
  115490. this._scene.getEngine().hideLoadingUI();
  115491. }
  115492. };
  115493. AssetsManager.prototype._runTask = function (task) {
  115494. var _this = this;
  115495. var done = function () {
  115496. try {
  115497. if (_this.onTaskSuccess) {
  115498. _this.onTaskSuccess(task);
  115499. }
  115500. _this.onTaskSuccessObservable.notifyObservers(task);
  115501. _this._decreaseWaitingTasksCount(task);
  115502. }
  115503. catch (e) {
  115504. error("Error executing task success callbacks", e);
  115505. }
  115506. };
  115507. var error = function (message, exception) {
  115508. task._setErrorObject(message, exception);
  115509. if (_this.onTaskError) {
  115510. _this.onTaskError(task);
  115511. }
  115512. _this.onTaskErrorObservable.notifyObservers(task);
  115513. _this._decreaseWaitingTasksCount(task);
  115514. };
  115515. task.run(this._scene, done, error);
  115516. };
  115517. /**
  115518. * Reset the AssetsManager and remove all tasks
  115519. * @return the current instance of the AssetsManager
  115520. */
  115521. AssetsManager.prototype.reset = function () {
  115522. this._isLoading = false;
  115523. this._tasks = new Array();
  115524. return this;
  115525. };
  115526. /**
  115527. * Start the loading process
  115528. * @return the current instance of the AssetsManager
  115529. */
  115530. AssetsManager.prototype.load = function () {
  115531. if (this._isLoading) {
  115532. return this;
  115533. }
  115534. this._isLoading = true;
  115535. this._waitingTasksCount = this._tasks.length;
  115536. this._totalTasksCount = this._tasks.length;
  115537. if (this._waitingTasksCount === 0) {
  115538. this._isLoading = false;
  115539. if (this.onFinish) {
  115540. this.onFinish(this._tasks);
  115541. }
  115542. this.onTasksDoneObservable.notifyObservers(this._tasks);
  115543. return this;
  115544. }
  115545. if (this.useDefaultLoadingScreen) {
  115546. this._scene.getEngine().displayLoadingUI();
  115547. }
  115548. for (var index = 0; index < this._tasks.length; index++) {
  115549. var task = this._tasks[index];
  115550. if (task.taskState === AssetTaskState.INIT) {
  115551. this._runTask(task);
  115552. }
  115553. }
  115554. return this;
  115555. };
  115556. return AssetsManager;
  115557. }());
  115558. BABYLON.AssetsManager = AssetsManager;
  115559. })(BABYLON || (BABYLON = {}));
  115560. //# sourceMappingURL=babylon.assetsManager.js.map
  115561. var BABYLON;
  115562. (function (BABYLON) {
  115563. var serializedGeometries = [];
  115564. var serializeGeometry = function (geometry, serializationGeometries) {
  115565. if (serializedGeometries[geometry.id]) {
  115566. return;
  115567. }
  115568. if (geometry.doNotSerialize) {
  115569. return;
  115570. }
  115571. if (geometry instanceof BABYLON.BoxGeometry) {
  115572. serializationGeometries.boxes.push(geometry.serialize());
  115573. }
  115574. else if (geometry instanceof BABYLON.SphereGeometry) {
  115575. serializationGeometries.spheres.push(geometry.serialize());
  115576. }
  115577. else if (geometry instanceof BABYLON.CylinderGeometry) {
  115578. serializationGeometries.cylinders.push(geometry.serialize());
  115579. }
  115580. else if (geometry instanceof BABYLON.TorusGeometry) {
  115581. serializationGeometries.toruses.push(geometry.serialize());
  115582. }
  115583. else if (geometry instanceof BABYLON.GroundGeometry) {
  115584. serializationGeometries.grounds.push(geometry.serialize());
  115585. }
  115586. else if (geometry instanceof BABYLON.Plane) {
  115587. serializationGeometries.planes.push(geometry.serialize());
  115588. }
  115589. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  115590. serializationGeometries.torusKnots.push(geometry.serialize());
  115591. }
  115592. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  115593. throw new Error("Unknown primitive type");
  115594. }
  115595. else {
  115596. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  115597. }
  115598. serializedGeometries[geometry.id] = true;
  115599. };
  115600. var serializeMesh = function (mesh, serializationScene) {
  115601. var serializationObject = {};
  115602. // Geometry
  115603. var geometry = mesh._geometry;
  115604. if (geometry) {
  115605. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  115606. // 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
  115607. serializeGeometry(geometry, serializationScene.geometries);
  115608. }
  115609. }
  115610. // Custom
  115611. if (mesh.serialize) {
  115612. mesh.serialize(serializationObject);
  115613. }
  115614. return serializationObject;
  115615. };
  115616. var finalizeSingleMesh = function (mesh, serializationObject) {
  115617. //only works if the mesh is already loaded
  115618. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  115619. //serialize material
  115620. if (mesh.material) {
  115621. if (mesh.material instanceof BABYLON.MultiMaterial) {
  115622. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  115623. serializationObject.materials = serializationObject.materials || [];
  115624. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  115625. serializationObject.multiMaterials.push(mesh.material.serialize());
  115626. var _loop_1 = function (submaterial) {
  115627. if (submaterial) {
  115628. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  115629. serializationObject.materials.push(submaterial.serialize());
  115630. }
  115631. }
  115632. };
  115633. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  115634. var submaterial = _a[_i];
  115635. _loop_1(submaterial);
  115636. }
  115637. }
  115638. }
  115639. else {
  115640. serializationObject.materials = serializationObject.materials || [];
  115641. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  115642. serializationObject.materials.push(mesh.material.serialize());
  115643. }
  115644. }
  115645. }
  115646. //serialize geometry
  115647. var geometry = mesh._geometry;
  115648. if (geometry) {
  115649. if (!serializationObject.geometries) {
  115650. serializationObject.geometries = {};
  115651. serializationObject.geometries.boxes = [];
  115652. serializationObject.geometries.spheres = [];
  115653. serializationObject.geometries.cylinders = [];
  115654. serializationObject.geometries.toruses = [];
  115655. serializationObject.geometries.grounds = [];
  115656. serializationObject.geometries.planes = [];
  115657. serializationObject.geometries.torusKnots = [];
  115658. serializationObject.geometries.vertexData = [];
  115659. }
  115660. serializeGeometry(geometry, serializationObject.geometries);
  115661. }
  115662. // Skeletons
  115663. if (mesh.skeleton) {
  115664. serializationObject.skeletons = serializationObject.skeletons || [];
  115665. serializationObject.skeletons.push(mesh.skeleton.serialize());
  115666. }
  115667. //serialize the actual mesh
  115668. serializationObject.meshes = serializationObject.meshes || [];
  115669. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  115670. }
  115671. };
  115672. /**
  115673. * Class used to serialize a scene into a string
  115674. */
  115675. var SceneSerializer = /** @class */ (function () {
  115676. function SceneSerializer() {
  115677. }
  115678. /**
  115679. * Clear cache used by a previous serialization
  115680. */
  115681. SceneSerializer.ClearCache = function () {
  115682. serializedGeometries = [];
  115683. };
  115684. /**
  115685. * Serialize a scene into a JSON compatible object
  115686. * @param scene defines the scene to serialize
  115687. * @returns a JSON compatible object
  115688. */
  115689. SceneSerializer.Serialize = function (scene) {
  115690. var serializationObject = {};
  115691. SceneSerializer.ClearCache();
  115692. // Scene
  115693. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  115694. serializationObject.autoClear = scene.autoClear;
  115695. serializationObject.clearColor = scene.clearColor.asArray();
  115696. serializationObject.ambientColor = scene.ambientColor.asArray();
  115697. serializationObject.gravity = scene.gravity.asArray();
  115698. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  115699. serializationObject.workerCollisions = scene.workerCollisions;
  115700. // Fog
  115701. if (scene.fogMode && scene.fogMode !== 0) {
  115702. serializationObject.fogMode = scene.fogMode;
  115703. serializationObject.fogColor = scene.fogColor.asArray();
  115704. serializationObject.fogStart = scene.fogStart;
  115705. serializationObject.fogEnd = scene.fogEnd;
  115706. serializationObject.fogDensity = scene.fogDensity;
  115707. }
  115708. //Physics
  115709. if (scene.isPhysicsEnabled()) {
  115710. var physicEngine = scene.getPhysicsEngine();
  115711. if (physicEngine) {
  115712. serializationObject.physicsEnabled = true;
  115713. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  115714. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  115715. }
  115716. }
  115717. // Metadata
  115718. if (scene.metadata) {
  115719. serializationObject.metadata = scene.metadata;
  115720. }
  115721. // Morph targets
  115722. serializationObject.morphTargetManagers = [];
  115723. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  115724. var abstractMesh = _a[_i];
  115725. var manager = abstractMesh.morphTargetManager;
  115726. if (manager) {
  115727. serializationObject.morphTargetManagers.push(manager.serialize());
  115728. }
  115729. }
  115730. // Lights
  115731. serializationObject.lights = [];
  115732. var index;
  115733. var light;
  115734. for (index = 0; index < scene.lights.length; index++) {
  115735. light = scene.lights[index];
  115736. if (!light.doNotSerialize) {
  115737. serializationObject.lights.push(light.serialize());
  115738. }
  115739. }
  115740. // Cameras
  115741. serializationObject.cameras = [];
  115742. for (index = 0; index < scene.cameras.length; index++) {
  115743. var camera = scene.cameras[index];
  115744. if (!camera.doNotSerialize) {
  115745. serializationObject.cameras.push(camera.serialize());
  115746. }
  115747. }
  115748. if (scene.activeCamera) {
  115749. serializationObject.activeCameraID = scene.activeCamera.id;
  115750. }
  115751. // Animations
  115752. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  115753. // Reflection probes
  115754. if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {
  115755. serializationObject.reflectionProbes = [];
  115756. for (index = 0; index < scene.reflectionProbes.length; index++) {
  115757. var reflectionProbe = scene.reflectionProbes[index];
  115758. serializationObject.reflectionProbes.push(reflectionProbe.serialize());
  115759. }
  115760. }
  115761. // Materials
  115762. serializationObject.materials = [];
  115763. serializationObject.multiMaterials = [];
  115764. var material;
  115765. for (index = 0; index < scene.materials.length; index++) {
  115766. material = scene.materials[index];
  115767. if (!material.doNotSerialize) {
  115768. serializationObject.materials.push(material.serialize());
  115769. }
  115770. }
  115771. // MultiMaterials
  115772. serializationObject.multiMaterials = [];
  115773. for (index = 0; index < scene.multiMaterials.length; index++) {
  115774. var multiMaterial = scene.multiMaterials[index];
  115775. serializationObject.multiMaterials.push(multiMaterial.serialize());
  115776. }
  115777. // Environment texture
  115778. if (scene.environmentTexture) {
  115779. serializationObject.environmentTexture = scene.environmentTexture.name;
  115780. }
  115781. // Skeletons
  115782. serializationObject.skeletons = [];
  115783. for (index = 0; index < scene.skeletons.length; index++) {
  115784. var skeleton = scene.skeletons[index];
  115785. if (!skeleton.doNotSerialize) {
  115786. serializationObject.skeletons.push(skeleton.serialize());
  115787. }
  115788. }
  115789. // Transform nodes
  115790. serializationObject.transformNodes = [];
  115791. for (index = 0; index < scene.transformNodes.length; index++) {
  115792. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  115793. }
  115794. // Geometries
  115795. serializationObject.geometries = {};
  115796. serializationObject.geometries.boxes = [];
  115797. serializationObject.geometries.spheres = [];
  115798. serializationObject.geometries.cylinders = [];
  115799. serializationObject.geometries.toruses = [];
  115800. serializationObject.geometries.grounds = [];
  115801. serializationObject.geometries.planes = [];
  115802. serializationObject.geometries.torusKnots = [];
  115803. serializationObject.geometries.vertexData = [];
  115804. serializedGeometries = [];
  115805. var geometries = scene.getGeometries();
  115806. for (index = 0; index < geometries.length; index++) {
  115807. var geometry = geometries[index];
  115808. if (geometry.isReady()) {
  115809. serializeGeometry(geometry, serializationObject.geometries);
  115810. }
  115811. }
  115812. // Meshes
  115813. serializationObject.meshes = [];
  115814. for (index = 0; index < scene.meshes.length; index++) {
  115815. var abstractMesh = scene.meshes[index];
  115816. if (abstractMesh instanceof BABYLON.Mesh) {
  115817. var mesh = abstractMesh;
  115818. if (!mesh.doNotSerialize) {
  115819. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  115820. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  115821. }
  115822. }
  115823. }
  115824. }
  115825. // Particles Systems
  115826. serializationObject.particleSystems = [];
  115827. for (index = 0; index < scene.particleSystems.length; index++) {
  115828. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  115829. }
  115830. // Action Manager
  115831. if (scene.actionManager) {
  115832. serializationObject.actions = scene.actionManager.serialize("scene");
  115833. }
  115834. // Components
  115835. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  115836. var component = _c[_b];
  115837. component.serialize(serializationObject);
  115838. }
  115839. return serializationObject;
  115840. };
  115841. /**
  115842. * Serialize a mesh into a JSON compatible object
  115843. * @param toSerialize defines the mesh to serialize
  115844. * @param withParents defines if parents must be serialized as well
  115845. * @param withChildren defines if children must be serialized as well
  115846. * @returns a JSON compatible object
  115847. */
  115848. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  115849. if (withParents === void 0) { withParents = false; }
  115850. if (withChildren === void 0) { withChildren = false; }
  115851. var serializationObject = {};
  115852. SceneSerializer.ClearCache();
  115853. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  115854. if (withParents || withChildren) {
  115855. //deliberate for loop! not for each, appended should be processed as well.
  115856. for (var i = 0; i < toSerialize.length; ++i) {
  115857. if (withChildren) {
  115858. toSerialize[i].getDescendants().forEach(function (node) {
  115859. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  115860. toSerialize.push(node);
  115861. }
  115862. });
  115863. }
  115864. //make sure the array doesn't contain the object already
  115865. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  115866. toSerialize.push(toSerialize[i].parent);
  115867. }
  115868. }
  115869. }
  115870. toSerialize.forEach(function (mesh) {
  115871. finalizeSingleMesh(mesh, serializationObject);
  115872. });
  115873. return serializationObject;
  115874. };
  115875. return SceneSerializer;
  115876. }());
  115877. BABYLON.SceneSerializer = SceneSerializer;
  115878. })(BABYLON || (BABYLON = {}));
  115879. //# sourceMappingURL=babylon.sceneSerializer.js.map
  115880. var BABYLON;
  115881. (function (BABYLON) {
  115882. BABYLON.AbstractScene.prototype.removeReflectionProbe = function (toRemove) {
  115883. if (!this.reflectionProbes) {
  115884. return -1;
  115885. }
  115886. var index = this.reflectionProbes.indexOf(toRemove);
  115887. if (index !== -1) {
  115888. this.reflectionProbes.splice(index, 1);
  115889. }
  115890. return index;
  115891. };
  115892. BABYLON.AbstractScene.prototype.addReflectionProbe = function (newReflectionProbe) {
  115893. if (!this.reflectionProbes) {
  115894. this.reflectionProbes = [];
  115895. }
  115896. this.reflectionProbes.push(newReflectionProbe);
  115897. };
  115898. /**
  115899. * Class used to generate realtime reflection / refraction cube textures
  115900. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115901. */
  115902. var ReflectionProbe = /** @class */ (function () {
  115903. /**
  115904. * Creates a new reflection probe
  115905. * @param name defines the name of the probe
  115906. * @param size defines the texture resolution (for each face)
  115907. * @param scene defines the hosting scene
  115908. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  115909. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  115910. */
  115911. function ReflectionProbe(
  115912. /** defines the name of the probe */
  115913. name, size, scene, generateMipMaps, useFloat) {
  115914. if (generateMipMaps === void 0) { generateMipMaps = true; }
  115915. if (useFloat === void 0) { useFloat = false; }
  115916. var _this = this;
  115917. this.name = name;
  115918. this._viewMatrix = BABYLON.Matrix.Identity();
  115919. this._target = BABYLON.Vector3.Zero();
  115920. this._add = BABYLON.Vector3.Zero();
  115921. this._invertYAxis = false;
  115922. /** Gets or sets probe position (center of the cube map) */
  115923. this.position = BABYLON.Vector3.Zero();
  115924. this._scene = scene;
  115925. // Create the scene field if not exist.
  115926. if (!this._scene.reflectionProbes) {
  115927. this._scene.reflectionProbes = new Array();
  115928. }
  115929. this._scene.reflectionProbes.push(this);
  115930. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  115931. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  115932. switch (faceIndex) {
  115933. case 0:
  115934. _this._add.copyFromFloats(1, 0, 0);
  115935. break;
  115936. case 1:
  115937. _this._add.copyFromFloats(-1, 0, 0);
  115938. break;
  115939. case 2:
  115940. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  115941. break;
  115942. case 3:
  115943. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  115944. break;
  115945. case 4:
  115946. _this._add.copyFromFloats(0, 0, 1);
  115947. break;
  115948. case 5:
  115949. _this._add.copyFromFloats(0, 0, -1);
  115950. break;
  115951. }
  115952. if (_this._attachedMesh) {
  115953. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  115954. }
  115955. _this.position.addToRef(_this._add, _this._target);
  115956. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  115957. if (scene.activeCamera) {
  115958. _this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  115959. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  115960. }
  115961. scene._forcedViewPosition = _this.position;
  115962. });
  115963. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  115964. scene._forcedViewPosition = null;
  115965. scene.updateTransformMatrix(true);
  115966. });
  115967. }
  115968. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  115969. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  115970. get: function () {
  115971. return this._renderTargetTexture.samples;
  115972. },
  115973. set: function (value) {
  115974. this._renderTargetTexture.samples = value;
  115975. },
  115976. enumerable: true,
  115977. configurable: true
  115978. });
  115979. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  115980. /** Gets or sets the refresh rate to use (on every frame by default) */
  115981. get: function () {
  115982. return this._renderTargetTexture.refreshRate;
  115983. },
  115984. set: function (value) {
  115985. this._renderTargetTexture.refreshRate = value;
  115986. },
  115987. enumerable: true,
  115988. configurable: true
  115989. });
  115990. /**
  115991. * Gets the hosting scene
  115992. * @returns a Scene
  115993. */
  115994. ReflectionProbe.prototype.getScene = function () {
  115995. return this._scene;
  115996. };
  115997. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  115998. /** Gets the internal CubeTexture used to render to */
  115999. get: function () {
  116000. return this._renderTargetTexture;
  116001. },
  116002. enumerable: true,
  116003. configurable: true
  116004. });
  116005. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  116006. /** Gets the list of meshes to render */
  116007. get: function () {
  116008. return this._renderTargetTexture.renderList;
  116009. },
  116010. enumerable: true,
  116011. configurable: true
  116012. });
  116013. /**
  116014. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  116015. * @param mesh defines the mesh to attach to
  116016. */
  116017. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  116018. this._attachedMesh = mesh;
  116019. };
  116020. /**
  116021. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  116022. * @param renderingGroupId The rendering group id corresponding to its index
  116023. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  116024. */
  116025. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  116026. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  116027. };
  116028. /**
  116029. * Clean all associated resources
  116030. */
  116031. ReflectionProbe.prototype.dispose = function () {
  116032. var index = this._scene.reflectionProbes.indexOf(this);
  116033. if (index !== -1) {
  116034. // Remove from the scene if found
  116035. this._scene.reflectionProbes.splice(index, 1);
  116036. }
  116037. if (this._renderTargetTexture) {
  116038. this._renderTargetTexture.dispose();
  116039. this._renderTargetTexture = null;
  116040. }
  116041. };
  116042. /**
  116043. * Converts the reflection probe information to a readable string for debug purpose.
  116044. * @param fullDetails Supports for multiple levels of logging within scene loading
  116045. * @returns the human readable reflection probe info
  116046. */
  116047. ReflectionProbe.prototype.toString = function (fullDetails) {
  116048. var ret = "Name: " + this.name;
  116049. if (fullDetails) {
  116050. ret += ", position: " + this.position.toString();
  116051. if (this._attachedMesh) {
  116052. ret += ", attached mesh: " + this._attachedMesh.name;
  116053. }
  116054. }
  116055. return ret;
  116056. };
  116057. /**
  116058. * Get the class name of the relfection probe.
  116059. * @returns "ReflectionProbe"
  116060. */
  116061. ReflectionProbe.prototype.getClassName = function () {
  116062. return "ReflectionProbe";
  116063. };
  116064. /**
  116065. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  116066. * @returns The JSON representation of the texture
  116067. */
  116068. ReflectionProbe.prototype.serialize = function () {
  116069. var serializationObject = BABYLON.SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());
  116070. serializationObject.isReflectionProbe = true;
  116071. return serializationObject;
  116072. };
  116073. /**
  116074. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  116075. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  116076. * @param scene Define the scene the parsed reflection probe should be instantiated in
  116077. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  116078. * @returns The parsed reflection probe if successful
  116079. */
  116080. ReflectionProbe.Parse = function (parsedReflectionProbe, scene, rootUrl) {
  116081. var reflectionProbe = null;
  116082. if (scene.reflectionProbes) {
  116083. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  116084. var rp = scene.reflectionProbes[index];
  116085. if (rp.name === parsedReflectionProbe.name) {
  116086. reflectionProbe = rp;
  116087. break;
  116088. }
  116089. }
  116090. }
  116091. reflectionProbe = BABYLON.SerializationHelper.Parse(function () { return reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps); }, parsedReflectionProbe, scene, rootUrl);
  116092. reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;
  116093. if (parsedReflectionProbe._attachedMesh) {
  116094. reflectionProbe.attachToMesh(scene.getMeshByID(parsedReflectionProbe._attachedMesh));
  116095. }
  116096. return reflectionProbe;
  116097. };
  116098. __decorate([
  116099. BABYLON.serializeAsMeshReference()
  116100. ], ReflectionProbe.prototype, "_attachedMesh", void 0);
  116101. __decorate([
  116102. BABYLON.serializeAsVector3()
  116103. ], ReflectionProbe.prototype, "position", void 0);
  116104. return ReflectionProbe;
  116105. }());
  116106. BABYLON.ReflectionProbe = ReflectionProbe;
  116107. })(BABYLON || (BABYLON = {}));
  116108. //# sourceMappingURL=babylon.reflectionProbe.js.map
  116109. var BABYLON;
  116110. (function (BABYLON) {
  116111. /**
  116112. * Defines the layer scene component responsible to manage any layers
  116113. * in a given scene.
  116114. */
  116115. var LayerSceneComponent = /** @class */ (function () {
  116116. /**
  116117. * Creates a new instance of the component for the given scene
  116118. * @param scene Defines the scene to register the component in
  116119. */
  116120. function LayerSceneComponent(scene) {
  116121. /**
  116122. * The component name helpfull to identify the component in the list of scene components.
  116123. */
  116124. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  116125. this.scene = scene;
  116126. this._engine = scene.getEngine();
  116127. scene.layers = new Array();
  116128. }
  116129. /**
  116130. * Registers the component in a given scene
  116131. */
  116132. LayerSceneComponent.prototype.register = function () {
  116133. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);
  116134. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);
  116135. this.scene._beforeRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);
  116136. this.scene._afterRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);
  116137. };
  116138. /**
  116139. * Rebuilds the elements related to this component in case of
  116140. * context lost for instance.
  116141. */
  116142. LayerSceneComponent.prototype.rebuild = function () {
  116143. var layers = this.scene.layers;
  116144. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  116145. var layer = layers_1[_i];
  116146. layer._rebuild();
  116147. }
  116148. };
  116149. /**
  116150. * Disposes the component and the associated ressources.
  116151. */
  116152. LayerSceneComponent.prototype.dispose = function () {
  116153. var layers = this.scene.layers;
  116154. while (layers.length) {
  116155. layers[0].dispose();
  116156. }
  116157. };
  116158. LayerSceneComponent.prototype._draw = function (predicate) {
  116159. var layers = this.scene.layers;
  116160. if (layers.length) {
  116161. this._engine.setDepthBuffer(false);
  116162. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  116163. var layer = layers_2[_i];
  116164. if (predicate(layer)) {
  116165. layer.render();
  116166. }
  116167. }
  116168. this._engine.setDepthBuffer(true);
  116169. }
  116170. };
  116171. LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {
  116172. return !layer.renderOnlyInRenderTargetTextures &&
  116173. layer.isBackground === isBackground &&
  116174. ((layer.layerMask & cameraLayerMask) !== 0);
  116175. };
  116176. LayerSceneComponent.prototype._drawCameraBackground = function (camera) {
  116177. var _this = this;
  116178. this._draw(function (layer) {
  116179. return _this._drawCameraPredicate(layer, true, camera.layerMask);
  116180. });
  116181. };
  116182. LayerSceneComponent.prototype._drawCameraForeground = function (camera) {
  116183. var _this = this;
  116184. this._draw(function (layer) {
  116185. return _this._drawCameraPredicate(layer, false, camera.layerMask);
  116186. });
  116187. };
  116188. LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {
  116189. return (layer.renderTargetTextures.length > 0) &&
  116190. layer.isBackground === isBackground &&
  116191. (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&
  116192. ((layer.layerMask & cameraLayerMask) !== 0);
  116193. };
  116194. LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {
  116195. var _this = this;
  116196. this._draw(function (layer) {
  116197. return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);
  116198. });
  116199. };
  116200. LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {
  116201. var _this = this;
  116202. this._draw(function (layer) {
  116203. return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);
  116204. });
  116205. };
  116206. return LayerSceneComponent;
  116207. }());
  116208. BABYLON.LayerSceneComponent = LayerSceneComponent;
  116209. })(BABYLON || (BABYLON = {}));
  116210. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  116211. var BABYLON;
  116212. (function (BABYLON) {
  116213. /**
  116214. * This represents a full screen 2d layer.
  116215. * This can be useful to display a picture in the background of your scene for instance.
  116216. * @see https://www.babylonjs-playground.com/#08A2BS#1
  116217. */
  116218. var Layer = /** @class */ (function () {
  116219. /**
  116220. * Instantiates a new layer.
  116221. * This represents a full screen 2d layer.
  116222. * This can be useful to display a picture in the background of your scene for instance.
  116223. * @see https://www.babylonjs-playground.com/#08A2BS#1
  116224. * @param name Define the name of the layer in the scene
  116225. * @param imgUrl Define the url of the texture to display in the layer
  116226. * @param scene Define the scene the layer belongs to
  116227. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  116228. * @param color Defines a color for the layer
  116229. */
  116230. function Layer(
  116231. /**
  116232. * Define the name of the layer.
  116233. */
  116234. name, imgUrl, scene, isBackground, color) {
  116235. this.name = name;
  116236. /**
  116237. * Define the scale of the layer in order to zoom in out of the texture.
  116238. */
  116239. this.scale = new BABYLON.Vector2(1, 1);
  116240. /**
  116241. * Define an offset for the layer in order to shift the texture.
  116242. */
  116243. this.offset = new BABYLON.Vector2(0, 0);
  116244. /**
  116245. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  116246. */
  116247. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  116248. /**
  116249. * Define a mask to restrict the layer to only some of the scene cameras.
  116250. */
  116251. this.layerMask = 0x0FFFFFFF;
  116252. /**
  116253. * Define the list of render target the layer is visible into.
  116254. */
  116255. this.renderTargetTextures = [];
  116256. /**
  116257. * Define if the layer is only used in renderTarget or if it also
  116258. * renders in the main frame buffer of the canvas.
  116259. */
  116260. this.renderOnlyInRenderTargetTextures = false;
  116261. this._vertexBuffers = {};
  116262. /**
  116263. * An event triggered when the layer is disposed.
  116264. */
  116265. this.onDisposeObservable = new BABYLON.Observable();
  116266. /**
  116267. * An event triggered before rendering the scene
  116268. */
  116269. this.onBeforeRenderObservable = new BABYLON.Observable();
  116270. /**
  116271. * An event triggered after rendering the scene
  116272. */
  116273. this.onAfterRenderObservable = new BABYLON.Observable();
  116274. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  116275. this.isBackground = isBackground === undefined ? true : isBackground;
  116276. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  116277. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  116278. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  116279. if (!layerComponent) {
  116280. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  116281. this._scene._addComponent(layerComponent);
  116282. }
  116283. this._scene.layers.push(this);
  116284. var engine = this._scene.getEngine();
  116285. // VBO
  116286. var vertices = [];
  116287. vertices.push(1, 1);
  116288. vertices.push(-1, 1);
  116289. vertices.push(-1, -1);
  116290. vertices.push(1, -1);
  116291. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  116292. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  116293. this._createIndexBuffer();
  116294. // Effects
  116295. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  116296. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  116297. }
  116298. Object.defineProperty(Layer.prototype, "onDispose", {
  116299. /**
  116300. * Back compatibility with callback before the onDisposeObservable existed.
  116301. * The set callback will be triggered when the layer has been disposed.
  116302. */
  116303. set: function (callback) {
  116304. if (this._onDisposeObserver) {
  116305. this.onDisposeObservable.remove(this._onDisposeObserver);
  116306. }
  116307. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  116308. },
  116309. enumerable: true,
  116310. configurable: true
  116311. });
  116312. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  116313. /**
  116314. * Back compatibility with callback before the onBeforeRenderObservable existed.
  116315. * The set callback will be triggered just before rendering the layer.
  116316. */
  116317. set: function (callback) {
  116318. if (this._onBeforeRenderObserver) {
  116319. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  116320. }
  116321. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  116322. },
  116323. enumerable: true,
  116324. configurable: true
  116325. });
  116326. Object.defineProperty(Layer.prototype, "onAfterRender", {
  116327. /**
  116328. * Back compatibility with callback before the onAfterRenderObservable existed.
  116329. * The set callback will be triggered just after rendering the layer.
  116330. */
  116331. set: function (callback) {
  116332. if (this._onAfterRenderObserver) {
  116333. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  116334. }
  116335. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  116336. },
  116337. enumerable: true,
  116338. configurable: true
  116339. });
  116340. Layer.prototype._createIndexBuffer = function () {
  116341. var engine = this._scene.getEngine();
  116342. // Indices
  116343. var indices = [];
  116344. indices.push(0);
  116345. indices.push(1);
  116346. indices.push(2);
  116347. indices.push(0);
  116348. indices.push(2);
  116349. indices.push(3);
  116350. this._indexBuffer = engine.createIndexBuffer(indices);
  116351. };
  116352. /** @hidden */
  116353. Layer.prototype._rebuild = function () {
  116354. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  116355. if (vb) {
  116356. vb._rebuild();
  116357. }
  116358. this._createIndexBuffer();
  116359. };
  116360. /**
  116361. * Renders the layer in the scene.
  116362. */
  116363. Layer.prototype.render = function () {
  116364. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  116365. // Check
  116366. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  116367. return;
  116368. }
  116369. var engine = this._scene.getEngine();
  116370. this.onBeforeRenderObservable.notifyObservers(this);
  116371. // Render
  116372. engine.enableEffect(currentEffect);
  116373. engine.setState(false);
  116374. // Texture
  116375. currentEffect.setTexture("textureSampler", this.texture);
  116376. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  116377. // Color
  116378. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  116379. // Scale / offset
  116380. currentEffect.setVector2("offset", this.offset);
  116381. currentEffect.setVector2("scale", this.scale);
  116382. // VBOs
  116383. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  116384. // Draw order
  116385. if (!this.alphaTest) {
  116386. engine.setAlphaMode(this.alphaBlendingMode);
  116387. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  116388. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  116389. }
  116390. else {
  116391. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  116392. }
  116393. this.onAfterRenderObservable.notifyObservers(this);
  116394. };
  116395. /**
  116396. * Disposes and releases the associated ressources.
  116397. */
  116398. Layer.prototype.dispose = function () {
  116399. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  116400. if (vertexBuffer) {
  116401. vertexBuffer.dispose();
  116402. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  116403. }
  116404. if (this._indexBuffer) {
  116405. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  116406. this._indexBuffer = null;
  116407. }
  116408. if (this.texture) {
  116409. this.texture.dispose();
  116410. this.texture = null;
  116411. }
  116412. // Clean RTT list
  116413. this.renderTargetTextures = [];
  116414. // Remove from scene
  116415. var index = this._scene.layers.indexOf(this);
  116416. this._scene.layers.splice(index, 1);
  116417. // Callback
  116418. this.onDisposeObservable.notifyObservers(this);
  116419. this.onDisposeObservable.clear();
  116420. this.onAfterRenderObservable.clear();
  116421. this.onBeforeRenderObservable.clear();
  116422. };
  116423. return Layer;
  116424. }());
  116425. BABYLON.Layer = Layer;
  116426. })(BABYLON || (BABYLON = {}));
  116427. //# sourceMappingURL=babylon.layer.js.map
  116428. var BABYLON;
  116429. (function (BABYLON) {
  116430. /**
  116431. * Class used to host texture specific utilities
  116432. */
  116433. var TextureTools = /** @class */ (function () {
  116434. function TextureTools() {
  116435. }
  116436. /**
  116437. * Uses the GPU to create a copy texture rescaled at a given size
  116438. * @param texture Texture to copy from
  116439. * @param width defines the desired width
  116440. * @param height defines the desired height
  116441. * @param useBilinearMode defines if bilinear mode has to be used
  116442. * @return the generated texture
  116443. */
  116444. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  116445. if (useBilinearMode === void 0) { useBilinearMode = true; }
  116446. var scene = texture.getScene();
  116447. var engine = scene.getEngine();
  116448. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture.samplingMode, false);
  116449. rtt.wrapU = texture.wrapU;
  116450. rtt.wrapV = texture.wrapV;
  116451. rtt.uOffset = texture.uOffset;
  116452. rtt.vOffset = texture.vOffset;
  116453. rtt.uScale = texture.uScale;
  116454. rtt.vScale = texture.vScale;
  116455. rtt.uAng = texture.uAng;
  116456. rtt.vAng = texture.vAng;
  116457. rtt.wAng = texture.wAng;
  116458. rtt.coordinatesIndex = texture.coordinatesIndex;
  116459. rtt.level = texture.level;
  116460. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  116461. rtt._texture.isReady = false;
  116462. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116463. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116464. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  116465. passPostProcess.getEffect().executeWhenCompiled(function () {
  116466. passPostProcess.onApply = function (effect) {
  116467. effect.setTexture("textureSampler", texture);
  116468. };
  116469. var internalTexture = rtt.getInternalTexture();
  116470. if (internalTexture) {
  116471. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  116472. engine.unBindFramebuffer(internalTexture);
  116473. rtt.disposeFramebufferObjects();
  116474. passPostProcess.dispose();
  116475. internalTexture.isReady = true;
  116476. }
  116477. });
  116478. return rtt;
  116479. };
  116480. /**
  116481. * Gets an environment BRDF texture for a given scene
  116482. * @param scene defines the hosting scene
  116483. * @returns the environment BRDF texture
  116484. */
  116485. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  116486. if (!scene._environmentBRDFTexture) {
  116487. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  116488. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116489. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116490. scene._environmentBRDFTexture = texture;
  116491. }
  116492. return scene._environmentBRDFTexture;
  116493. };
  116494. TextureTools._environmentBRDFBase64Texture = "data:image/png;base64,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";
  116495. return TextureTools;
  116496. }());
  116497. BABYLON.TextureTools = TextureTools;
  116498. })(BABYLON || (BABYLON = {}));
  116499. //# sourceMappingURL=babylon.textureTools.js.map
  116500. var BABYLON;
  116501. (function (BABYLON) {
  116502. /**
  116503. * 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.
  116504. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  116505. */
  116506. var FramingBehavior = /** @class */ (function () {
  116507. function FramingBehavior() {
  116508. this._mode = FramingBehavior.FitFrustumSidesMode;
  116509. this._radiusScale = 1.0;
  116510. this._positionScale = 0.5;
  116511. this._defaultElevation = 0.3;
  116512. this._elevationReturnTime = 1500;
  116513. this._elevationReturnWaitTime = 1000;
  116514. this._zoomStopsAnimation = false;
  116515. this._framingTime = 1500;
  116516. /**
  116517. * Define if the behavior should automatically change the configured
  116518. * camera limits and sensibilities.
  116519. */
  116520. this.autoCorrectCameraLimitsAndSensibility = true;
  116521. this._isPointerDown = false;
  116522. this._lastInteractionTime = -Infinity;
  116523. // Framing control
  116524. this._animatables = new Array();
  116525. this._betaIsAnimating = false;
  116526. }
  116527. Object.defineProperty(FramingBehavior.prototype, "name", {
  116528. /**
  116529. * Gets the name of the behavior.
  116530. */
  116531. get: function () {
  116532. return "Framing";
  116533. },
  116534. enumerable: true,
  116535. configurable: true
  116536. });
  116537. Object.defineProperty(FramingBehavior.prototype, "mode", {
  116538. /**
  116539. * Gets current mode used by the behavior.
  116540. */
  116541. get: function () {
  116542. return this._mode;
  116543. },
  116544. /**
  116545. * Sets the current mode used by the behavior
  116546. */
  116547. set: function (mode) {
  116548. this._mode = mode;
  116549. },
  116550. enumerable: true,
  116551. configurable: true
  116552. });
  116553. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  116554. /**
  116555. * Gets the scale applied to the radius
  116556. */
  116557. get: function () {
  116558. return this._radiusScale;
  116559. },
  116560. /**
  116561. * Sets the scale applied to the radius (1 by default)
  116562. */
  116563. set: function (radius) {
  116564. this._radiusScale = radius;
  116565. },
  116566. enumerable: true,
  116567. configurable: true
  116568. });
  116569. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  116570. /**
  116571. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  116572. */
  116573. get: function () {
  116574. return this._positionScale;
  116575. },
  116576. /**
  116577. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  116578. */
  116579. set: function (scale) {
  116580. this._positionScale = scale;
  116581. },
  116582. enumerable: true,
  116583. configurable: true
  116584. });
  116585. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  116586. /**
  116587. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  116588. * behaviour is triggered, in radians.
  116589. */
  116590. get: function () {
  116591. return this._defaultElevation;
  116592. },
  116593. /**
  116594. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  116595. * behaviour is triggered, in radians.
  116596. */
  116597. set: function (elevation) {
  116598. this._defaultElevation = elevation;
  116599. },
  116600. enumerable: true,
  116601. configurable: true
  116602. });
  116603. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  116604. /**
  116605. * Gets the time (in milliseconds) taken to return to the default beta position.
  116606. * Negative value indicates camera should not return to default.
  116607. */
  116608. get: function () {
  116609. return this._elevationReturnTime;
  116610. },
  116611. /**
  116612. * Sets the time (in milliseconds) taken to return to the default beta position.
  116613. * Negative value indicates camera should not return to default.
  116614. */
  116615. set: function (speed) {
  116616. this._elevationReturnTime = speed;
  116617. },
  116618. enumerable: true,
  116619. configurable: true
  116620. });
  116621. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  116622. /**
  116623. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  116624. */
  116625. get: function () {
  116626. return this._elevationReturnWaitTime;
  116627. },
  116628. /**
  116629. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  116630. */
  116631. set: function (time) {
  116632. this._elevationReturnWaitTime = time;
  116633. },
  116634. enumerable: true,
  116635. configurable: true
  116636. });
  116637. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  116638. /**
  116639. * Gets the flag that indicates if user zooming should stop animation.
  116640. */
  116641. get: function () {
  116642. return this._zoomStopsAnimation;
  116643. },
  116644. /**
  116645. * Sets the flag that indicates if user zooming should stop animation.
  116646. */
  116647. set: function (flag) {
  116648. this._zoomStopsAnimation = flag;
  116649. },
  116650. enumerable: true,
  116651. configurable: true
  116652. });
  116653. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  116654. /**
  116655. * Gets the transition time when framing the mesh, in milliseconds
  116656. */
  116657. get: function () {
  116658. return this._framingTime;
  116659. },
  116660. /**
  116661. * Sets the transition time when framing the mesh, in milliseconds
  116662. */
  116663. set: function (time) {
  116664. this._framingTime = time;
  116665. },
  116666. enumerable: true,
  116667. configurable: true
  116668. });
  116669. /**
  116670. * Initializes the behavior.
  116671. */
  116672. FramingBehavior.prototype.init = function () {
  116673. // Do notihng
  116674. };
  116675. /**
  116676. * Attaches the behavior to its arc rotate camera.
  116677. * @param camera Defines the camera to attach the behavior to
  116678. */
  116679. FramingBehavior.prototype.attach = function (camera) {
  116680. var _this = this;
  116681. this._attachedCamera = camera;
  116682. var scene = this._attachedCamera.getScene();
  116683. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  116684. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  116685. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  116686. _this._isPointerDown = true;
  116687. return;
  116688. }
  116689. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  116690. _this._isPointerDown = false;
  116691. }
  116692. });
  116693. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  116694. if (mesh) {
  116695. _this.zoomOnMesh(mesh);
  116696. }
  116697. });
  116698. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116699. // Stop the animation if there is user interaction and the animation should stop for this interaction
  116700. _this._applyUserInteraction();
  116701. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  116702. // back to the default position after a given timeout
  116703. _this._maintainCameraAboveGround();
  116704. });
  116705. };
  116706. /**
  116707. * Detaches the behavior from its current arc rotate camera.
  116708. */
  116709. FramingBehavior.prototype.detach = function () {
  116710. if (!this._attachedCamera) {
  116711. return;
  116712. }
  116713. var scene = this._attachedCamera.getScene();
  116714. if (this._onPrePointerObservableObserver) {
  116715. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  116716. }
  116717. if (this._onAfterCheckInputsObserver) {
  116718. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116719. }
  116720. if (this._onMeshTargetChangedObserver) {
  116721. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116722. }
  116723. this._attachedCamera = null;
  116724. };
  116725. /**
  116726. * Targets the given mesh and updates zoom level accordingly.
  116727. * @param mesh The mesh to target.
  116728. * @param radius Optional. If a cached radius position already exists, overrides default.
  116729. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116730. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116731. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116732. */
  116733. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  116734. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116735. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116736. mesh.computeWorldMatrix(true);
  116737. var boundingBox = mesh.getBoundingInfo().boundingBox;
  116738. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  116739. };
  116740. /**
  116741. * Targets the given mesh with its children and updates zoom level accordingly.
  116742. * @param mesh The mesh to target.
  116743. * @param radius Optional. If a cached radius position already exists, overrides default.
  116744. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116745. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116746. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116747. */
  116748. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  116749. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116750. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116751. mesh.computeWorldMatrix(true);
  116752. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  116753. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  116754. };
  116755. /**
  116756. * Targets the given meshes with their children and updates zoom level accordingly.
  116757. * @param meshes The mesh to target.
  116758. * @param radius Optional. If a cached radius position already exists, overrides default.
  116759. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116760. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116761. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116762. */
  116763. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  116764. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116765. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116766. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  116767. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  116768. for (var i = 0; i < meshes.length; i++) {
  116769. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  116770. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  116771. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  116772. }
  116773. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  116774. };
  116775. /**
  116776. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  116777. * @param minimumWorld Determines the smaller position of the bounding box extend
  116778. * @param maximumWorld Determines the bigger position of the bounding box extend
  116779. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116780. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116781. */
  116782. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  116783. var _this = this;
  116784. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116785. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116786. var zoomTarget;
  116787. if (!this._attachedCamera) {
  116788. return;
  116789. }
  116790. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  116791. var bottom = minimumWorld.y;
  116792. var top = maximumWorld.y;
  116793. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  116794. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  116795. if (focusOnOriginXZ) {
  116796. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  116797. }
  116798. else {
  116799. var centerWorld = minimumWorld.add(radiusWorld);
  116800. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  116801. }
  116802. if (!this._vectorTransition) {
  116803. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  116804. }
  116805. this._betaIsAnimating = true;
  116806. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  116807. if (animatable) {
  116808. this._animatables.push(animatable);
  116809. }
  116810. // sets the radius and lower radius bounds
  116811. // Small delta ensures camera is not always at lower zoom limit.
  116812. var radius = 0;
  116813. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  116814. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  116815. if (this.autoCorrectCameraLimitsAndSensibility) {
  116816. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  116817. }
  116818. radius = position;
  116819. }
  116820. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  116821. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  116822. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  116823. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  116824. }
  116825. }
  116826. // Set sensibilities
  116827. if (this.autoCorrectCameraLimitsAndSensibility) {
  116828. var extend = maximumWorld.subtract(minimumWorld).length();
  116829. this._attachedCamera.panningSensibility = 5000 / extend;
  116830. this._attachedCamera.wheelPrecision = 100 / radius;
  116831. }
  116832. // transition to new radius
  116833. if (!this._radiusTransition) {
  116834. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  116835. }
  116836. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  116837. _this.stopAllAnimations();
  116838. if (onAnimationEnd) {
  116839. onAnimationEnd();
  116840. }
  116841. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  116842. _this._attachedCamera.storeState();
  116843. }
  116844. });
  116845. if (animatable) {
  116846. this._animatables.push(animatable);
  116847. }
  116848. };
  116849. /**
  116850. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  116851. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  116852. * frustum width.
  116853. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  116854. * to fully enclose the mesh in the viewing frustum.
  116855. */
  116856. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  116857. var size = maximumWorld.subtract(minimumWorld);
  116858. var boxVectorGlobalDiagonal = size.length();
  116859. var frustumSlope = this._getFrustumSlope();
  116860. // Formula for setting distance
  116861. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  116862. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  116863. // Horizon distance
  116864. var radius = radiusWithoutFraming * this._radiusScale;
  116865. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  116866. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  116867. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  116868. var camera = this._attachedCamera;
  116869. if (!camera) {
  116870. return 0;
  116871. }
  116872. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  116873. // Don't exceed the requested limit
  116874. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  116875. }
  116876. // Don't exceed the upper radius limit
  116877. if (camera.upperRadiusLimit) {
  116878. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  116879. }
  116880. return distance;
  116881. };
  116882. /**
  116883. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  116884. * is automatically returned to its default position (expected to be above ground plane).
  116885. */
  116886. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  116887. var _this = this;
  116888. if (this._elevationReturnTime < 0) {
  116889. return;
  116890. }
  116891. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  116892. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  116893. var limitBeta = Math.PI * 0.5;
  116894. // Bring the camera back up if below the ground plane
  116895. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  116896. this._betaIsAnimating = true;
  116897. //Transition to new position
  116898. this.stopAllAnimations();
  116899. if (!this._betaTransition) {
  116900. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  116901. }
  116902. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  116903. _this._clearAnimationLocks();
  116904. _this.stopAllAnimations();
  116905. });
  116906. if (animatabe) {
  116907. this._animatables.push(animatabe);
  116908. }
  116909. }
  116910. };
  116911. /**
  116912. * Returns the frustum slope based on the canvas ratio and camera FOV
  116913. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  116914. */
  116915. FramingBehavior.prototype._getFrustumSlope = function () {
  116916. // Calculate the viewport ratio
  116917. // Aspect Ratio is Height/Width.
  116918. var camera = this._attachedCamera;
  116919. if (!camera) {
  116920. return BABYLON.Vector2.Zero();
  116921. }
  116922. var engine = camera.getScene().getEngine();
  116923. var aspectRatio = engine.getAspectRatio(camera);
  116924. // Camera FOV is the vertical field of view (top-bottom) in radians.
  116925. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  116926. var frustumSlopeY = Math.tan(camera.fov / 2);
  116927. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  116928. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  116929. // along the forward vector.
  116930. var frustumSlopeX = frustumSlopeY * aspectRatio;
  116931. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  116932. };
  116933. /**
  116934. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  116935. */
  116936. FramingBehavior.prototype._clearAnimationLocks = function () {
  116937. this._betaIsAnimating = false;
  116938. };
  116939. /**
  116940. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  116941. */
  116942. FramingBehavior.prototype._applyUserInteraction = function () {
  116943. if (this.isUserIsMoving) {
  116944. this._lastInteractionTime = BABYLON.Tools.Now;
  116945. this.stopAllAnimations();
  116946. this._clearAnimationLocks();
  116947. }
  116948. };
  116949. /**
  116950. * Stops and removes all animations that have been applied to the camera
  116951. */
  116952. FramingBehavior.prototype.stopAllAnimations = function () {
  116953. if (this._attachedCamera) {
  116954. this._attachedCamera.animations = [];
  116955. }
  116956. while (this._animatables.length) {
  116957. if (this._animatables[0]) {
  116958. this._animatables[0].onAnimationEnd = null;
  116959. this._animatables[0].stop();
  116960. }
  116961. this._animatables.shift();
  116962. }
  116963. };
  116964. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  116965. /**
  116966. * Gets a value indicating if the user is moving the camera
  116967. */
  116968. get: function () {
  116969. if (!this._attachedCamera) {
  116970. return false;
  116971. }
  116972. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  116973. this._attachedCamera.inertialBetaOffset !== 0 ||
  116974. this._attachedCamera.inertialRadiusOffset !== 0 ||
  116975. this._attachedCamera.inertialPanningX !== 0 ||
  116976. this._attachedCamera.inertialPanningY !== 0 ||
  116977. this._isPointerDown;
  116978. },
  116979. enumerable: true,
  116980. configurable: true
  116981. });
  116982. /**
  116983. * The easing function used by animations
  116984. */
  116985. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  116986. /**
  116987. * The easing mode used by animations
  116988. */
  116989. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  116990. // Statics
  116991. /**
  116992. * The camera can move all the way towards the mesh.
  116993. */
  116994. FramingBehavior.IgnoreBoundsSizeMode = 0;
  116995. /**
  116996. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  116997. */
  116998. FramingBehavior.FitFrustumSidesMode = 1;
  116999. return FramingBehavior;
  117000. }());
  117001. BABYLON.FramingBehavior = FramingBehavior;
  117002. })(BABYLON || (BABYLON = {}));
  117003. //# sourceMappingURL=babylon.framingBehavior.js.map
  117004. var BABYLON;
  117005. (function (BABYLON) {
  117006. /**
  117007. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  117008. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  117009. */
  117010. var BouncingBehavior = /** @class */ (function () {
  117011. function BouncingBehavior() {
  117012. /**
  117013. * The duration of the animation, in milliseconds
  117014. */
  117015. this.transitionDuration = 450;
  117016. /**
  117017. * Length of the distance animated by the transition when lower radius is reached
  117018. */
  117019. this.lowerRadiusTransitionRange = 2;
  117020. /**
  117021. * Length of the distance animated by the transition when upper radius is reached
  117022. */
  117023. this.upperRadiusTransitionRange = -2;
  117024. this._autoTransitionRange = false;
  117025. // Animations
  117026. this._radiusIsAnimating = false;
  117027. this._radiusBounceTransition = null;
  117028. this._animatables = new Array();
  117029. }
  117030. Object.defineProperty(BouncingBehavior.prototype, "name", {
  117031. /**
  117032. * Gets the name of the behavior.
  117033. */
  117034. get: function () {
  117035. return "Bouncing";
  117036. },
  117037. enumerable: true,
  117038. configurable: true
  117039. });
  117040. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  117041. /**
  117042. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  117043. */
  117044. get: function () {
  117045. return this._autoTransitionRange;
  117046. },
  117047. /**
  117048. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  117049. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  117050. */
  117051. set: function (value) {
  117052. var _this = this;
  117053. if (this._autoTransitionRange === value) {
  117054. return;
  117055. }
  117056. this._autoTransitionRange = value;
  117057. var camera = this._attachedCamera;
  117058. if (!camera) {
  117059. return;
  117060. }
  117061. if (value) {
  117062. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  117063. if (!mesh) {
  117064. return;
  117065. }
  117066. mesh.computeWorldMatrix(true);
  117067. var diagonal = mesh.getBoundingInfo().diagonalLength;
  117068. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  117069. _this.upperRadiusTransitionRange = diagonal * 0.05;
  117070. });
  117071. }
  117072. else if (this._onMeshTargetChangedObserver) {
  117073. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  117074. }
  117075. },
  117076. enumerable: true,
  117077. configurable: true
  117078. });
  117079. /**
  117080. * Initializes the behavior.
  117081. */
  117082. BouncingBehavior.prototype.init = function () {
  117083. // Do notihng
  117084. };
  117085. /**
  117086. * Attaches the behavior to its arc rotate camera.
  117087. * @param camera Defines the camera to attach the behavior to
  117088. */
  117089. BouncingBehavior.prototype.attach = function (camera) {
  117090. var _this = this;
  117091. this._attachedCamera = camera;
  117092. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  117093. if (!_this._attachedCamera) {
  117094. return;
  117095. }
  117096. // Add the bounce animation to the lower radius limit
  117097. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  117098. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  117099. }
  117100. // Add the bounce animation to the upper radius limit
  117101. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  117102. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  117103. }
  117104. });
  117105. };
  117106. /**
  117107. * Detaches the behavior from its current arc rotate camera.
  117108. */
  117109. BouncingBehavior.prototype.detach = function () {
  117110. if (!this._attachedCamera) {
  117111. return;
  117112. }
  117113. if (this._onAfterCheckInputsObserver) {
  117114. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  117115. }
  117116. if (this._onMeshTargetChangedObserver) {
  117117. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  117118. }
  117119. this._attachedCamera = null;
  117120. };
  117121. /**
  117122. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  117123. * @param radiusLimit The limit to check against.
  117124. * @return Bool to indicate if at limit.
  117125. */
  117126. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  117127. if (!this._attachedCamera) {
  117128. return false;
  117129. }
  117130. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  117131. return true;
  117132. }
  117133. return false;
  117134. };
  117135. /**
  117136. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  117137. * @param radiusDelta The delta by which to animate to. Can be negative.
  117138. */
  117139. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  117140. var _this = this;
  117141. if (!this._attachedCamera) {
  117142. return;
  117143. }
  117144. if (!this._radiusBounceTransition) {
  117145. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  117146. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  117147. }
  117148. // Prevent zoom until bounce has completed
  117149. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  117150. this._attachedCamera.wheelPrecision = Infinity;
  117151. this._attachedCamera.inertialRadiusOffset = 0;
  117152. // Animate to the radius limit
  117153. this.stopAllAnimations();
  117154. this._radiusIsAnimating = true;
  117155. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  117156. if (animatable) {
  117157. this._animatables.push(animatable);
  117158. }
  117159. };
  117160. /**
  117161. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  117162. */
  117163. BouncingBehavior.prototype._clearAnimationLocks = function () {
  117164. this._radiusIsAnimating = false;
  117165. if (this._attachedCamera) {
  117166. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  117167. }
  117168. };
  117169. /**
  117170. * Stops and removes all animations that have been applied to the camera
  117171. */
  117172. BouncingBehavior.prototype.stopAllAnimations = function () {
  117173. if (this._attachedCamera) {
  117174. this._attachedCamera.animations = [];
  117175. }
  117176. while (this._animatables.length) {
  117177. this._animatables[0].onAnimationEnd = null;
  117178. this._animatables[0].stop();
  117179. this._animatables.shift();
  117180. }
  117181. };
  117182. /**
  117183. * The easing function used by animations
  117184. */
  117185. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  117186. /**
  117187. * The easing mode used by animations
  117188. */
  117189. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  117190. return BouncingBehavior;
  117191. }());
  117192. BABYLON.BouncingBehavior = BouncingBehavior;
  117193. })(BABYLON || (BABYLON = {}));
  117194. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  117195. var BABYLON;
  117196. (function (BABYLON) {
  117197. /**
  117198. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  117199. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  117200. */
  117201. var AutoRotationBehavior = /** @class */ (function () {
  117202. function AutoRotationBehavior() {
  117203. this._zoomStopsAnimation = false;
  117204. this._idleRotationSpeed = 0.05;
  117205. this._idleRotationWaitTime = 2000;
  117206. this._idleRotationSpinupTime = 2000;
  117207. this._isPointerDown = false;
  117208. this._lastFrameTime = null;
  117209. this._lastInteractionTime = -Infinity;
  117210. this._cameraRotationSpeed = 0;
  117211. this._lastFrameRadius = 0;
  117212. }
  117213. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  117214. /**
  117215. * Gets the name of the behavior.
  117216. */
  117217. get: function () {
  117218. return "AutoRotation";
  117219. },
  117220. enumerable: true,
  117221. configurable: true
  117222. });
  117223. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  117224. /**
  117225. * Gets the flag that indicates if user zooming should stop animation.
  117226. */
  117227. get: function () {
  117228. return this._zoomStopsAnimation;
  117229. },
  117230. /**
  117231. * Sets the flag that indicates if user zooming should stop animation.
  117232. */
  117233. set: function (flag) {
  117234. this._zoomStopsAnimation = flag;
  117235. },
  117236. enumerable: true,
  117237. configurable: true
  117238. });
  117239. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  117240. /**
  117241. * Gets the default speed at which the camera rotates around the model.
  117242. */
  117243. get: function () {
  117244. return this._idleRotationSpeed;
  117245. },
  117246. /**
  117247. * Sets the default speed at which the camera rotates around the model.
  117248. */
  117249. set: function (speed) {
  117250. this._idleRotationSpeed = speed;
  117251. },
  117252. enumerable: true,
  117253. configurable: true
  117254. });
  117255. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  117256. /**
  117257. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  117258. */
  117259. get: function () {
  117260. return this._idleRotationWaitTime;
  117261. },
  117262. /**
  117263. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  117264. */
  117265. set: function (time) {
  117266. this._idleRotationWaitTime = time;
  117267. },
  117268. enumerable: true,
  117269. configurable: true
  117270. });
  117271. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  117272. /**
  117273. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  117274. */
  117275. get: function () {
  117276. return this._idleRotationSpinupTime;
  117277. },
  117278. /**
  117279. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  117280. */
  117281. set: function (time) {
  117282. this._idleRotationSpinupTime = time;
  117283. },
  117284. enumerable: true,
  117285. configurable: true
  117286. });
  117287. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  117288. /**
  117289. * Gets a value indicating if the camera is currently rotating because of this behavior
  117290. */
  117291. get: function () {
  117292. return Math.abs(this._cameraRotationSpeed) > 0;
  117293. },
  117294. enumerable: true,
  117295. configurable: true
  117296. });
  117297. /**
  117298. * Initializes the behavior.
  117299. */
  117300. AutoRotationBehavior.prototype.init = function () {
  117301. // Do notihng
  117302. };
  117303. /**
  117304. * Attaches the behavior to its arc rotate camera.
  117305. * @param camera Defines the camera to attach the behavior to
  117306. */
  117307. AutoRotationBehavior.prototype.attach = function (camera) {
  117308. var _this = this;
  117309. this._attachedCamera = camera;
  117310. var scene = this._attachedCamera.getScene();
  117311. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  117312. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  117313. _this._isPointerDown = true;
  117314. return;
  117315. }
  117316. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  117317. _this._isPointerDown = false;
  117318. }
  117319. });
  117320. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  117321. var now = BABYLON.Tools.Now;
  117322. var dt = 0;
  117323. if (_this._lastFrameTime != null) {
  117324. dt = now - _this._lastFrameTime;
  117325. }
  117326. _this._lastFrameTime = now;
  117327. // Stop the animation if there is user interaction and the animation should stop for this interaction
  117328. _this._applyUserInteraction();
  117329. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  117330. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  117331. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  117332. // Step camera rotation by rotation speed
  117333. if (_this._attachedCamera) {
  117334. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  117335. }
  117336. });
  117337. };
  117338. /**
  117339. * Detaches the behavior from its current arc rotate camera.
  117340. */
  117341. AutoRotationBehavior.prototype.detach = function () {
  117342. if (!this._attachedCamera) {
  117343. return;
  117344. }
  117345. var scene = this._attachedCamera.getScene();
  117346. if (this._onPrePointerObservableObserver) {
  117347. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  117348. }
  117349. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  117350. this._attachedCamera = null;
  117351. };
  117352. /**
  117353. * Returns true if user is scrolling.
  117354. * @return true if user is scrolling.
  117355. */
  117356. AutoRotationBehavior.prototype._userIsZooming = function () {
  117357. if (!this._attachedCamera) {
  117358. return false;
  117359. }
  117360. return this._attachedCamera.inertialRadiusOffset !== 0;
  117361. };
  117362. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  117363. if (!this._attachedCamera) {
  117364. return false;
  117365. }
  117366. var zoomHasHitLimit = false;
  117367. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  117368. zoomHasHitLimit = true;
  117369. }
  117370. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  117371. this._lastFrameRadius = this._attachedCamera.radius;
  117372. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  117373. };
  117374. /**
  117375. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  117376. */
  117377. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  117378. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  117379. this._lastInteractionTime = BABYLON.Tools.Now;
  117380. }
  117381. };
  117382. // Tools
  117383. AutoRotationBehavior.prototype._userIsMoving = function () {
  117384. if (!this._attachedCamera) {
  117385. return false;
  117386. }
  117387. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  117388. this._attachedCamera.inertialBetaOffset !== 0 ||
  117389. this._attachedCamera.inertialRadiusOffset !== 0 ||
  117390. this._attachedCamera.inertialPanningX !== 0 ||
  117391. this._attachedCamera.inertialPanningY !== 0 ||
  117392. this._isPointerDown;
  117393. };
  117394. return AutoRotationBehavior;
  117395. }());
  117396. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  117397. })(BABYLON || (BABYLON = {}));
  117398. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  117399. var BABYLON;
  117400. (function (BABYLON) {
  117401. /**
  117402. * Options to create the null engine
  117403. */
  117404. var NullEngineOptions = /** @class */ (function () {
  117405. function NullEngineOptions() {
  117406. /**
  117407. * Render width (Default: 512)
  117408. */
  117409. this.renderWidth = 512;
  117410. /**
  117411. * Render height (Default: 256)
  117412. */
  117413. this.renderHeight = 256;
  117414. /**
  117415. * Texture size (Default: 512)
  117416. */
  117417. this.textureSize = 512;
  117418. /**
  117419. * If delta time between frames should be constant
  117420. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117421. */
  117422. this.deterministicLockstep = false;
  117423. /**
  117424. * Maximum about of steps between frames (Default: 4)
  117425. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117426. */
  117427. this.lockstepMaxSteps = 4;
  117428. }
  117429. return NullEngineOptions;
  117430. }());
  117431. BABYLON.NullEngineOptions = NullEngineOptions;
  117432. /**
  117433. * The null engine class provides support for headless version of babylon.js.
  117434. * This can be used in server side scenario or for testing purposes
  117435. */
  117436. var NullEngine = /** @class */ (function (_super) {
  117437. __extends(NullEngine, _super);
  117438. function NullEngine(options) {
  117439. if (options === void 0) { options = new NullEngineOptions(); }
  117440. var _this = _super.call(this, null) || this;
  117441. if (options.deterministicLockstep === undefined) {
  117442. options.deterministicLockstep = false;
  117443. }
  117444. if (options.lockstepMaxSteps === undefined) {
  117445. options.lockstepMaxSteps = 4;
  117446. }
  117447. _this._options = options;
  117448. // Init caps
  117449. // We consider we are on a webgl1 capable device
  117450. _this._caps = new BABYLON.EngineCapabilities();
  117451. _this._caps.maxTexturesImageUnits = 16;
  117452. _this._caps.maxVertexTextureImageUnits = 16;
  117453. _this._caps.maxTextureSize = 512;
  117454. _this._caps.maxCubemapTextureSize = 512;
  117455. _this._caps.maxRenderTextureSize = 512;
  117456. _this._caps.maxVertexAttribs = 16;
  117457. _this._caps.maxVaryingVectors = 16;
  117458. _this._caps.maxFragmentUniformVectors = 16;
  117459. _this._caps.maxVertexUniformVectors = 16;
  117460. // Extensions
  117461. _this._caps.standardDerivatives = false;
  117462. _this._caps.astc = null;
  117463. _this._caps.s3tc = null;
  117464. _this._caps.pvrtc = null;
  117465. _this._caps.etc1 = null;
  117466. _this._caps.etc2 = null;
  117467. _this._caps.textureAnisotropicFilterExtension = null;
  117468. _this._caps.maxAnisotropy = 0;
  117469. _this._caps.uintIndices = false;
  117470. _this._caps.fragmentDepthSupported = false;
  117471. _this._caps.highPrecisionShaderSupported = true;
  117472. _this._caps.colorBufferFloat = false;
  117473. _this._caps.textureFloat = false;
  117474. _this._caps.textureFloatLinearFiltering = false;
  117475. _this._caps.textureFloatRender = false;
  117476. _this._caps.textureHalfFloat = false;
  117477. _this._caps.textureHalfFloatLinearFiltering = false;
  117478. _this._caps.textureHalfFloatRender = false;
  117479. _this._caps.textureLOD = false;
  117480. _this._caps.drawBuffersExtension = false;
  117481. _this._caps.depthTextureExtension = false;
  117482. _this._caps.vertexArrayObject = false;
  117483. _this._caps.instancedArrays = false;
  117484. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  117485. // Wrappers
  117486. if (typeof URL === "undefined") {
  117487. URL = {
  117488. createObjectURL: function () { },
  117489. revokeObjectURL: function () { }
  117490. };
  117491. }
  117492. if (typeof Blob === "undefined") {
  117493. Blob = function () { };
  117494. }
  117495. return _this;
  117496. }
  117497. /**
  117498. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117499. */
  117500. NullEngine.prototype.isDeterministicLockStep = function () {
  117501. return this._options.deterministicLockstep;
  117502. };
  117503. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  117504. NullEngine.prototype.getLockstepMaxSteps = function () {
  117505. return this._options.lockstepMaxSteps;
  117506. };
  117507. /**
  117508. * Sets hardware scaling, used to save performance if needed
  117509. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  117510. */
  117511. NullEngine.prototype.getHardwareScalingLevel = function () {
  117512. return 1.0;
  117513. };
  117514. NullEngine.prototype.createVertexBuffer = function (vertices) {
  117515. return {
  117516. capacity: 0,
  117517. references: 1,
  117518. is32Bits: false
  117519. };
  117520. };
  117521. NullEngine.prototype.createIndexBuffer = function (indices) {
  117522. return {
  117523. capacity: 0,
  117524. references: 1,
  117525. is32Bits: false
  117526. };
  117527. };
  117528. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  117529. if (stencil === void 0) { stencil = false; }
  117530. };
  117531. NullEngine.prototype.getRenderWidth = function (useScreen) {
  117532. if (useScreen === void 0) { useScreen = false; }
  117533. if (!useScreen && this._currentRenderTarget) {
  117534. return this._currentRenderTarget.width;
  117535. }
  117536. return this._options.renderWidth;
  117537. };
  117538. NullEngine.prototype.getRenderHeight = function (useScreen) {
  117539. if (useScreen === void 0) { useScreen = false; }
  117540. if (!useScreen && this._currentRenderTarget) {
  117541. return this._currentRenderTarget.height;
  117542. }
  117543. return this._options.renderHeight;
  117544. };
  117545. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  117546. this._cachedViewport = viewport;
  117547. };
  117548. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  117549. return {
  117550. transformFeedback: null,
  117551. __SPECTOR_rebuildProgram: null,
  117552. isParallelCompiled: false
  117553. };
  117554. };
  117555. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  117556. return [];
  117557. };
  117558. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  117559. return [];
  117560. };
  117561. NullEngine.prototype.bindSamplers = function (effect) {
  117562. this._currentEffect = null;
  117563. };
  117564. NullEngine.prototype.enableEffect = function (effect) {
  117565. this._currentEffect = effect;
  117566. if (effect.onBind) {
  117567. effect.onBind(effect);
  117568. }
  117569. if (effect._onBindObservable) {
  117570. effect._onBindObservable.notifyObservers(effect);
  117571. }
  117572. };
  117573. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  117574. if (zOffset === void 0) { zOffset = 0; }
  117575. if (reverseSide === void 0) { reverseSide = false; }
  117576. };
  117577. NullEngine.prototype.setIntArray = function (uniform, array) {
  117578. };
  117579. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  117580. };
  117581. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  117582. };
  117583. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  117584. };
  117585. NullEngine.prototype.setFloatArray = function (uniform, array) {
  117586. };
  117587. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  117588. };
  117589. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  117590. };
  117591. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  117592. };
  117593. NullEngine.prototype.setArray = function (uniform, array) {
  117594. };
  117595. NullEngine.prototype.setArray2 = function (uniform, array) {
  117596. };
  117597. NullEngine.prototype.setArray3 = function (uniform, array) {
  117598. };
  117599. NullEngine.prototype.setArray4 = function (uniform, array) {
  117600. };
  117601. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  117602. };
  117603. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  117604. };
  117605. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  117606. };
  117607. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  117608. };
  117609. NullEngine.prototype.setFloat = function (uniform, value) {
  117610. };
  117611. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  117612. };
  117613. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  117614. };
  117615. NullEngine.prototype.setBool = function (uniform, bool) {
  117616. };
  117617. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  117618. };
  117619. NullEngine.prototype.setColor3 = function (uniform, color3) {
  117620. };
  117621. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  117622. };
  117623. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  117624. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  117625. if (this._alphaMode === mode) {
  117626. return;
  117627. }
  117628. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  117629. if (!noDepthWriteChange) {
  117630. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  117631. }
  117632. this._alphaMode = mode;
  117633. };
  117634. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  117635. };
  117636. NullEngine.prototype.wipeCaches = function (bruteForce) {
  117637. if (this.preventCacheWipeBetweenFrames) {
  117638. return;
  117639. }
  117640. this.resetTextureCache();
  117641. this._currentEffect = null;
  117642. if (bruteForce) {
  117643. this._currentProgram = null;
  117644. this._stencilState.reset();
  117645. this._depthCullingState.reset();
  117646. this._alphaState.reset();
  117647. }
  117648. this._cachedVertexBuffers = null;
  117649. this._cachedIndexBuffer = null;
  117650. this._cachedEffectForVertexBuffers = null;
  117651. };
  117652. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  117653. };
  117654. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  117655. };
  117656. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  117657. };
  117658. /** @hidden */
  117659. NullEngine.prototype._createTexture = function () {
  117660. return {};
  117661. };
  117662. /** @hidden */
  117663. NullEngine.prototype._releaseTexture = function (texture) {
  117664. };
  117665. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  117666. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  117667. if (onLoad === void 0) { onLoad = null; }
  117668. if (onError === void 0) { onError = null; }
  117669. if (buffer === void 0) { buffer = null; }
  117670. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  117671. var url = String(urlArg);
  117672. texture.url = url;
  117673. texture.generateMipMaps = !noMipmap;
  117674. texture.samplingMode = samplingMode;
  117675. texture.invertY = invertY;
  117676. texture.baseWidth = this._options.textureSize;
  117677. texture.baseHeight = this._options.textureSize;
  117678. texture.width = this._options.textureSize;
  117679. texture.height = this._options.textureSize;
  117680. if (format) {
  117681. texture.format = format;
  117682. }
  117683. texture.isReady = true;
  117684. if (onLoad) {
  117685. onLoad();
  117686. }
  117687. this._internalTexturesCache.push(texture);
  117688. return texture;
  117689. };
  117690. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  117691. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  117692. if (options !== undefined && typeof options === "object") {
  117693. fullOptions.generateMipMaps = options.generateMipMaps;
  117694. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  117695. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  117696. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  117697. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  117698. }
  117699. else {
  117700. fullOptions.generateMipMaps = options;
  117701. fullOptions.generateDepthBuffer = true;
  117702. fullOptions.generateStencilBuffer = false;
  117703. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  117704. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  117705. }
  117706. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  117707. var width = size.width || size;
  117708. var height = size.height || size;
  117709. texture._depthStencilBuffer = {};
  117710. texture._framebuffer = {};
  117711. texture.baseWidth = width;
  117712. texture.baseHeight = height;
  117713. texture.width = width;
  117714. texture.height = height;
  117715. texture.isReady = true;
  117716. texture.samples = 1;
  117717. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  117718. texture.samplingMode = fullOptions.samplingMode;
  117719. texture.type = fullOptions.type;
  117720. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  117721. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  117722. this._internalTexturesCache.push(texture);
  117723. return texture;
  117724. };
  117725. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  117726. texture.samplingMode = samplingMode;
  117727. };
  117728. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  117729. if (this._currentRenderTarget) {
  117730. this.unBindFramebuffer(this._currentRenderTarget);
  117731. }
  117732. this._currentRenderTarget = texture;
  117733. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  117734. if (this._cachedViewport && !forceFullscreenViewport) {
  117735. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  117736. }
  117737. };
  117738. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  117739. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  117740. this._currentRenderTarget = null;
  117741. if (onBeforeUnbind) {
  117742. if (texture._MSAAFramebuffer) {
  117743. this._currentFramebuffer = texture._framebuffer;
  117744. }
  117745. onBeforeUnbind();
  117746. }
  117747. this._currentFramebuffer = null;
  117748. };
  117749. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  117750. var vbo = {
  117751. capacity: 1,
  117752. references: 1,
  117753. is32Bits: false
  117754. };
  117755. return vbo;
  117756. };
  117757. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  117758. if (premulAlpha === void 0) { premulAlpha = false; }
  117759. };
  117760. NullEngine.prototype.areAllEffectsReady = function () {
  117761. return true;
  117762. };
  117763. /**
  117764. * @hidden
  117765. * Get the current error code of the webGL context
  117766. * @returns the error code
  117767. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  117768. */
  117769. NullEngine.prototype.getError = function () {
  117770. return 0;
  117771. };
  117772. /** @hidden */
  117773. NullEngine.prototype._getUnpackAlignement = function () {
  117774. return 1;
  117775. };
  117776. /** @hidden */
  117777. NullEngine.prototype._unpackFlipY = function (value) {
  117778. };
  117779. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  117780. if (offset === void 0) { offset = 0; }
  117781. };
  117782. /**
  117783. * Updates a dynamic vertex buffer.
  117784. * @param vertexBuffer the vertex buffer to update
  117785. * @param data the data used to update the vertex buffer
  117786. * @param byteOffset the byte offset of the data (optional)
  117787. * @param byteLength the byte length of the data (optional)
  117788. */
  117789. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  117790. };
  117791. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  117792. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  117793. this._boundTexturesCache[this._activeChannel] = texture;
  117794. return true;
  117795. }
  117796. return false;
  117797. };
  117798. /** @hidden */
  117799. NullEngine.prototype._bindTexture = function (channel, texture) {
  117800. if (channel < 0) {
  117801. return;
  117802. }
  117803. this._bindTextureDirectly(0, texture);
  117804. };
  117805. /** @hidden */
  117806. NullEngine.prototype._releaseBuffer = function (buffer) {
  117807. buffer.references--;
  117808. if (buffer.references === 0) {
  117809. return true;
  117810. }
  117811. return false;
  117812. };
  117813. NullEngine.prototype.releaseEffects = function () {
  117814. };
  117815. NullEngine.prototype.displayLoadingUI = function () {
  117816. };
  117817. NullEngine.prototype.hideLoadingUI = function () {
  117818. };
  117819. /** @hidden */
  117820. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  117821. if (faceIndex === void 0) { faceIndex = 0; }
  117822. if (lod === void 0) { lod = 0; }
  117823. };
  117824. /** @hidden */
  117825. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  117826. if (faceIndex === void 0) { faceIndex = 0; }
  117827. if (lod === void 0) { lod = 0; }
  117828. };
  117829. /** @hidden */
  117830. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  117831. if (faceIndex === void 0) { faceIndex = 0; }
  117832. if (lod === void 0) { lod = 0; }
  117833. };
  117834. /** @hidden */
  117835. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  117836. if (faceIndex === void 0) { faceIndex = 0; }
  117837. if (lod === void 0) { lod = 0; }
  117838. };
  117839. return NullEngine;
  117840. }(BABYLON.Engine));
  117841. BABYLON.NullEngine = NullEngine;
  117842. })(BABYLON || (BABYLON = {}));
  117843. //# sourceMappingURL=babylon.nullEngine.js.map
  117844. var BABYLON;
  117845. (function (BABYLON) {
  117846. /**
  117847. * This class can be used to get instrumentation data from a Babylon engine
  117848. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117849. */
  117850. var EngineInstrumentation = /** @class */ (function () {
  117851. /**
  117852. * Instantiates a new engine instrumentation.
  117853. * This class can be used to get instrumentation data from a Babylon engine
  117854. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117855. * @param engine Defines the engine to instrument
  117856. */
  117857. function EngineInstrumentation(
  117858. /**
  117859. * Define the instrumented engine.
  117860. */
  117861. engine) {
  117862. this.engine = engine;
  117863. this._captureGPUFrameTime = false;
  117864. this._gpuFrameTime = new BABYLON.PerfCounter();
  117865. this._captureShaderCompilationTime = false;
  117866. this._shaderCompilationTime = new BABYLON.PerfCounter();
  117867. // Observers
  117868. this._onBeginFrameObserver = null;
  117869. this._onEndFrameObserver = null;
  117870. this._onBeforeShaderCompilationObserver = null;
  117871. this._onAfterShaderCompilationObserver = null;
  117872. }
  117873. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  117874. // Properties
  117875. /**
  117876. * Gets the perf counter used for GPU frame time
  117877. */
  117878. get: function () {
  117879. return this._gpuFrameTime;
  117880. },
  117881. enumerable: true,
  117882. configurable: true
  117883. });
  117884. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  117885. /**
  117886. * Gets the GPU frame time capture status
  117887. */
  117888. get: function () {
  117889. return this._captureGPUFrameTime;
  117890. },
  117891. /**
  117892. * Enable or disable the GPU frame time capture
  117893. */
  117894. set: function (value) {
  117895. var _this = this;
  117896. if (value === this._captureGPUFrameTime) {
  117897. return;
  117898. }
  117899. this._captureGPUFrameTime = value;
  117900. if (value) {
  117901. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  117902. if (!_this._gpuFrameTimeToken) {
  117903. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  117904. }
  117905. });
  117906. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  117907. if (!_this._gpuFrameTimeToken) {
  117908. return;
  117909. }
  117910. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  117911. if (time > -1) {
  117912. _this._gpuFrameTimeToken = null;
  117913. _this._gpuFrameTime.fetchNewFrame();
  117914. _this._gpuFrameTime.addCount(time, true);
  117915. }
  117916. });
  117917. }
  117918. else {
  117919. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  117920. this._onBeginFrameObserver = null;
  117921. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  117922. this._onEndFrameObserver = null;
  117923. }
  117924. },
  117925. enumerable: true,
  117926. configurable: true
  117927. });
  117928. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  117929. /**
  117930. * Gets the perf counter used for shader compilation time
  117931. */
  117932. get: function () {
  117933. return this._shaderCompilationTime;
  117934. },
  117935. enumerable: true,
  117936. configurable: true
  117937. });
  117938. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  117939. /**
  117940. * Gets the shader compilation time capture status
  117941. */
  117942. get: function () {
  117943. return this._captureShaderCompilationTime;
  117944. },
  117945. /**
  117946. * Enable or disable the shader compilation time capture
  117947. */
  117948. set: function (value) {
  117949. var _this = this;
  117950. if (value === this._captureShaderCompilationTime) {
  117951. return;
  117952. }
  117953. this._captureShaderCompilationTime = value;
  117954. if (value) {
  117955. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  117956. _this._shaderCompilationTime.fetchNewFrame();
  117957. _this._shaderCompilationTime.beginMonitoring();
  117958. });
  117959. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  117960. _this._shaderCompilationTime.endMonitoring();
  117961. });
  117962. }
  117963. else {
  117964. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  117965. this._onBeforeShaderCompilationObserver = null;
  117966. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  117967. this._onAfterShaderCompilationObserver = null;
  117968. }
  117969. },
  117970. enumerable: true,
  117971. configurable: true
  117972. });
  117973. /**
  117974. * Dispose and release associated resources.
  117975. */
  117976. EngineInstrumentation.prototype.dispose = function () {
  117977. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  117978. this._onBeginFrameObserver = null;
  117979. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  117980. this._onEndFrameObserver = null;
  117981. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  117982. this._onBeforeShaderCompilationObserver = null;
  117983. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  117984. this._onAfterShaderCompilationObserver = null;
  117985. this.engine = null;
  117986. };
  117987. return EngineInstrumentation;
  117988. }());
  117989. BABYLON.EngineInstrumentation = EngineInstrumentation;
  117990. })(BABYLON || (BABYLON = {}));
  117991. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  117992. var BABYLON;
  117993. (function (BABYLON) {
  117994. /**
  117995. * This class can be used to get instrumentation data from a Babylon engine
  117996. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117997. */
  117998. var SceneInstrumentation = /** @class */ (function () {
  117999. /**
  118000. * Instantiates a new scene instrumentation.
  118001. * This class can be used to get instrumentation data from a Babylon engine
  118002. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  118003. * @param scene Defines the scene to instrument
  118004. */
  118005. function SceneInstrumentation(
  118006. /**
  118007. * Defines the scene to instrument
  118008. */
  118009. scene) {
  118010. var _this = this;
  118011. this.scene = scene;
  118012. this._captureActiveMeshesEvaluationTime = false;
  118013. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  118014. this._captureRenderTargetsRenderTime = false;
  118015. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  118016. this._captureFrameTime = false;
  118017. this._frameTime = new BABYLON.PerfCounter();
  118018. this._captureRenderTime = false;
  118019. this._renderTime = new BABYLON.PerfCounter();
  118020. this._captureInterFrameTime = false;
  118021. this._interFrameTime = new BABYLON.PerfCounter();
  118022. this._captureParticlesRenderTime = false;
  118023. this._particlesRenderTime = new BABYLON.PerfCounter();
  118024. this._captureSpritesRenderTime = false;
  118025. this._spritesRenderTime = new BABYLON.PerfCounter();
  118026. this._capturePhysicsTime = false;
  118027. this._physicsTime = new BABYLON.PerfCounter();
  118028. this._captureAnimationsTime = false;
  118029. this._animationsTime = new BABYLON.PerfCounter();
  118030. this._captureCameraRenderTime = false;
  118031. this._cameraRenderTime = new BABYLON.PerfCounter();
  118032. // Observers
  118033. this._onBeforeActiveMeshesEvaluationObserver = null;
  118034. this._onAfterActiveMeshesEvaluationObserver = null;
  118035. this._onBeforeRenderTargetsRenderObserver = null;
  118036. this._onAfterRenderTargetsRenderObserver = null;
  118037. this._onAfterRenderObserver = null;
  118038. this._onBeforeDrawPhaseObserver = null;
  118039. this._onAfterDrawPhaseObserver = null;
  118040. this._onBeforeAnimationsObserver = null;
  118041. this._onBeforeParticlesRenderingObserver = null;
  118042. this._onAfterParticlesRenderingObserver = null;
  118043. this._onBeforeSpritesRenderingObserver = null;
  118044. this._onAfterSpritesRenderingObserver = null;
  118045. this._onBeforePhysicsObserver = null;
  118046. this._onAfterPhysicsObserver = null;
  118047. this._onAfterAnimationsObserver = null;
  118048. this._onBeforeCameraRenderObserver = null;
  118049. this._onAfterCameraRenderObserver = null;
  118050. // Before render
  118051. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  118052. if (_this._captureActiveMeshesEvaluationTime) {
  118053. _this._activeMeshesEvaluationTime.fetchNewFrame();
  118054. }
  118055. if (_this._captureRenderTargetsRenderTime) {
  118056. _this._renderTargetsRenderTime.fetchNewFrame();
  118057. }
  118058. if (_this._captureFrameTime) {
  118059. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  118060. _this._frameTime.beginMonitoring();
  118061. }
  118062. if (_this._captureInterFrameTime) {
  118063. _this._interFrameTime.endMonitoring();
  118064. }
  118065. if (_this._captureParticlesRenderTime) {
  118066. _this._particlesRenderTime.fetchNewFrame();
  118067. }
  118068. if (_this._captureSpritesRenderTime) {
  118069. _this._spritesRenderTime.fetchNewFrame();
  118070. }
  118071. if (_this._captureAnimationsTime) {
  118072. _this._animationsTime.beginMonitoring();
  118073. }
  118074. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  118075. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  118076. });
  118077. // After render
  118078. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  118079. if (_this._captureFrameTime) {
  118080. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  118081. _this._frameTime.endMonitoring();
  118082. }
  118083. if (_this._captureRenderTime) {
  118084. _this._renderTime.endMonitoring(false);
  118085. }
  118086. if (_this._captureInterFrameTime) {
  118087. _this._interFrameTime.beginMonitoring();
  118088. }
  118089. });
  118090. }
  118091. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  118092. // Properties
  118093. /**
  118094. * Gets the perf counter used for active meshes evaluation time
  118095. */
  118096. get: function () {
  118097. return this._activeMeshesEvaluationTime;
  118098. },
  118099. enumerable: true,
  118100. configurable: true
  118101. });
  118102. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  118103. /**
  118104. * Gets the active meshes evaluation time capture status
  118105. */
  118106. get: function () {
  118107. return this._captureActiveMeshesEvaluationTime;
  118108. },
  118109. /**
  118110. * Enable or disable the active meshes evaluation time capture
  118111. */
  118112. set: function (value) {
  118113. var _this = this;
  118114. if (value === this._captureActiveMeshesEvaluationTime) {
  118115. return;
  118116. }
  118117. this._captureActiveMeshesEvaluationTime = value;
  118118. if (value) {
  118119. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  118120. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  118121. _this._activeMeshesEvaluationTime.beginMonitoring();
  118122. });
  118123. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  118124. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  118125. _this._activeMeshesEvaluationTime.endMonitoring();
  118126. });
  118127. }
  118128. else {
  118129. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  118130. this._onBeforeActiveMeshesEvaluationObserver = null;
  118131. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  118132. this._onAfterActiveMeshesEvaluationObserver = null;
  118133. }
  118134. },
  118135. enumerable: true,
  118136. configurable: true
  118137. });
  118138. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  118139. /**
  118140. * Gets the perf counter used for render targets render time
  118141. */
  118142. get: function () {
  118143. return this._renderTargetsRenderTime;
  118144. },
  118145. enumerable: true,
  118146. configurable: true
  118147. });
  118148. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  118149. /**
  118150. * Gets the render targets render time capture status
  118151. */
  118152. get: function () {
  118153. return this._captureRenderTargetsRenderTime;
  118154. },
  118155. /**
  118156. * Enable or disable the render targets render time capture
  118157. */
  118158. set: function (value) {
  118159. var _this = this;
  118160. if (value === this._captureRenderTargetsRenderTime) {
  118161. return;
  118162. }
  118163. this._captureRenderTargetsRenderTime = value;
  118164. if (value) {
  118165. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  118166. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  118167. _this._renderTargetsRenderTime.beginMonitoring();
  118168. });
  118169. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  118170. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  118171. _this._renderTargetsRenderTime.endMonitoring(false);
  118172. });
  118173. }
  118174. else {
  118175. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  118176. this._onBeforeRenderTargetsRenderObserver = null;
  118177. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  118178. this._onAfterRenderTargetsRenderObserver = null;
  118179. }
  118180. },
  118181. enumerable: true,
  118182. configurable: true
  118183. });
  118184. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  118185. /**
  118186. * Gets the perf counter used for particles render time
  118187. */
  118188. get: function () {
  118189. return this._particlesRenderTime;
  118190. },
  118191. enumerable: true,
  118192. configurable: true
  118193. });
  118194. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  118195. /**
  118196. * Gets the particles render time capture status
  118197. */
  118198. get: function () {
  118199. return this._captureParticlesRenderTime;
  118200. },
  118201. /**
  118202. * Enable or disable the particles render time capture
  118203. */
  118204. set: function (value) {
  118205. var _this = this;
  118206. if (value === this._captureParticlesRenderTime) {
  118207. return;
  118208. }
  118209. this._captureParticlesRenderTime = value;
  118210. if (value) {
  118211. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  118212. BABYLON.Tools.StartPerformanceCounter("Particles");
  118213. _this._particlesRenderTime.beginMonitoring();
  118214. });
  118215. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  118216. BABYLON.Tools.EndPerformanceCounter("Particles");
  118217. _this._particlesRenderTime.endMonitoring(false);
  118218. });
  118219. }
  118220. else {
  118221. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  118222. this._onBeforeParticlesRenderingObserver = null;
  118223. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  118224. this._onAfterParticlesRenderingObserver = null;
  118225. }
  118226. },
  118227. enumerable: true,
  118228. configurable: true
  118229. });
  118230. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  118231. /**
  118232. * Gets the perf counter used for sprites render time
  118233. */
  118234. get: function () {
  118235. return this._spritesRenderTime;
  118236. },
  118237. enumerable: true,
  118238. configurable: true
  118239. });
  118240. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  118241. /**
  118242. * Gets the sprites render time capture status
  118243. */
  118244. get: function () {
  118245. return this._captureSpritesRenderTime;
  118246. },
  118247. /**
  118248. * Enable or disable the sprites render time capture
  118249. */
  118250. set: function (value) {
  118251. var _this = this;
  118252. if (value === this._captureSpritesRenderTime) {
  118253. return;
  118254. }
  118255. this._captureSpritesRenderTime = value;
  118256. if (!this.scene.spriteManagers) {
  118257. return;
  118258. }
  118259. if (value) {
  118260. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  118261. BABYLON.Tools.StartPerformanceCounter("Sprites");
  118262. _this._spritesRenderTime.beginMonitoring();
  118263. });
  118264. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  118265. BABYLON.Tools.EndPerformanceCounter("Sprites");
  118266. _this._spritesRenderTime.endMonitoring(false);
  118267. });
  118268. }
  118269. else {
  118270. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  118271. this._onBeforeSpritesRenderingObserver = null;
  118272. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  118273. this._onAfterSpritesRenderingObserver = null;
  118274. }
  118275. },
  118276. enumerable: true,
  118277. configurable: true
  118278. });
  118279. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  118280. /**
  118281. * Gets the perf counter used for physics time
  118282. */
  118283. get: function () {
  118284. return this._physicsTime;
  118285. },
  118286. enumerable: true,
  118287. configurable: true
  118288. });
  118289. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  118290. /**
  118291. * Gets the physics time capture status
  118292. */
  118293. get: function () {
  118294. return this._capturePhysicsTime;
  118295. },
  118296. /**
  118297. * Enable or disable the physics time capture
  118298. */
  118299. set: function (value) {
  118300. var _this = this;
  118301. if (value === this._capturePhysicsTime) {
  118302. return;
  118303. }
  118304. if (!this.scene.onBeforePhysicsObservable) {
  118305. return;
  118306. }
  118307. this._capturePhysicsTime = value;
  118308. if (value) {
  118309. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  118310. BABYLON.Tools.StartPerformanceCounter("Physics");
  118311. _this._physicsTime.beginMonitoring();
  118312. });
  118313. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  118314. BABYLON.Tools.EndPerformanceCounter("Physics");
  118315. _this._physicsTime.endMonitoring();
  118316. });
  118317. }
  118318. else {
  118319. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  118320. this._onBeforePhysicsObserver = null;
  118321. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  118322. this._onAfterPhysicsObserver = null;
  118323. }
  118324. },
  118325. enumerable: true,
  118326. configurable: true
  118327. });
  118328. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  118329. /**
  118330. * Gets the perf counter used for animations time
  118331. */
  118332. get: function () {
  118333. return this._animationsTime;
  118334. },
  118335. enumerable: true,
  118336. configurable: true
  118337. });
  118338. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  118339. /**
  118340. * Gets the animations time capture status
  118341. */
  118342. get: function () {
  118343. return this._captureAnimationsTime;
  118344. },
  118345. /**
  118346. * Enable or disable the animations time capture
  118347. */
  118348. set: function (value) {
  118349. var _this = this;
  118350. if (value === this._captureAnimationsTime) {
  118351. return;
  118352. }
  118353. this._captureAnimationsTime = value;
  118354. if (value) {
  118355. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  118356. _this._animationsTime.endMonitoring();
  118357. });
  118358. }
  118359. else {
  118360. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  118361. this._onAfterAnimationsObserver = null;
  118362. }
  118363. },
  118364. enumerable: true,
  118365. configurable: true
  118366. });
  118367. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  118368. /**
  118369. * Gets the perf counter used for frame time capture
  118370. */
  118371. get: function () {
  118372. return this._frameTime;
  118373. },
  118374. enumerable: true,
  118375. configurable: true
  118376. });
  118377. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  118378. /**
  118379. * Gets the frame time capture status
  118380. */
  118381. get: function () {
  118382. return this._captureFrameTime;
  118383. },
  118384. /**
  118385. * Enable or disable the frame time capture
  118386. */
  118387. set: function (value) {
  118388. this._captureFrameTime = value;
  118389. },
  118390. enumerable: true,
  118391. configurable: true
  118392. });
  118393. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  118394. /**
  118395. * Gets the perf counter used for inter-frames time capture
  118396. */
  118397. get: function () {
  118398. return this._interFrameTime;
  118399. },
  118400. enumerable: true,
  118401. configurable: true
  118402. });
  118403. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  118404. /**
  118405. * Gets the inter-frames time capture status
  118406. */
  118407. get: function () {
  118408. return this._captureInterFrameTime;
  118409. },
  118410. /**
  118411. * Enable or disable the inter-frames time capture
  118412. */
  118413. set: function (value) {
  118414. this._captureInterFrameTime = value;
  118415. },
  118416. enumerable: true,
  118417. configurable: true
  118418. });
  118419. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  118420. /**
  118421. * Gets the perf counter used for render time capture
  118422. */
  118423. get: function () {
  118424. return this._renderTime;
  118425. },
  118426. enumerable: true,
  118427. configurable: true
  118428. });
  118429. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  118430. /**
  118431. * Gets the render time capture status
  118432. */
  118433. get: function () {
  118434. return this._captureRenderTime;
  118435. },
  118436. /**
  118437. * Enable or disable the render time capture
  118438. */
  118439. set: function (value) {
  118440. var _this = this;
  118441. if (value === this._captureRenderTime) {
  118442. return;
  118443. }
  118444. this._captureRenderTime = value;
  118445. if (value) {
  118446. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  118447. _this._renderTime.beginMonitoring();
  118448. BABYLON.Tools.StartPerformanceCounter("Main render");
  118449. });
  118450. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  118451. _this._renderTime.endMonitoring(false);
  118452. BABYLON.Tools.EndPerformanceCounter("Main render");
  118453. });
  118454. }
  118455. else {
  118456. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  118457. this._onBeforeDrawPhaseObserver = null;
  118458. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  118459. this._onAfterDrawPhaseObserver = null;
  118460. }
  118461. },
  118462. enumerable: true,
  118463. configurable: true
  118464. });
  118465. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  118466. /**
  118467. * Gets the perf counter used for camera render time capture
  118468. */
  118469. get: function () {
  118470. return this._cameraRenderTime;
  118471. },
  118472. enumerable: true,
  118473. configurable: true
  118474. });
  118475. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  118476. /**
  118477. * Gets the camera render time capture status
  118478. */
  118479. get: function () {
  118480. return this._captureCameraRenderTime;
  118481. },
  118482. /**
  118483. * Enable or disable the camera render time capture
  118484. */
  118485. set: function (value) {
  118486. var _this = this;
  118487. if (value === this._captureCameraRenderTime) {
  118488. return;
  118489. }
  118490. this._captureCameraRenderTime = value;
  118491. if (value) {
  118492. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  118493. _this._cameraRenderTime.beginMonitoring();
  118494. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  118495. });
  118496. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  118497. _this._cameraRenderTime.endMonitoring(false);
  118498. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  118499. });
  118500. }
  118501. else {
  118502. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  118503. this._onBeforeCameraRenderObserver = null;
  118504. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  118505. this._onAfterCameraRenderObserver = null;
  118506. }
  118507. },
  118508. enumerable: true,
  118509. configurable: true
  118510. });
  118511. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  118512. /**
  118513. * Gets the perf counter used for draw calls
  118514. */
  118515. get: function () {
  118516. return this.scene.getEngine()._drawCalls;
  118517. },
  118518. enumerable: true,
  118519. configurable: true
  118520. });
  118521. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  118522. /**
  118523. * Gets the perf counter used for texture collisions
  118524. */
  118525. get: function () {
  118526. return this.scene.getEngine()._textureCollisions;
  118527. },
  118528. enumerable: true,
  118529. configurable: true
  118530. });
  118531. /**
  118532. * Dispose and release associated resources.
  118533. */
  118534. SceneInstrumentation.prototype.dispose = function () {
  118535. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  118536. this._onAfterRenderObserver = null;
  118537. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  118538. this._onBeforeActiveMeshesEvaluationObserver = null;
  118539. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  118540. this._onAfterActiveMeshesEvaluationObserver = null;
  118541. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  118542. this._onBeforeRenderTargetsRenderObserver = null;
  118543. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  118544. this._onAfterRenderTargetsRenderObserver = null;
  118545. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  118546. this._onBeforeAnimationsObserver = null;
  118547. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  118548. this._onBeforeParticlesRenderingObserver = null;
  118549. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  118550. this._onAfterParticlesRenderingObserver = null;
  118551. if (this._onBeforeSpritesRenderingObserver) {
  118552. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  118553. this._onBeforeSpritesRenderingObserver = null;
  118554. }
  118555. if (this._onAfterSpritesRenderingObserver) {
  118556. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  118557. this._onAfterSpritesRenderingObserver = null;
  118558. }
  118559. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  118560. this._onBeforeDrawPhaseObserver = null;
  118561. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  118562. this._onAfterDrawPhaseObserver = null;
  118563. if (this._onBeforePhysicsObserver) {
  118564. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  118565. this._onBeforePhysicsObserver = null;
  118566. }
  118567. if (this._onAfterPhysicsObserver) {
  118568. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  118569. this._onAfterPhysicsObserver = null;
  118570. }
  118571. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  118572. this._onAfterAnimationsObserver = null;
  118573. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  118574. this._onBeforeCameraRenderObserver = null;
  118575. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  118576. this._onAfterCameraRenderObserver = null;
  118577. this.scene = null;
  118578. };
  118579. return SceneInstrumentation;
  118580. }());
  118581. BABYLON.SceneInstrumentation = SceneInstrumentation;
  118582. })(BABYLON || (BABYLON = {}));
  118583. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  118584. var BABYLON;
  118585. (function (BABYLON) {
  118586. /**
  118587. * @hidden
  118588. **/
  118589. var _TimeToken = /** @class */ (function () {
  118590. function _TimeToken() {
  118591. this._timeElapsedQueryEnded = false;
  118592. }
  118593. return _TimeToken;
  118594. }());
  118595. BABYLON._TimeToken = _TimeToken;
  118596. })(BABYLON || (BABYLON = {}));
  118597. //# sourceMappingURL=babylon.timeToken.js.map
  118598. var BABYLON;
  118599. (function (BABYLON) {
  118600. /**
  118601. * Background material defines definition.
  118602. * @hidden Mainly internal Use
  118603. */
  118604. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  118605. __extends(BackgroundMaterialDefines, _super);
  118606. /**
  118607. * Constructor of the defines.
  118608. */
  118609. function BackgroundMaterialDefines() {
  118610. var _this = _super.call(this) || this;
  118611. /**
  118612. * True if the diffuse texture is in use.
  118613. */
  118614. _this.DIFFUSE = false;
  118615. /**
  118616. * The direct UV channel to use.
  118617. */
  118618. _this.DIFFUSEDIRECTUV = 0;
  118619. /**
  118620. * True if the diffuse texture is in gamma space.
  118621. */
  118622. _this.GAMMADIFFUSE = false;
  118623. /**
  118624. * True if the diffuse texture has opacity in the alpha channel.
  118625. */
  118626. _this.DIFFUSEHASALPHA = false;
  118627. /**
  118628. * True if you want the material to fade to transparent at grazing angle.
  118629. */
  118630. _this.OPACITYFRESNEL = false;
  118631. /**
  118632. * True if an extra blur needs to be added in the reflection.
  118633. */
  118634. _this.REFLECTIONBLUR = false;
  118635. /**
  118636. * True if you want the material to fade to reflection at grazing angle.
  118637. */
  118638. _this.REFLECTIONFRESNEL = false;
  118639. /**
  118640. * True if you want the material to falloff as far as you move away from the scene center.
  118641. */
  118642. _this.REFLECTIONFALLOFF = false;
  118643. /**
  118644. * False if the current Webgl implementation does not support the texture lod extension.
  118645. */
  118646. _this.TEXTURELODSUPPORT = false;
  118647. /**
  118648. * True to ensure the data are premultiplied.
  118649. */
  118650. _this.PREMULTIPLYALPHA = false;
  118651. /**
  118652. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  118653. */
  118654. _this.USERGBCOLOR = false;
  118655. /**
  118656. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  118657. * stays aligned with the desired configuration.
  118658. */
  118659. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  118660. /**
  118661. * True to add noise in order to reduce the banding effect.
  118662. */
  118663. _this.NOISE = false;
  118664. /**
  118665. * is the reflection texture in BGR color scheme?
  118666. * Mainly used to solve a bug in ios10 video tag
  118667. */
  118668. _this.REFLECTIONBGR = false;
  118669. _this.IMAGEPROCESSING = false;
  118670. _this.VIGNETTE = false;
  118671. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  118672. _this.VIGNETTEBLENDMODEOPAQUE = false;
  118673. _this.TONEMAPPING = false;
  118674. _this.TONEMAPPING_ACES = false;
  118675. _this.CONTRAST = false;
  118676. _this.COLORCURVES = false;
  118677. _this.COLORGRADING = false;
  118678. _this.COLORGRADING3D = false;
  118679. _this.SAMPLER3DGREENDEPTH = false;
  118680. _this.SAMPLER3DBGRMAP = false;
  118681. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  118682. _this.EXPOSURE = false;
  118683. // Reflection.
  118684. _this.REFLECTION = false;
  118685. _this.REFLECTIONMAP_3D = false;
  118686. _this.REFLECTIONMAP_SPHERICAL = false;
  118687. _this.REFLECTIONMAP_PLANAR = false;
  118688. _this.REFLECTIONMAP_CUBIC = false;
  118689. _this.REFLECTIONMAP_PROJECTION = false;
  118690. _this.REFLECTIONMAP_SKYBOX = false;
  118691. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  118692. _this.REFLECTIONMAP_EXPLICIT = false;
  118693. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  118694. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  118695. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  118696. _this.INVERTCUBICMAP = false;
  118697. _this.REFLECTIONMAP_OPPOSITEZ = false;
  118698. _this.LODINREFLECTIONALPHA = false;
  118699. _this.GAMMAREFLECTION = false;
  118700. _this.RGBDREFLECTION = false;
  118701. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  118702. // Default BJS.
  118703. _this.MAINUV1 = false;
  118704. _this.MAINUV2 = false;
  118705. _this.UV1 = false;
  118706. _this.UV2 = false;
  118707. _this.CLIPPLANE = false;
  118708. _this.CLIPPLANE2 = false;
  118709. _this.CLIPPLANE3 = false;
  118710. _this.CLIPPLANE4 = false;
  118711. _this.POINTSIZE = false;
  118712. _this.FOG = false;
  118713. _this.NORMAL = false;
  118714. _this.NUM_BONE_INFLUENCERS = 0;
  118715. _this.BonesPerMesh = 0;
  118716. _this.INSTANCES = false;
  118717. _this.SHADOWFLOAT = false;
  118718. _this.rebuild();
  118719. return _this;
  118720. }
  118721. return BackgroundMaterialDefines;
  118722. }(BABYLON.MaterialDefines));
  118723. /**
  118724. * Background material used to create an efficient environement around your scene.
  118725. */
  118726. var BackgroundMaterial = /** @class */ (function (_super) {
  118727. __extends(BackgroundMaterial, _super);
  118728. /**
  118729. * Instantiates a Background Material in the given scene
  118730. * @param name The friendly name of the material
  118731. * @param scene The scene to add the material to
  118732. */
  118733. function BackgroundMaterial(name, scene) {
  118734. var _this = _super.call(this, name, scene) || this;
  118735. /**
  118736. * Key light Color (multiply against the environement texture)
  118737. */
  118738. _this.primaryColor = BABYLON.Color3.White();
  118739. _this._primaryColorShadowLevel = 0;
  118740. _this._primaryColorHighlightLevel = 0;
  118741. /**
  118742. * Reflection Texture used in the material.
  118743. * Should be author in a specific way for the best result (refer to the documentation).
  118744. */
  118745. _this.reflectionTexture = null;
  118746. /**
  118747. * Reflection Texture level of blur.
  118748. *
  118749. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  118750. * texture twice.
  118751. */
  118752. _this.reflectionBlur = 0;
  118753. /**
  118754. * Diffuse Texture used in the material.
  118755. * Should be author in a specific way for the best result (refer to the documentation).
  118756. */
  118757. _this.diffuseTexture = null;
  118758. _this._shadowLights = null;
  118759. /**
  118760. * Specify the list of lights casting shadow on the material.
  118761. * All scene shadow lights will be included if null.
  118762. */
  118763. _this.shadowLights = null;
  118764. /**
  118765. * Helps adjusting the shadow to a softer level if required.
  118766. * 0 means black shadows and 1 means no shadows.
  118767. */
  118768. _this.shadowLevel = 0;
  118769. /**
  118770. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  118771. * It is usually zero but might be interesting to modify according to your setup.
  118772. */
  118773. _this.sceneCenter = BABYLON.Vector3.Zero();
  118774. /**
  118775. * This helps specifying that the material is falling off to the sky box at grazing angle.
  118776. * This helps ensuring a nice transition when the camera goes under the ground.
  118777. */
  118778. _this.opacityFresnel = true;
  118779. /**
  118780. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  118781. * This helps adding a mirror texture on the ground.
  118782. */
  118783. _this.reflectionFresnel = false;
  118784. /**
  118785. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  118786. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  118787. */
  118788. _this.reflectionFalloffDistance = 0.0;
  118789. /**
  118790. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  118791. */
  118792. _this.reflectionAmount = 1.0;
  118793. /**
  118794. * This specifies the weight of the reflection at grazing angle.
  118795. */
  118796. _this.reflectionReflectance0 = 0.05;
  118797. /**
  118798. * This specifies the weight of the reflection at a perpendicular point of view.
  118799. */
  118800. _this.reflectionReflectance90 = 0.5;
  118801. /**
  118802. * Helps to directly use the maps channels instead of their level.
  118803. */
  118804. _this.useRGBColor = true;
  118805. /**
  118806. * This helps reducing the banding effect that could occur on the background.
  118807. */
  118808. _this.enableNoise = false;
  118809. _this._fovMultiplier = 1.0;
  118810. /**
  118811. * Enable the FOV adjustment feature controlled by fovMultiplier.
  118812. */
  118813. _this.useEquirectangularFOV = false;
  118814. _this._maxSimultaneousLights = 4;
  118815. /**
  118816. * Number of Simultaneous lights allowed on the material.
  118817. */
  118818. _this.maxSimultaneousLights = 4;
  118819. /**
  118820. * Keep track of the image processing observer to allow dispose and replace.
  118821. */
  118822. _this._imageProcessingObserver = null;
  118823. /**
  118824. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  118825. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  118826. */
  118827. _this.switchToBGR = false;
  118828. // Temp values kept as cache in the material.
  118829. _this._renderTargets = new BABYLON.SmartArray(16);
  118830. _this._reflectionControls = BABYLON.Vector4.Zero();
  118831. _this._white = BABYLON.Color3.White();
  118832. _this._primaryShadowColor = BABYLON.Color3.Black();
  118833. _this._primaryHighlightColor = BABYLON.Color3.Black();
  118834. // Setup the default processing configuration to the scene.
  118835. _this._attachImageProcessingConfiguration(null);
  118836. _this.getRenderTargetTextures = function () {
  118837. _this._renderTargets.reset();
  118838. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  118839. _this._renderTargets.push(_this._diffuseTexture);
  118840. }
  118841. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  118842. _this._renderTargets.push(_this._reflectionTexture);
  118843. }
  118844. return _this._renderTargets;
  118845. };
  118846. return _this;
  118847. }
  118848. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  118849. /**
  118850. * Experimental Internal Use Only.
  118851. *
  118852. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  118853. * This acts as a helper to set the primary color to a more "human friendly" value.
  118854. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  118855. * output color as close as possible from the chosen value.
  118856. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  118857. * part of lighting setup.)
  118858. */
  118859. get: function () {
  118860. return this.__perceptualColor;
  118861. },
  118862. set: function (value) {
  118863. this.__perceptualColor = value;
  118864. this._computePrimaryColorFromPerceptualColor();
  118865. this._markAllSubMeshesAsLightsDirty();
  118866. },
  118867. enumerable: true,
  118868. configurable: true
  118869. });
  118870. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  118871. /**
  118872. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  118873. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  118874. */
  118875. get: function () {
  118876. return this._primaryColorShadowLevel;
  118877. },
  118878. set: function (value) {
  118879. this._primaryColorShadowLevel = value;
  118880. this._computePrimaryColors();
  118881. this._markAllSubMeshesAsLightsDirty();
  118882. },
  118883. enumerable: true,
  118884. configurable: true
  118885. });
  118886. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  118887. /**
  118888. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  118889. * The primary color is used at the level chosen to define what the white area would look.
  118890. */
  118891. get: function () {
  118892. return this._primaryColorHighlightLevel;
  118893. },
  118894. set: function (value) {
  118895. this._primaryColorHighlightLevel = value;
  118896. this._computePrimaryColors();
  118897. this._markAllSubMeshesAsLightsDirty();
  118898. },
  118899. enumerable: true,
  118900. configurable: true
  118901. });
  118902. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  118903. /**
  118904. * Sets the reflection reflectance fresnel values according to the default standard
  118905. * empirically know to work well :-)
  118906. */
  118907. set: function (value) {
  118908. var reflectionWeight = value;
  118909. if (reflectionWeight < 0.5) {
  118910. reflectionWeight = reflectionWeight * 2.0;
  118911. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  118912. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  118913. }
  118914. else {
  118915. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  118916. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  118917. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  118918. }
  118919. },
  118920. enumerable: true,
  118921. configurable: true
  118922. });
  118923. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  118924. /**
  118925. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118926. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  118927. * Recommended to be keep at 1.0 except for special cases.
  118928. */
  118929. get: function () {
  118930. return this._fovMultiplier;
  118931. },
  118932. set: function (value) {
  118933. if (isNaN(value)) {
  118934. value = 1.0;
  118935. }
  118936. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  118937. },
  118938. enumerable: true,
  118939. configurable: true
  118940. });
  118941. /**
  118942. * Attaches a new image processing configuration to the PBR Material.
  118943. * @param configuration (if null the scene configuration will be use)
  118944. */
  118945. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  118946. var _this = this;
  118947. if (configuration === this._imageProcessingConfiguration) {
  118948. return;
  118949. }
  118950. // Detaches observer.
  118951. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  118952. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  118953. }
  118954. // Pick the scene configuration if needed.
  118955. if (!configuration) {
  118956. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  118957. }
  118958. else {
  118959. this._imageProcessingConfiguration = configuration;
  118960. }
  118961. // Attaches observer.
  118962. if (this._imageProcessingConfiguration) {
  118963. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  118964. _this._computePrimaryColorFromPerceptualColor();
  118965. _this._markAllSubMeshesAsImageProcessingDirty();
  118966. });
  118967. }
  118968. };
  118969. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  118970. /**
  118971. * Gets the image processing configuration used either in this material.
  118972. */
  118973. get: function () {
  118974. return this._imageProcessingConfiguration;
  118975. },
  118976. /**
  118977. * Sets the Default image processing configuration used either in the this material.
  118978. *
  118979. * If sets to null, the scene one is in use.
  118980. */
  118981. set: function (value) {
  118982. this._attachImageProcessingConfiguration(value);
  118983. // Ensure the effect will be rebuilt.
  118984. this._markAllSubMeshesAsTexturesDirty();
  118985. },
  118986. enumerable: true,
  118987. configurable: true
  118988. });
  118989. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  118990. /**
  118991. * Gets wether the color curves effect is enabled.
  118992. */
  118993. get: function () {
  118994. return this.imageProcessingConfiguration.colorCurvesEnabled;
  118995. },
  118996. /**
  118997. * Sets wether the color curves effect is enabled.
  118998. */
  118999. set: function (value) {
  119000. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  119001. },
  119002. enumerable: true,
  119003. configurable: true
  119004. });
  119005. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  119006. /**
  119007. * Gets wether the color grading effect is enabled.
  119008. */
  119009. get: function () {
  119010. return this.imageProcessingConfiguration.colorGradingEnabled;
  119011. },
  119012. /**
  119013. * Gets wether the color grading effect is enabled.
  119014. */
  119015. set: function (value) {
  119016. this.imageProcessingConfiguration.colorGradingEnabled = value;
  119017. },
  119018. enumerable: true,
  119019. configurable: true
  119020. });
  119021. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  119022. /**
  119023. * Gets wether tonemapping is enabled or not.
  119024. */
  119025. get: function () {
  119026. return this._imageProcessingConfiguration.toneMappingEnabled;
  119027. },
  119028. /**
  119029. * Sets wether tonemapping is enabled or not
  119030. */
  119031. set: function (value) {
  119032. this._imageProcessingConfiguration.toneMappingEnabled = value;
  119033. },
  119034. enumerable: true,
  119035. configurable: true
  119036. });
  119037. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  119038. /**
  119039. * The camera exposure used on this material.
  119040. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  119041. * This corresponds to a photographic exposure.
  119042. */
  119043. get: function () {
  119044. return this._imageProcessingConfiguration.exposure;
  119045. },
  119046. /**
  119047. * The camera exposure used on this material.
  119048. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  119049. * This corresponds to a photographic exposure.
  119050. */
  119051. set: function (value) {
  119052. this._imageProcessingConfiguration.exposure = value;
  119053. },
  119054. enumerable: true,
  119055. configurable: true
  119056. });
  119057. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  119058. /**
  119059. * Gets The camera contrast used on this material.
  119060. */
  119061. get: function () {
  119062. return this._imageProcessingConfiguration.contrast;
  119063. },
  119064. /**
  119065. * Sets The camera contrast used on this material.
  119066. */
  119067. set: function (value) {
  119068. this._imageProcessingConfiguration.contrast = value;
  119069. },
  119070. enumerable: true,
  119071. configurable: true
  119072. });
  119073. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  119074. /**
  119075. * Gets the Color Grading 2D Lookup Texture.
  119076. */
  119077. get: function () {
  119078. return this._imageProcessingConfiguration.colorGradingTexture;
  119079. },
  119080. /**
  119081. * Sets the Color Grading 2D Lookup Texture.
  119082. */
  119083. set: function (value) {
  119084. this.imageProcessingConfiguration.colorGradingTexture = value;
  119085. },
  119086. enumerable: true,
  119087. configurable: true
  119088. });
  119089. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  119090. /**
  119091. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  119092. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  119093. * 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;
  119094. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  119095. */
  119096. get: function () {
  119097. return this.imageProcessingConfiguration.colorCurves;
  119098. },
  119099. /**
  119100. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  119101. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  119102. * 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;
  119103. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  119104. */
  119105. set: function (value) {
  119106. this.imageProcessingConfiguration.colorCurves = value;
  119107. },
  119108. enumerable: true,
  119109. configurable: true
  119110. });
  119111. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  119112. /**
  119113. * Gets a boolean indicating that current material needs to register RTT
  119114. */
  119115. get: function () {
  119116. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  119117. return true;
  119118. }
  119119. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  119120. return true;
  119121. }
  119122. return false;
  119123. },
  119124. enumerable: true,
  119125. configurable: true
  119126. });
  119127. /**
  119128. * The entire material has been created in order to prevent overdraw.
  119129. * @returns false
  119130. */
  119131. BackgroundMaterial.prototype.needAlphaTesting = function () {
  119132. return true;
  119133. };
  119134. /**
  119135. * The entire material has been created in order to prevent overdraw.
  119136. * @returns true if blending is enable
  119137. */
  119138. BackgroundMaterial.prototype.needAlphaBlending = function () {
  119139. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  119140. };
  119141. /**
  119142. * Checks wether the material is ready to be rendered for a given mesh.
  119143. * @param mesh The mesh to render
  119144. * @param subMesh The submesh to check against
  119145. * @param useInstances Specify wether or not the material is used with instances
  119146. * @returns true if all the dependencies are ready (Textures, Effects...)
  119147. */
  119148. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  119149. var _this = this;
  119150. if (useInstances === void 0) { useInstances = false; }
  119151. if (subMesh.effect && this.isFrozen) {
  119152. if (this._wasPreviouslyReady) {
  119153. return true;
  119154. }
  119155. }
  119156. if (!subMesh._materialDefines) {
  119157. subMesh._materialDefines = new BackgroundMaterialDefines();
  119158. }
  119159. var scene = this.getScene();
  119160. var defines = subMesh._materialDefines;
  119161. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  119162. if (defines._renderId === scene.getRenderId()) {
  119163. return true;
  119164. }
  119165. }
  119166. var engine = scene.getEngine();
  119167. // Lights
  119168. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  119169. defines._needNormals = true;
  119170. // Textures
  119171. if (defines._areTexturesDirty) {
  119172. defines._needUVs = false;
  119173. if (scene.texturesEnabled) {
  119174. if (scene.getEngine().getCaps().textureLOD) {
  119175. defines.TEXTURELODSUPPORT = true;
  119176. }
  119177. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119178. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  119179. return false;
  119180. }
  119181. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  119182. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  119183. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  119184. defines.OPACITYFRESNEL = this._opacityFresnel;
  119185. }
  119186. else {
  119187. defines.DIFFUSE = false;
  119188. defines.DIFFUSEHASALPHA = false;
  119189. defines.GAMMADIFFUSE = false;
  119190. defines.OPACITYFRESNEL = false;
  119191. }
  119192. var reflectionTexture = this._reflectionTexture;
  119193. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119194. if (!reflectionTexture.isReadyOrNotBlocking()) {
  119195. return false;
  119196. }
  119197. defines.REFLECTION = true;
  119198. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  119199. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  119200. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  119201. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  119202. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  119203. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  119204. defines.REFLECTIONBGR = this.switchToBGR;
  119205. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  119206. defines.INVERTCUBICMAP = true;
  119207. }
  119208. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  119209. switch (reflectionTexture.coordinatesMode) {
  119210. case BABYLON.Texture.EXPLICIT_MODE:
  119211. defines.REFLECTIONMAP_EXPLICIT = true;
  119212. break;
  119213. case BABYLON.Texture.PLANAR_MODE:
  119214. defines.REFLECTIONMAP_PLANAR = true;
  119215. break;
  119216. case BABYLON.Texture.PROJECTION_MODE:
  119217. defines.REFLECTIONMAP_PROJECTION = true;
  119218. break;
  119219. case BABYLON.Texture.SKYBOX_MODE:
  119220. defines.REFLECTIONMAP_SKYBOX = true;
  119221. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  119222. break;
  119223. case BABYLON.Texture.SPHERICAL_MODE:
  119224. defines.REFLECTIONMAP_SPHERICAL = true;
  119225. break;
  119226. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  119227. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  119228. break;
  119229. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  119230. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  119231. break;
  119232. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  119233. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  119234. break;
  119235. case BABYLON.Texture.CUBIC_MODE:
  119236. case BABYLON.Texture.INVCUBIC_MODE:
  119237. default:
  119238. defines.REFLECTIONMAP_CUBIC = true;
  119239. break;
  119240. }
  119241. if (this.reflectionFresnel) {
  119242. defines.REFLECTIONFRESNEL = true;
  119243. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  119244. this._reflectionControls.x = this.reflectionAmount;
  119245. this._reflectionControls.y = this.reflectionReflectance0;
  119246. this._reflectionControls.z = this.reflectionReflectance90;
  119247. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  119248. }
  119249. else {
  119250. defines.REFLECTIONFRESNEL = false;
  119251. defines.REFLECTIONFALLOFF = false;
  119252. }
  119253. }
  119254. else {
  119255. defines.REFLECTION = false;
  119256. defines.REFLECTIONFRESNEL = false;
  119257. defines.REFLECTIONFALLOFF = false;
  119258. defines.REFLECTIONBLUR = false;
  119259. defines.REFLECTIONMAP_3D = false;
  119260. defines.REFLECTIONMAP_SPHERICAL = false;
  119261. defines.REFLECTIONMAP_PLANAR = false;
  119262. defines.REFLECTIONMAP_CUBIC = false;
  119263. defines.REFLECTIONMAP_PROJECTION = false;
  119264. defines.REFLECTIONMAP_SKYBOX = false;
  119265. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  119266. defines.REFLECTIONMAP_EXPLICIT = false;
  119267. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  119268. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  119269. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  119270. defines.INVERTCUBICMAP = false;
  119271. defines.REFLECTIONMAP_OPPOSITEZ = false;
  119272. defines.LODINREFLECTIONALPHA = false;
  119273. defines.GAMMAREFLECTION = false;
  119274. defines.RGBDREFLECTION = false;
  119275. }
  119276. }
  119277. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  119278. defines.USERGBCOLOR = this._useRGBColor;
  119279. defines.NOISE = this._enableNoise;
  119280. }
  119281. if (defines._areLightsDirty) {
  119282. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  119283. }
  119284. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  119285. if (!this._imageProcessingConfiguration.isReady()) {
  119286. return false;
  119287. }
  119288. this._imageProcessingConfiguration.prepareDefines(defines);
  119289. }
  119290. // Misc.
  119291. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  119292. // Values that need to be evaluated on every frame
  119293. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  119294. // Attribs
  119295. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  119296. if (mesh) {
  119297. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  119298. mesh.createNormals(true);
  119299. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  119300. }
  119301. }
  119302. }
  119303. // Get correct effect
  119304. if (defines.isDirty) {
  119305. defines.markAsProcessed();
  119306. scene.resetCachedMaterial();
  119307. // Fallbacks
  119308. var fallbacks = new BABYLON.EffectFallbacks();
  119309. if (defines.FOG) {
  119310. fallbacks.addFallback(0, "FOG");
  119311. }
  119312. if (defines.POINTSIZE) {
  119313. fallbacks.addFallback(1, "POINTSIZE");
  119314. }
  119315. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  119316. if (defines.NUM_BONE_INFLUENCERS > 0) {
  119317. fallbacks.addCPUSkinningFallback(0, mesh);
  119318. }
  119319. //Attributes
  119320. var attribs = [BABYLON.VertexBuffer.PositionKind];
  119321. if (defines.NORMAL) {
  119322. attribs.push(BABYLON.VertexBuffer.NormalKind);
  119323. }
  119324. if (defines.UV1) {
  119325. attribs.push(BABYLON.VertexBuffer.UVKind);
  119326. }
  119327. if (defines.UV2) {
  119328. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  119329. }
  119330. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  119331. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  119332. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  119333. "vFogInfos", "vFogColor", "pointSize",
  119334. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  119335. "vPrimaryColor", "vPrimaryColorShadow",
  119336. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  119337. "shadowLevel", "alpha",
  119338. "vBackgroundCenter", "vReflectionControl",
  119339. "vDiffuseInfos", "diffuseMatrix",
  119340. ];
  119341. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  119342. var uniformBuffers = ["Material", "Scene"];
  119343. if (BABYLON.ImageProcessingConfiguration) {
  119344. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  119345. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  119346. }
  119347. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  119348. uniformsNames: uniforms,
  119349. uniformBuffersNames: uniformBuffers,
  119350. samplers: samplers,
  119351. defines: defines,
  119352. maxSimultaneousLights: this._maxSimultaneousLights
  119353. });
  119354. var onCompiled = function (effect) {
  119355. if (_this.onCompiled) {
  119356. _this.onCompiled(effect);
  119357. }
  119358. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  119359. };
  119360. var join = defines.toString();
  119361. subMesh.setEffect(scene.getEngine().createEffect("background", {
  119362. attributes: attribs,
  119363. uniformsNames: uniforms,
  119364. uniformBuffersNames: uniformBuffers,
  119365. samplers: samplers,
  119366. defines: join,
  119367. fallbacks: fallbacks,
  119368. onCompiled: onCompiled,
  119369. onError: this.onError,
  119370. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  119371. }, engine), defines);
  119372. this.buildUniformLayout();
  119373. }
  119374. if (!subMesh.effect || !subMesh.effect.isReady()) {
  119375. return false;
  119376. }
  119377. defines._renderId = scene.getRenderId();
  119378. this._wasPreviouslyReady = true;
  119379. return true;
  119380. };
  119381. /**
  119382. * Compute the primary color according to the chosen perceptual color.
  119383. */
  119384. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  119385. if (!this.__perceptualColor) {
  119386. return;
  119387. }
  119388. this._primaryColor.copyFrom(this.__perceptualColor);
  119389. // Revert gamma space.
  119390. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  119391. // Revert image processing configuration.
  119392. if (this._imageProcessingConfiguration) {
  119393. // Revert Exposure.
  119394. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  119395. }
  119396. this._computePrimaryColors();
  119397. };
  119398. /**
  119399. * Compute the highlights and shadow colors according to their chosen levels.
  119400. */
  119401. BackgroundMaterial.prototype._computePrimaryColors = function () {
  119402. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  119403. return;
  119404. }
  119405. // Find the highlight color based on the configuration.
  119406. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  119407. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  119408. // Find the shadow color based on the configuration.
  119409. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  119410. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  119411. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  119412. };
  119413. /**
  119414. * Build the uniform buffer used in the material.
  119415. */
  119416. BackgroundMaterial.prototype.buildUniformLayout = function () {
  119417. // Order is important !
  119418. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  119419. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  119420. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  119421. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  119422. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  119423. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  119424. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  119425. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  119426. this._uniformBuffer.addUniform("pointSize", 1);
  119427. this._uniformBuffer.addUniform("shadowLevel", 1);
  119428. this._uniformBuffer.addUniform("alpha", 1);
  119429. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  119430. this._uniformBuffer.addUniform("vReflectionControl", 4);
  119431. this._uniformBuffer.create();
  119432. };
  119433. /**
  119434. * Unbind the material.
  119435. */
  119436. BackgroundMaterial.prototype.unbind = function () {
  119437. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  119438. this._uniformBuffer.setTexture("diffuseSampler", null);
  119439. }
  119440. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  119441. this._uniformBuffer.setTexture("reflectionSampler", null);
  119442. }
  119443. _super.prototype.unbind.call(this);
  119444. };
  119445. /**
  119446. * Bind only the world matrix to the material.
  119447. * @param world The world matrix to bind.
  119448. */
  119449. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  119450. this._activeEffect.setMatrix("world", world);
  119451. };
  119452. /**
  119453. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  119454. * @param world The world matrix to bind.
  119455. * @param subMesh The submesh to bind for.
  119456. */
  119457. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  119458. var scene = this.getScene();
  119459. var defines = subMesh._materialDefines;
  119460. if (!defines) {
  119461. return;
  119462. }
  119463. var effect = subMesh.effect;
  119464. if (!effect) {
  119465. return;
  119466. }
  119467. this._activeEffect = effect;
  119468. // Matrices
  119469. this.bindOnlyWorldMatrix(world);
  119470. // Bones
  119471. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  119472. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  119473. if (mustRebind) {
  119474. this._uniformBuffer.bindToEffect(effect, "Material");
  119475. this.bindViewProjection(effect);
  119476. var reflectionTexture = this._reflectionTexture;
  119477. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  119478. // Texture uniforms
  119479. if (scene.texturesEnabled) {
  119480. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119481. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  119482. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  119483. }
  119484. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119485. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  119486. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  119487. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  119488. }
  119489. }
  119490. if (this.shadowLevel > 0) {
  119491. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  119492. }
  119493. this._uniformBuffer.updateFloat("alpha", this.alpha);
  119494. // Point size
  119495. if (this.pointsCloud) {
  119496. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  119497. }
  119498. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  119499. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  119500. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  119501. }
  119502. else {
  119503. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  119504. }
  119505. }
  119506. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  119507. // Textures
  119508. if (scene.texturesEnabled) {
  119509. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119510. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  119511. }
  119512. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119513. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  119514. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  119515. }
  119516. else if (!defines.REFLECTIONBLUR) {
  119517. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  119518. }
  119519. else {
  119520. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  119521. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  119522. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  119523. }
  119524. if (defines.REFLECTIONFRESNEL) {
  119525. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  119526. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  119527. }
  119528. }
  119529. }
  119530. // Clip plane
  119531. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  119532. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  119533. }
  119534. if (mustRebind || !this.isFrozen) {
  119535. if (scene.lightsEnabled) {
  119536. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  119537. }
  119538. // View
  119539. this.bindView(effect);
  119540. // Fog
  119541. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  119542. // image processing
  119543. if (this._imageProcessingConfiguration) {
  119544. this._imageProcessingConfiguration.bind(this._activeEffect);
  119545. }
  119546. }
  119547. this._uniformBuffer.update();
  119548. this._afterBind(mesh, this._activeEffect);
  119549. };
  119550. /**
  119551. * Dispose the material.
  119552. * @param forceDisposeEffect Force disposal of the associated effect.
  119553. * @param forceDisposeTextures Force disposal of the associated textures.
  119554. */
  119555. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  119556. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  119557. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  119558. if (forceDisposeTextures) {
  119559. if (this.diffuseTexture) {
  119560. this.diffuseTexture.dispose();
  119561. }
  119562. if (this.reflectionTexture) {
  119563. this.reflectionTexture.dispose();
  119564. }
  119565. }
  119566. this._renderTargets.dispose();
  119567. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  119568. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  119569. }
  119570. _super.prototype.dispose.call(this, forceDisposeEffect);
  119571. };
  119572. /**
  119573. * Clones the material.
  119574. * @param name The cloned name.
  119575. * @returns The cloned material.
  119576. */
  119577. BackgroundMaterial.prototype.clone = function (name) {
  119578. var _this = this;
  119579. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  119580. };
  119581. /**
  119582. * Serializes the current material to its JSON representation.
  119583. * @returns The JSON representation.
  119584. */
  119585. BackgroundMaterial.prototype.serialize = function () {
  119586. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  119587. serializationObject.customType = "BABYLON.BackgroundMaterial";
  119588. return serializationObject;
  119589. };
  119590. /**
  119591. * Gets the class name of the material
  119592. * @returns "BackgroundMaterial"
  119593. */
  119594. BackgroundMaterial.prototype.getClassName = function () {
  119595. return "BackgroundMaterial";
  119596. };
  119597. /**
  119598. * Parse a JSON input to create back a background material.
  119599. * @param source The JSON data to parse
  119600. * @param scene The scene to create the parsed material in
  119601. * @param rootUrl The root url of the assets the material depends upon
  119602. * @returns the instantiated BackgroundMaterial.
  119603. */
  119604. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  119605. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  119606. };
  119607. /**
  119608. * Standard reflectance value at parallel view angle.
  119609. */
  119610. BackgroundMaterial.StandardReflectance0 = 0.05;
  119611. /**
  119612. * Standard reflectance value at grazing angle.
  119613. */
  119614. BackgroundMaterial.StandardReflectance90 = 0.5;
  119615. __decorate([
  119616. BABYLON.serializeAsColor3()
  119617. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  119618. __decorate([
  119619. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  119620. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  119621. __decorate([
  119622. BABYLON.serializeAsColor3()
  119623. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  119624. __decorate([
  119625. BABYLON.serialize()
  119626. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  119627. __decorate([
  119628. BABYLON.serialize()
  119629. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  119630. __decorate([
  119631. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  119632. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  119633. __decorate([
  119634. BABYLON.serializeAsTexture()
  119635. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  119636. __decorate([
  119637. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119638. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  119639. __decorate([
  119640. BABYLON.serialize()
  119641. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  119642. __decorate([
  119643. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119644. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  119645. __decorate([
  119646. BABYLON.serializeAsTexture()
  119647. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  119648. __decorate([
  119649. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119650. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  119651. __decorate([
  119652. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119653. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  119654. __decorate([
  119655. BABYLON.serialize()
  119656. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  119657. __decorate([
  119658. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119659. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  119660. __decorate([
  119661. BABYLON.serializeAsVector3()
  119662. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  119663. __decorate([
  119664. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119665. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  119666. __decorate([
  119667. BABYLON.serialize()
  119668. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  119669. __decorate([
  119670. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119671. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  119672. __decorate([
  119673. BABYLON.serialize()
  119674. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  119675. __decorate([
  119676. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119677. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  119678. __decorate([
  119679. BABYLON.serialize()
  119680. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  119681. __decorate([
  119682. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119683. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  119684. __decorate([
  119685. BABYLON.serialize()
  119686. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  119687. __decorate([
  119688. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119689. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  119690. __decorate([
  119691. BABYLON.serialize()
  119692. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  119693. __decorate([
  119694. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119695. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  119696. __decorate([
  119697. BABYLON.serialize()
  119698. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  119699. __decorate([
  119700. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119701. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  119702. __decorate([
  119703. BABYLON.serialize()
  119704. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  119705. __decorate([
  119706. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119707. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  119708. __decorate([
  119709. BABYLON.serialize()
  119710. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  119711. __decorate([
  119712. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119713. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  119714. __decorate([
  119715. BABYLON.serialize()
  119716. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  119717. __decorate([
  119718. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119719. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  119720. __decorate([
  119721. BABYLON.serializeAsImageProcessingConfiguration()
  119722. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  119723. return BackgroundMaterial;
  119724. }(BABYLON.PushMaterial));
  119725. BABYLON.BackgroundMaterial = BackgroundMaterial;
  119726. })(BABYLON || (BABYLON = {}));
  119727. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  119728. var __assign = (this && this.__assign) || function () {
  119729. __assign = Object.assign || function(t) {
  119730. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119731. s = arguments[i];
  119732. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119733. t[p] = s[p];
  119734. }
  119735. return t;
  119736. };
  119737. return __assign.apply(this, arguments);
  119738. };
  119739. var BABYLON;
  119740. (function (BABYLON) {
  119741. /**
  119742. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  119743. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  119744. * It also helps with the default setup of your imageProcessing configuration.
  119745. */
  119746. var EnvironmentHelper = /** @class */ (function () {
  119747. /**
  119748. * constructor
  119749. * @param options
  119750. * @param scene The scene to add the material to
  119751. */
  119752. function EnvironmentHelper(options, scene) {
  119753. var _this = this;
  119754. this._errorHandler = function (message, exception) {
  119755. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  119756. };
  119757. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  119758. this._scene = scene;
  119759. this.onErrorObservable = new BABYLON.Observable();
  119760. this._setupBackground();
  119761. this._setupImageProcessing();
  119762. }
  119763. /**
  119764. * Creates the default options for the helper.
  119765. */
  119766. EnvironmentHelper._getDefaultOptions = function () {
  119767. return {
  119768. createGround: true,
  119769. groundSize: 15,
  119770. groundTexture: this._groundTextureCDNUrl,
  119771. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  119772. groundOpacity: 0.9,
  119773. enableGroundShadow: true,
  119774. groundShadowLevel: 0.5,
  119775. enableGroundMirror: false,
  119776. groundMirrorSizeRatio: 0.3,
  119777. groundMirrorBlurKernel: 64,
  119778. groundMirrorAmount: 1,
  119779. groundMirrorFresnelWeight: 1,
  119780. groundMirrorFallOffDistance: 0,
  119781. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  119782. groundYBias: 0.00001,
  119783. createSkybox: true,
  119784. skyboxSize: 20,
  119785. skyboxTexture: this._skyboxTextureCDNUrl,
  119786. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  119787. backgroundYRotation: 0,
  119788. sizeAuto: true,
  119789. rootPosition: BABYLON.Vector3.Zero(),
  119790. setupImageProcessing: true,
  119791. environmentTexture: this._environmentTextureCDNUrl,
  119792. cameraExposure: 0.8,
  119793. cameraContrast: 1.2,
  119794. toneMappingEnabled: true,
  119795. };
  119796. };
  119797. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  119798. /**
  119799. * Gets the root mesh created by the helper.
  119800. */
  119801. get: function () {
  119802. return this._rootMesh;
  119803. },
  119804. enumerable: true,
  119805. configurable: true
  119806. });
  119807. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  119808. /**
  119809. * Gets the skybox created by the helper.
  119810. */
  119811. get: function () {
  119812. return this._skybox;
  119813. },
  119814. enumerable: true,
  119815. configurable: true
  119816. });
  119817. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  119818. /**
  119819. * Gets the skybox texture created by the helper.
  119820. */
  119821. get: function () {
  119822. return this._skyboxTexture;
  119823. },
  119824. enumerable: true,
  119825. configurable: true
  119826. });
  119827. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  119828. /**
  119829. * Gets the skybox material created by the helper.
  119830. */
  119831. get: function () {
  119832. return this._skyboxMaterial;
  119833. },
  119834. enumerable: true,
  119835. configurable: true
  119836. });
  119837. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  119838. /**
  119839. * Gets the ground mesh created by the helper.
  119840. */
  119841. get: function () {
  119842. return this._ground;
  119843. },
  119844. enumerable: true,
  119845. configurable: true
  119846. });
  119847. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  119848. /**
  119849. * Gets the ground texture created by the helper.
  119850. */
  119851. get: function () {
  119852. return this._groundTexture;
  119853. },
  119854. enumerable: true,
  119855. configurable: true
  119856. });
  119857. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  119858. /**
  119859. * Gets the ground mirror created by the helper.
  119860. */
  119861. get: function () {
  119862. return this._groundMirror;
  119863. },
  119864. enumerable: true,
  119865. configurable: true
  119866. });
  119867. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  119868. /**
  119869. * Gets the ground mirror render list to helps pushing the meshes
  119870. * you wish in the ground reflection.
  119871. */
  119872. get: function () {
  119873. if (this._groundMirror) {
  119874. return this._groundMirror.renderList;
  119875. }
  119876. return null;
  119877. },
  119878. enumerable: true,
  119879. configurable: true
  119880. });
  119881. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  119882. /**
  119883. * Gets the ground material created by the helper.
  119884. */
  119885. get: function () {
  119886. return this._groundMaterial;
  119887. },
  119888. enumerable: true,
  119889. configurable: true
  119890. });
  119891. /**
  119892. * Updates the background according to the new options
  119893. * @param options
  119894. */
  119895. EnvironmentHelper.prototype.updateOptions = function (options) {
  119896. var newOptions = __assign({}, this._options, options);
  119897. if (this._ground && !newOptions.createGround) {
  119898. this._ground.dispose();
  119899. this._ground = null;
  119900. }
  119901. if (this._groundMaterial && !newOptions.createGround) {
  119902. this._groundMaterial.dispose();
  119903. this._groundMaterial = null;
  119904. }
  119905. if (this._groundTexture) {
  119906. if (this._options.groundTexture != newOptions.groundTexture) {
  119907. this._groundTexture.dispose();
  119908. this._groundTexture = null;
  119909. }
  119910. }
  119911. if (this._skybox && !newOptions.createSkybox) {
  119912. this._skybox.dispose();
  119913. this._skybox = null;
  119914. }
  119915. if (this._skyboxMaterial && !newOptions.createSkybox) {
  119916. this._skyboxMaterial.dispose();
  119917. this._skyboxMaterial = null;
  119918. }
  119919. if (this._skyboxTexture) {
  119920. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  119921. this._skyboxTexture.dispose();
  119922. this._skyboxTexture = null;
  119923. }
  119924. }
  119925. if (this._groundMirror && !newOptions.enableGroundMirror) {
  119926. this._groundMirror.dispose();
  119927. this._groundMirror = null;
  119928. }
  119929. if (this._scene.environmentTexture) {
  119930. if (this._options.environmentTexture != newOptions.environmentTexture) {
  119931. this._scene.environmentTexture.dispose();
  119932. }
  119933. }
  119934. this._options = newOptions;
  119935. this._setupBackground();
  119936. this._setupImageProcessing();
  119937. };
  119938. /**
  119939. * Sets the primary color of all the available elements.
  119940. * @param color the main color to affect to the ground and the background
  119941. */
  119942. EnvironmentHelper.prototype.setMainColor = function (color) {
  119943. if (this.groundMaterial) {
  119944. this.groundMaterial.primaryColor = color;
  119945. }
  119946. if (this.skyboxMaterial) {
  119947. this.skyboxMaterial.primaryColor = color;
  119948. }
  119949. if (this.groundMirror) {
  119950. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  119951. }
  119952. };
  119953. /**
  119954. * Setup the image processing according to the specified options.
  119955. */
  119956. EnvironmentHelper.prototype._setupImageProcessing = function () {
  119957. if (this._options.setupImageProcessing) {
  119958. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  119959. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  119960. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  119961. this._setupEnvironmentTexture();
  119962. }
  119963. };
  119964. /**
  119965. * Setup the environment texture according to the specified options.
  119966. */
  119967. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  119968. if (this._scene.environmentTexture) {
  119969. return;
  119970. }
  119971. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  119972. this._scene.environmentTexture = this._options.environmentTexture;
  119973. return;
  119974. }
  119975. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  119976. this._scene.environmentTexture = environmentTexture;
  119977. };
  119978. /**
  119979. * Setup the background according to the specified options.
  119980. */
  119981. EnvironmentHelper.prototype._setupBackground = function () {
  119982. if (!this._rootMesh) {
  119983. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  119984. }
  119985. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  119986. var sceneSize = this._getSceneSize();
  119987. if (this._options.createGround) {
  119988. this._setupGround(sceneSize);
  119989. this._setupGroundMaterial();
  119990. this._setupGroundDiffuseTexture();
  119991. if (this._options.enableGroundMirror) {
  119992. this._setupGroundMirrorTexture(sceneSize);
  119993. }
  119994. this._setupMirrorInGroundMaterial();
  119995. }
  119996. if (this._options.createSkybox) {
  119997. this._setupSkybox(sceneSize);
  119998. this._setupSkyboxMaterial();
  119999. this._setupSkyboxReflectionTexture();
  120000. }
  120001. this._rootMesh.position.x = sceneSize.rootPosition.x;
  120002. this._rootMesh.position.z = sceneSize.rootPosition.z;
  120003. this._rootMesh.position.y = sceneSize.rootPosition.y;
  120004. };
  120005. /**
  120006. * Get the scene sizes according to the setup.
  120007. */
  120008. EnvironmentHelper.prototype._getSceneSize = function () {
  120009. var _this = this;
  120010. var groundSize = this._options.groundSize;
  120011. var skyboxSize = this._options.skyboxSize;
  120012. var rootPosition = this._options.rootPosition;
  120013. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  120014. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  120015. }
  120016. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  120017. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  120018. });
  120019. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  120020. if (this._options.sizeAuto) {
  120021. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  120022. this._scene.activeCamera.upperRadiusLimit) {
  120023. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  120024. skyboxSize = groundSize;
  120025. }
  120026. var sceneDiagonalLenght = sceneDiagonal.length();
  120027. if (sceneDiagonalLenght > groundSize) {
  120028. groundSize = sceneDiagonalLenght * 2;
  120029. skyboxSize = groundSize;
  120030. }
  120031. // 10 % bigger.
  120032. groundSize *= 1.1;
  120033. skyboxSize *= 1.5;
  120034. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  120035. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  120036. }
  120037. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  120038. };
  120039. /**
  120040. * Setup the ground according to the specified options.
  120041. */
  120042. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  120043. var _this = this;
  120044. if (!this._ground || this._ground.isDisposed()) {
  120045. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  120046. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  120047. this._ground.parent = this._rootMesh;
  120048. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  120049. }
  120050. this._ground.receiveShadows = this._options.enableGroundShadow;
  120051. };
  120052. /**
  120053. * Setup the ground material according to the specified options.
  120054. */
  120055. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  120056. if (!this._groundMaterial) {
  120057. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  120058. }
  120059. this._groundMaterial.alpha = this._options.groundOpacity;
  120060. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  120061. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  120062. this._groundMaterial.primaryColor = this._options.groundColor;
  120063. this._groundMaterial.useRGBColor = false;
  120064. this._groundMaterial.enableNoise = true;
  120065. if (this._ground) {
  120066. this._ground.material = this._groundMaterial;
  120067. }
  120068. };
  120069. /**
  120070. * Setup the ground diffuse texture according to the specified options.
  120071. */
  120072. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  120073. if (!this._groundMaterial) {
  120074. return;
  120075. }
  120076. if (this._groundTexture) {
  120077. return;
  120078. }
  120079. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  120080. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  120081. return;
  120082. }
  120083. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  120084. diffuseTexture.gammaSpace = false;
  120085. diffuseTexture.hasAlpha = true;
  120086. this._groundMaterial.diffuseTexture = diffuseTexture;
  120087. };
  120088. /**
  120089. * Setup the ground mirror texture according to the specified options.
  120090. */
  120091. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  120092. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120093. if (!this._groundMirror) {
  120094. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  120095. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  120096. this._groundMirror.anisotropicFilteringLevel = 1;
  120097. this._groundMirror.wrapU = wrapping;
  120098. this._groundMirror.wrapV = wrapping;
  120099. this._groundMirror.gammaSpace = false;
  120100. if (this._groundMirror.renderList) {
  120101. for (var i = 0; i < this._scene.meshes.length; i++) {
  120102. var mesh = this._scene.meshes[i];
  120103. if (mesh !== this._ground &&
  120104. mesh !== this._skybox &&
  120105. mesh !== this._rootMesh) {
  120106. this._groundMirror.renderList.push(mesh);
  120107. }
  120108. }
  120109. }
  120110. }
  120111. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  120112. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  120113. };
  120114. /**
  120115. * Setup the ground to receive the mirror texture.
  120116. */
  120117. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  120118. if (this._groundMaterial) {
  120119. this._groundMaterial.reflectionTexture = this._groundMirror;
  120120. this._groundMaterial.reflectionFresnel = true;
  120121. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  120122. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  120123. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  120124. }
  120125. };
  120126. /**
  120127. * Setup the skybox according to the specified options.
  120128. */
  120129. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  120130. var _this = this;
  120131. if (!this._skybox || this._skybox.isDisposed()) {
  120132. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  120133. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  120134. }
  120135. this._skybox.parent = this._rootMesh;
  120136. };
  120137. /**
  120138. * Setup the skybox material according to the specified options.
  120139. */
  120140. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  120141. if (!this._skybox) {
  120142. return;
  120143. }
  120144. if (!this._skyboxMaterial) {
  120145. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  120146. }
  120147. this._skyboxMaterial.useRGBColor = false;
  120148. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  120149. this._skyboxMaterial.enableNoise = true;
  120150. this._skybox.material = this._skyboxMaterial;
  120151. };
  120152. /**
  120153. * Setup the skybox reflection texture according to the specified options.
  120154. */
  120155. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  120156. if (!this._skyboxMaterial) {
  120157. return;
  120158. }
  120159. if (this._skyboxTexture) {
  120160. return;
  120161. }
  120162. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  120163. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  120164. return;
  120165. }
  120166. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  120167. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  120168. this._skyboxTexture.gammaSpace = false;
  120169. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  120170. };
  120171. /**
  120172. * Dispose all the elements created by the Helper.
  120173. */
  120174. EnvironmentHelper.prototype.dispose = function () {
  120175. if (this._groundMaterial) {
  120176. this._groundMaterial.dispose(true, true);
  120177. }
  120178. if (this._skyboxMaterial) {
  120179. this._skyboxMaterial.dispose(true, true);
  120180. }
  120181. this._rootMesh.dispose(false);
  120182. };
  120183. /**
  120184. * Default ground texture URL.
  120185. */
  120186. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  120187. /**
  120188. * Default skybox texture URL.
  120189. */
  120190. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  120191. /**
  120192. * Default environment texture URL.
  120193. */
  120194. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  120195. return EnvironmentHelper;
  120196. }());
  120197. BABYLON.EnvironmentHelper = EnvironmentHelper;
  120198. })(BABYLON || (BABYLON = {}));
  120199. //# sourceMappingURL=babylon.environmentHelper.js.map
  120200. var BABYLON;
  120201. (function (BABYLON) {
  120202. /** Internal class used to store shapes for emitters */
  120203. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  120204. function ParticleSystemSetEmitterCreationOptions() {
  120205. }
  120206. return ParticleSystemSetEmitterCreationOptions;
  120207. }());
  120208. /**
  120209. * Represents a set of particle systems working together to create a specific effect
  120210. */
  120211. var ParticleSystemSet = /** @class */ (function () {
  120212. function ParticleSystemSet() {
  120213. /**
  120214. * Gets the particle system list
  120215. */
  120216. this.systems = new Array();
  120217. }
  120218. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  120219. /**
  120220. * Gets the emitter node used with this set
  120221. */
  120222. get: function () {
  120223. return this._emitterNode;
  120224. },
  120225. enumerable: true,
  120226. configurable: true
  120227. });
  120228. /**
  120229. * Creates a new emitter mesh as a sphere
  120230. * @param options defines the options used to create the sphere
  120231. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  120232. * @param scene defines the hosting scene
  120233. */
  120234. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  120235. if (this._emitterNode) {
  120236. this._emitterNode.dispose();
  120237. }
  120238. this._emitterCreationOptions = {
  120239. kind: "Sphere",
  120240. options: options,
  120241. renderingGroupId: renderingGroupId
  120242. };
  120243. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  120244. emitterMesh.renderingGroupId = renderingGroupId;
  120245. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  120246. material.emissiveColor = options.color;
  120247. emitterMesh.material = material;
  120248. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120249. var system = _a[_i];
  120250. system.emitter = emitterMesh;
  120251. }
  120252. this._emitterNode = emitterMesh;
  120253. };
  120254. /**
  120255. * Starts all particle systems of the set
  120256. * @param emitter defines an optional mesh to use as emitter for the particle systems
  120257. */
  120258. ParticleSystemSet.prototype.start = function (emitter) {
  120259. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120260. var system = _a[_i];
  120261. if (emitter) {
  120262. system.emitter = emitter;
  120263. }
  120264. system.start();
  120265. }
  120266. };
  120267. /**
  120268. * Release all associated resources
  120269. */
  120270. ParticleSystemSet.prototype.dispose = function () {
  120271. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120272. var system = _a[_i];
  120273. system.dispose();
  120274. }
  120275. this.systems = [];
  120276. if (this._emitterNode) {
  120277. this._emitterNode.dispose();
  120278. this._emitterNode = null;
  120279. }
  120280. };
  120281. /**
  120282. * Serialize the set into a JSON compatible object
  120283. * @returns a JSON compatible representation of the set
  120284. */
  120285. ParticleSystemSet.prototype.serialize = function () {
  120286. var result = {};
  120287. result.systems = [];
  120288. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120289. var system = _a[_i];
  120290. result.systems.push(system.serialize());
  120291. }
  120292. if (this._emitterNode) {
  120293. result.emitter = this._emitterCreationOptions;
  120294. }
  120295. return result;
  120296. };
  120297. /**
  120298. * Parse a new ParticleSystemSet from a serialized source
  120299. * @param data defines a JSON compatible representation of the set
  120300. * @param scene defines the hosting scene
  120301. * @param gpu defines if we want GPU particles or CPU particles
  120302. * @returns a new ParticleSystemSet
  120303. */
  120304. ParticleSystemSet.Parse = function (data, scene, gpu) {
  120305. if (gpu === void 0) { gpu = false; }
  120306. var result = new ParticleSystemSet();
  120307. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  120308. scene = scene || BABYLON.Engine.LastCreatedScene;
  120309. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  120310. var system = _a[_i];
  120311. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  120312. }
  120313. if (data.emitter) {
  120314. var options = data.emitter.options;
  120315. switch (data.emitter.kind) {
  120316. case "Sphere":
  120317. result.setEmitterAsSphere({
  120318. diameter: options.diameter,
  120319. segments: options.segments,
  120320. color: BABYLON.Color3.FromArray(options.color)
  120321. }, data.emitter.renderingGroupId, scene);
  120322. break;
  120323. }
  120324. }
  120325. return result;
  120326. };
  120327. return ParticleSystemSet;
  120328. }());
  120329. BABYLON.ParticleSystemSet = ParticleSystemSet;
  120330. })(BABYLON || (BABYLON = {}));
  120331. //# sourceMappingURL=babylon.particleSystemSet.js.map
  120332. var BABYLON;
  120333. (function (BABYLON) {
  120334. /**
  120335. * This class is made for on one-liner static method to help creating particle system set.
  120336. */
  120337. var ParticleHelper = /** @class */ (function () {
  120338. function ParticleHelper() {
  120339. }
  120340. /**
  120341. * Create a default particle system that you can tweak
  120342. * @param emitter defines the emitter to use
  120343. * @param capacity defines the system capacity (default is 500 particles)
  120344. * @param scene defines the hosting scene
  120345. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  120346. * @returns the new Particle system
  120347. */
  120348. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  120349. if (capacity === void 0) { capacity = 500; }
  120350. if (useGPU === void 0) { useGPU = false; }
  120351. var system;
  120352. if (useGPU) {
  120353. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  120354. }
  120355. else {
  120356. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  120357. }
  120358. system.emitter = emitter;
  120359. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  120360. system.createConeEmitter(0.1, Math.PI / 4);
  120361. // Particle color
  120362. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  120363. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  120364. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  120365. // Particle Size
  120366. system.minSize = 0.1;
  120367. system.maxSize = 0.1;
  120368. // Emission speed
  120369. system.minEmitPower = 2;
  120370. system.maxEmitPower = 2;
  120371. // Update speed
  120372. system.updateSpeed = 1 / 60;
  120373. system.emitRate = 30;
  120374. return system;
  120375. };
  120376. /**
  120377. * This is the main static method (one-liner) of this helper to create different particle systems
  120378. * @param type This string represents the type to the particle system to create
  120379. * @param scene The scene where the particle system should live
  120380. * @param gpu If the system will use gpu
  120381. * @returns the ParticleSystemSet created
  120382. */
  120383. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  120384. if (gpu === void 0) { gpu = false; }
  120385. if (!scene) {
  120386. scene = BABYLON.Engine.LastCreatedScene;
  120387. }
  120388. var token = {};
  120389. scene._addPendingData(token);
  120390. return new Promise(function (resolve, reject) {
  120391. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  120392. scene._removePendingData(token);
  120393. return reject("Particle system with GPU is not supported.");
  120394. }
  120395. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  120396. scene._removePendingData(token);
  120397. var newData = JSON.parse(data.toString());
  120398. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  120399. }, undefined, undefined, undefined, function (req, exception) {
  120400. scene._removePendingData(token);
  120401. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  120402. });
  120403. });
  120404. };
  120405. /**
  120406. * Static function used to export a particle system to a ParticleSystemSet variable.
  120407. * Please note that the emitter shape is not exported
  120408. * @param systems defines the particle systems to export
  120409. * @returns the created particle system set
  120410. */
  120411. ParticleHelper.ExportSet = function (systems) {
  120412. var set = new BABYLON.ParticleSystemSet();
  120413. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  120414. var system = systems_1[_i];
  120415. set.systems.push(system);
  120416. }
  120417. return set;
  120418. };
  120419. /**
  120420. * Gets or sets base Assets URL
  120421. */
  120422. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  120423. return ParticleHelper;
  120424. }());
  120425. BABYLON.ParticleHelper = ParticleHelper;
  120426. })(BABYLON || (BABYLON = {}));
  120427. //# sourceMappingURL=babylon.particleHelper.js.map
  120428. var BABYLON;
  120429. (function (BABYLON) {
  120430. /**
  120431. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  120432. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  120433. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  120434. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  120435. */
  120436. var VideoDome = /** @class */ (function (_super) {
  120437. __extends(VideoDome, _super);
  120438. /**
  120439. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  120440. * @param name Element's name, child elements will append suffixes for their own names.
  120441. * @param urlsOrVideo defines the url(s) or the video element to use
  120442. * @param options An object containing optional or exposed sub element properties
  120443. */
  120444. function VideoDome(name, urlsOrVideo, options, scene) {
  120445. var _this = _super.call(this, name, scene) || this;
  120446. _this._useDirectMapping = false;
  120447. // set defaults and manage values
  120448. name = name || "videoDome";
  120449. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  120450. options.clickToPlay = Boolean(options.clickToPlay);
  120451. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  120452. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  120453. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  120454. if (options.useDirectMapping === undefined) {
  120455. _this._useDirectMapping = true;
  120456. }
  120457. else {
  120458. _this._useDirectMapping = options.useDirectMapping;
  120459. }
  120460. _this._setReady(false);
  120461. // create
  120462. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  120463. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  120464. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  120465. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  120466. texture.onLoadObservable.addOnce(function () {
  120467. _this._setReady(true);
  120468. });
  120469. // configure material
  120470. material.useEquirectangularFOV = true;
  120471. material.fovMultiplier = 1.0;
  120472. material.opacityFresnel = false;
  120473. if (_this._useDirectMapping) {
  120474. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120475. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120476. material.diffuseTexture = texture;
  120477. }
  120478. else {
  120479. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  120480. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120481. material.reflectionTexture = texture;
  120482. }
  120483. // configure mesh
  120484. _this._mesh.material = material;
  120485. _this._mesh.parent = _this;
  120486. // optional configuration
  120487. if (options.clickToPlay) {
  120488. scene.onPointerUp = function () {
  120489. _this._videoTexture.video.play();
  120490. };
  120491. }
  120492. return _this;
  120493. }
  120494. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  120495. /**
  120496. * Gets the video texture being displayed on the sphere
  120497. */
  120498. get: function () {
  120499. return this._videoTexture;
  120500. },
  120501. enumerable: true,
  120502. configurable: true
  120503. });
  120504. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  120505. /**
  120506. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  120507. * Also see the options.resolution property.
  120508. */
  120509. get: function () {
  120510. return this._material.fovMultiplier;
  120511. },
  120512. set: function (value) {
  120513. this._material.fovMultiplier = value;
  120514. },
  120515. enumerable: true,
  120516. configurable: true
  120517. });
  120518. /**
  120519. * Releases resources associated with this node.
  120520. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  120521. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  120522. */
  120523. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  120524. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  120525. this._videoTexture.dispose();
  120526. this._mesh.dispose();
  120527. this._material.dispose();
  120528. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  120529. };
  120530. return VideoDome;
  120531. }(BABYLON.TransformNode));
  120532. BABYLON.VideoDome = VideoDome;
  120533. })(BABYLON || (BABYLON = {}));
  120534. //# sourceMappingURL=babylon.videoDome.js.map
  120535. var BABYLON;
  120536. (function (BABYLON) {
  120537. /**
  120538. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  120539. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  120540. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  120541. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  120542. */
  120543. var PhotoDome = /** @class */ (function (_super) {
  120544. __extends(PhotoDome, _super);
  120545. /**
  120546. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  120547. * @param name Element's name, child elements will append suffixes for their own names.
  120548. * @param urlsOfPhoto defines the url of the photo to display
  120549. * @param options defines an object containing optional or exposed sub element properties
  120550. * @param onError defines a callback called when an error occured while loading the texture
  120551. */
  120552. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  120553. if (onError === void 0) { onError = null; }
  120554. var _this = _super.call(this, name, scene) || this;
  120555. _this._useDirectMapping = false;
  120556. /**
  120557. * Observable raised when an error occured while loading the 360 image
  120558. */
  120559. _this.onLoadErrorObservable = new BABYLON.Observable();
  120560. // set defaults and manage values
  120561. name = name || "photoDome";
  120562. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  120563. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  120564. if (options.useDirectMapping === undefined) {
  120565. _this._useDirectMapping = true;
  120566. }
  120567. else {
  120568. _this._useDirectMapping = options.useDirectMapping;
  120569. }
  120570. _this._setReady(false);
  120571. // create
  120572. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  120573. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  120574. // configure material
  120575. material.opacityFresnel = false;
  120576. material.useEquirectangularFOV = true;
  120577. material.fovMultiplier = 1.0;
  120578. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  120579. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  120580. if (onError) {
  120581. onError(message, exception);
  120582. }
  120583. });
  120584. _this.photoTexture.onLoadObservable.addOnce(function () {
  120585. _this._setReady(true);
  120586. });
  120587. // configure mesh
  120588. _this._mesh.material = material;
  120589. _this._mesh.parent = _this;
  120590. return _this;
  120591. }
  120592. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  120593. /**
  120594. * Gets or sets the texture being displayed on the sphere
  120595. */
  120596. get: function () {
  120597. return this._photoTexture;
  120598. },
  120599. set: function (value) {
  120600. if (this._photoTexture === value) {
  120601. return;
  120602. }
  120603. this._photoTexture = value;
  120604. if (this._useDirectMapping) {
  120605. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120606. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120607. this._material.diffuseTexture = this._photoTexture;
  120608. }
  120609. else {
  120610. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  120611. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120612. this._material.reflectionTexture = this._photoTexture;
  120613. }
  120614. },
  120615. enumerable: true,
  120616. configurable: true
  120617. });
  120618. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  120619. /**
  120620. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  120621. * Also see the options.resolution property.
  120622. */
  120623. get: function () {
  120624. return this._material.fovMultiplier;
  120625. },
  120626. set: function (value) {
  120627. this._material.fovMultiplier = value;
  120628. },
  120629. enumerable: true,
  120630. configurable: true
  120631. });
  120632. /**
  120633. * Releases resources associated with this node.
  120634. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  120635. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  120636. */
  120637. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  120638. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  120639. this._photoTexture.dispose();
  120640. this._mesh.dispose();
  120641. this._material.dispose();
  120642. this.onLoadErrorObservable.clear();
  120643. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  120644. };
  120645. return PhotoDome;
  120646. }(BABYLON.TransformNode));
  120647. BABYLON.PhotoDome = PhotoDome;
  120648. })(BABYLON || (BABYLON = {}));
  120649. //# sourceMappingURL=babylon.photoDome.js.map
  120650. var BABYLON;
  120651. (function (BABYLON) {
  120652. /** @hidden */
  120653. var _OcclusionDataStorage = /** @class */ (function () {
  120654. function _OcclusionDataStorage() {
  120655. /** @hidden */
  120656. this.occlusionInternalRetryCounter = 0;
  120657. /** @hidden */
  120658. this.isOcclusionQueryInProgress = false;
  120659. /** @hidden */
  120660. this.isOccluded = false;
  120661. /** @hidden */
  120662. this.occlusionRetryCount = -1;
  120663. /** @hidden */
  120664. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  120665. /** @hidden */
  120666. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  120667. }
  120668. return _OcclusionDataStorage;
  120669. }());
  120670. BABYLON.Engine.prototype.createQuery = function () {
  120671. return this._gl.createQuery();
  120672. };
  120673. BABYLON.Engine.prototype.deleteQuery = function (query) {
  120674. this._gl.deleteQuery(query);
  120675. return this;
  120676. };
  120677. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  120678. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  120679. };
  120680. BABYLON.Engine.prototype.getQueryResult = function (query) {
  120681. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  120682. };
  120683. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  120684. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  120685. this._gl.beginQuery(glAlgorithm, query);
  120686. return this;
  120687. };
  120688. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  120689. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  120690. this._gl.endQuery(glAlgorithm);
  120691. return this;
  120692. };
  120693. BABYLON.Engine.prototype._createTimeQuery = function () {
  120694. var timerQuery = this.getCaps().timerQuery;
  120695. if (timerQuery.createQueryEXT) {
  120696. return timerQuery.createQueryEXT();
  120697. }
  120698. return this.createQuery();
  120699. };
  120700. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  120701. var timerQuery = this.getCaps().timerQuery;
  120702. if (timerQuery.deleteQueryEXT) {
  120703. timerQuery.deleteQueryEXT(query);
  120704. return;
  120705. }
  120706. this.deleteQuery(query);
  120707. };
  120708. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  120709. var timerQuery = this.getCaps().timerQuery;
  120710. if (timerQuery.getQueryObjectEXT) {
  120711. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  120712. }
  120713. return this.getQueryResult(query);
  120714. };
  120715. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  120716. var timerQuery = this.getCaps().timerQuery;
  120717. if (timerQuery.getQueryObjectEXT) {
  120718. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  120719. }
  120720. return this.isQueryResultAvailable(query);
  120721. };
  120722. BABYLON.Engine.prototype.startTimeQuery = function () {
  120723. var caps = this.getCaps();
  120724. var timerQuery = caps.timerQuery;
  120725. if (!timerQuery) {
  120726. return null;
  120727. }
  120728. var token = new BABYLON._TimeToken();
  120729. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  120730. if (caps.canUseTimestampForTimerQuery) {
  120731. token._startTimeQuery = this._createTimeQuery();
  120732. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  120733. }
  120734. else {
  120735. if (this._currentNonTimestampToken) {
  120736. return this._currentNonTimestampToken;
  120737. }
  120738. token._timeElapsedQuery = this._createTimeQuery();
  120739. if (timerQuery.beginQueryEXT) {
  120740. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  120741. }
  120742. else {
  120743. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  120744. }
  120745. this._currentNonTimestampToken = token;
  120746. }
  120747. return token;
  120748. };
  120749. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  120750. var caps = this.getCaps();
  120751. var timerQuery = caps.timerQuery;
  120752. if (!timerQuery || !token) {
  120753. return -1;
  120754. }
  120755. if (caps.canUseTimestampForTimerQuery) {
  120756. if (!token._startTimeQuery) {
  120757. return -1;
  120758. }
  120759. if (!token._endTimeQuery) {
  120760. token._endTimeQuery = this._createTimeQuery();
  120761. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  120762. }
  120763. }
  120764. else if (!token._timeElapsedQueryEnded) {
  120765. if (!token._timeElapsedQuery) {
  120766. return -1;
  120767. }
  120768. if (timerQuery.endQueryEXT) {
  120769. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  120770. }
  120771. else {
  120772. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  120773. }
  120774. token._timeElapsedQueryEnded = true;
  120775. }
  120776. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  120777. var available = false;
  120778. if (token._endTimeQuery) {
  120779. available = this._getTimeQueryAvailability(token._endTimeQuery);
  120780. }
  120781. else if (token._timeElapsedQuery) {
  120782. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  120783. }
  120784. if (available && !disjoint) {
  120785. var result = 0;
  120786. if (caps.canUseTimestampForTimerQuery) {
  120787. if (!token._startTimeQuery || !token._endTimeQuery) {
  120788. return -1;
  120789. }
  120790. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  120791. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  120792. result = timeEnd - timeStart;
  120793. this._deleteTimeQuery(token._startTimeQuery);
  120794. this._deleteTimeQuery(token._endTimeQuery);
  120795. token._startTimeQuery = null;
  120796. token._endTimeQuery = null;
  120797. }
  120798. else {
  120799. if (!token._timeElapsedQuery) {
  120800. return -1;
  120801. }
  120802. result = this._getTimeQueryResult(token._timeElapsedQuery);
  120803. this._deleteTimeQuery(token._timeElapsedQuery);
  120804. token._timeElapsedQuery = null;
  120805. token._timeElapsedQueryEnded = false;
  120806. this._currentNonTimestampToken = null;
  120807. }
  120808. return result;
  120809. }
  120810. return -1;
  120811. };
  120812. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  120813. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  120814. };
  120815. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  120816. get: function () {
  120817. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  120818. },
  120819. enumerable: false,
  120820. configurable: true
  120821. });
  120822. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  120823. get: function () {
  120824. if (!this.__occlusionDataStorage) {
  120825. this.__occlusionDataStorage = new _OcclusionDataStorage();
  120826. }
  120827. return this.__occlusionDataStorage;
  120828. },
  120829. enumerable: false,
  120830. configurable: true
  120831. });
  120832. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  120833. get: function () {
  120834. return this._occlusionDataStorage.isOccluded;
  120835. },
  120836. set: function (value) {
  120837. this._occlusionDataStorage.isOccluded = value;
  120838. },
  120839. enumerable: true,
  120840. configurable: true
  120841. });
  120842. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  120843. get: function () {
  120844. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  120845. },
  120846. set: function (value) {
  120847. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  120848. },
  120849. enumerable: true,
  120850. configurable: true
  120851. });
  120852. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  120853. get: function () {
  120854. return this._occlusionDataStorage.occlusionType;
  120855. },
  120856. set: function (value) {
  120857. this._occlusionDataStorage.occlusionType = value;
  120858. },
  120859. enumerable: true,
  120860. configurable: true
  120861. });
  120862. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  120863. get: function () {
  120864. return this._occlusionDataStorage.occlusionRetryCount;
  120865. },
  120866. set: function (value) {
  120867. this._occlusionDataStorage.occlusionRetryCount = value;
  120868. },
  120869. enumerable: true,
  120870. configurable: true
  120871. });
  120872. // We also need to update AbstractMesh as there is a portion of the code there
  120873. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  120874. var dataStorage = this._occlusionDataStorage;
  120875. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  120876. dataStorage.isOccluded = false;
  120877. return false;
  120878. }
  120879. var engine = this.getEngine();
  120880. if (engine.webGLVersion < 2) {
  120881. dataStorage.isOccluded = false;
  120882. return false;
  120883. }
  120884. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  120885. dataStorage.isOccluded = false;
  120886. return false;
  120887. }
  120888. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  120889. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  120890. if (isOcclusionQueryAvailable) {
  120891. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  120892. dataStorage.isOcclusionQueryInProgress = false;
  120893. dataStorage.occlusionInternalRetryCounter = 0;
  120894. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  120895. }
  120896. else {
  120897. dataStorage.occlusionInternalRetryCounter++;
  120898. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  120899. dataStorage.isOcclusionQueryInProgress = false;
  120900. dataStorage.occlusionInternalRetryCounter = 0;
  120901. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  120902. // if strict continue the last state of the object.
  120903. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  120904. }
  120905. else {
  120906. return false;
  120907. }
  120908. }
  120909. }
  120910. var scene = this.getScene();
  120911. if (scene.getBoundingBoxRenderer) {
  120912. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  120913. if (!this._occlusionQuery) {
  120914. this._occlusionQuery = engine.createQuery();
  120915. }
  120916. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  120917. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  120918. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  120919. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  120920. }
  120921. return dataStorage.isOccluded;
  120922. };
  120923. })(BABYLON || (BABYLON = {}));
  120924. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  120925. var BABYLON;
  120926. (function (BABYLON) {
  120927. /**
  120928. * Class used to generate noise procedural textures
  120929. */
  120930. var NoiseProceduralTexture = /** @class */ (function (_super) {
  120931. __extends(NoiseProceduralTexture, _super);
  120932. /**
  120933. * Creates a new NoiseProceduralTexture
  120934. * @param name defines the name fo the texture
  120935. * @param size defines the size of the texture (default is 256)
  120936. * @param scene defines the hosting scene
  120937. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  120938. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  120939. */
  120940. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  120941. if (size === void 0) { size = 256; }
  120942. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  120943. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  120944. _this._time = 0;
  120945. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  120946. _this.brightness = 0.2;
  120947. /** Defines the number of octaves to process */
  120948. _this.octaves = 3;
  120949. /** Defines the level of persistence (0.8 by default) */
  120950. _this.persistence = 0.8;
  120951. /** Gets or sets animation speed factor (default is 1) */
  120952. _this.animationSpeedFactor = 1;
  120953. _this.autoClear = false;
  120954. _this._updateShaderUniforms();
  120955. return _this;
  120956. }
  120957. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  120958. var scene = this.getScene();
  120959. if (!scene) {
  120960. return;
  120961. }
  120962. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  120963. this.setFloat("brightness", this.brightness);
  120964. this.setFloat("persistence", this.persistence);
  120965. this.setFloat("timeScale", this._time);
  120966. };
  120967. NoiseProceduralTexture.prototype._getDefines = function () {
  120968. return "#define OCTAVES " + (this.octaves | 0);
  120969. };
  120970. /** Generate the current state of the procedural texture */
  120971. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  120972. this._updateShaderUniforms();
  120973. _super.prototype.render.call(this, useCameraPostProcess);
  120974. };
  120975. /**
  120976. * Serializes this noise procedural texture
  120977. * @returns a serialized noise procedural texture object
  120978. */
  120979. NoiseProceduralTexture.prototype.serialize = function () {
  120980. var serializationObject = {};
  120981. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  120982. serializationObject.brightness = this.brightness;
  120983. serializationObject.octaves = this.octaves;
  120984. serializationObject.persistence = this.persistence;
  120985. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  120986. serializationObject.size = this.getSize().width;
  120987. serializationObject.generateMipMaps = this._generateMipMaps;
  120988. return serializationObject;
  120989. };
  120990. /**
  120991. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  120992. * @param parsedTexture defines parsed texture data
  120993. * @param scene defines the current scene
  120994. * @param rootUrl defines the root URL containing noise procedural texture information
  120995. * @returns a parsed NoiseProceduralTexture
  120996. */
  120997. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  120998. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  120999. texture.brightness = parsedTexture.brightness;
  121000. texture.octaves = parsedTexture.octaves;
  121001. texture.persistence = parsedTexture.persistence;
  121002. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  121003. return texture;
  121004. };
  121005. return NoiseProceduralTexture;
  121006. }(BABYLON.ProceduralTexture));
  121007. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  121008. })(BABYLON || (BABYLON = {}));
  121009. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  121010. var __assign = (this && this.__assign) || function () {
  121011. __assign = Object.assign || function(t) {
  121012. for (var s, i = 1, n = arguments.length; i < n; i++) {
  121013. s = arguments[i];
  121014. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  121015. t[p] = s[p];
  121016. }
  121017. return t;
  121018. };
  121019. return __assign.apply(this, arguments);
  121020. };
  121021. var BABYLON;
  121022. (function (BABYLON) {
  121023. /**
  121024. * This can helps recording videos from BabylonJS.
  121025. * This is based on the available WebRTC functionalities of the browser.
  121026. *
  121027. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  121028. */
  121029. var VideoRecorder = /** @class */ (function () {
  121030. /**
  121031. * Create a new VideoCapture object which can help converting what you see in Babylon to
  121032. * a video file.
  121033. * @param engine Defines the BabylonJS Engine you wish to record
  121034. * @param options Defines options that can be used to customized the capture
  121035. */
  121036. function VideoRecorder(engine, options) {
  121037. if (options === void 0) { options = null; }
  121038. if (!VideoRecorder.IsSupported(engine)) {
  121039. throw "Your browser does not support recording so far.";
  121040. }
  121041. var canvas = engine.getRenderingCanvas();
  121042. if (!canvas) {
  121043. throw "The babylon engine must have a canvas to be recorded";
  121044. }
  121045. this._canvas = canvas;
  121046. this._canvas.isRecording = false;
  121047. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  121048. var stream = this._canvas.captureStream(this._options.fps);
  121049. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  121050. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  121051. this._mediaRecorder.onerror = this._handleError.bind(this);
  121052. this._mediaRecorder.onstop = this._handleStop.bind(this);
  121053. }
  121054. /**
  121055. * Returns wehther or not the VideoRecorder is available in your browser.
  121056. * @param engine Defines the Babylon Engine to check the support for
  121057. * @returns true if supported otherwise false
  121058. */
  121059. VideoRecorder.IsSupported = function (engine) {
  121060. var canvas = engine.getRenderingCanvas();
  121061. return (!!canvas && typeof canvas.captureStream === "function");
  121062. };
  121063. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  121064. /**
  121065. * True wether a recording is already in progress.
  121066. */
  121067. get: function () {
  121068. return !!this._canvas && this._canvas.isRecording;
  121069. },
  121070. enumerable: true,
  121071. configurable: true
  121072. });
  121073. /**
  121074. * Stops the current recording before the default capture timeout passed in the startRecording
  121075. * functions.
  121076. */
  121077. VideoRecorder.prototype.stopRecording = function () {
  121078. if (!this._canvas || !this._mediaRecorder) {
  121079. return;
  121080. }
  121081. if (!this.isRecording) {
  121082. return;
  121083. }
  121084. this._canvas.isRecording = false;
  121085. this._mediaRecorder.stop();
  121086. };
  121087. /**
  121088. * Starts recording the canvas for a max duration specified in parameters.
  121089. * @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.
  121090. * @param maxDuration Defines the maximum recording time in seconds.
  121091. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  121092. * @return a promise callback at the end of the recording with the video data in Blob.
  121093. */
  121094. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  121095. var _this = this;
  121096. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  121097. if (maxDuration === void 0) { maxDuration = 7; }
  121098. if (!this._canvas || !this._mediaRecorder) {
  121099. throw "Recorder has already been disposed";
  121100. }
  121101. if (this.isRecording) {
  121102. throw "Recording already in progress";
  121103. }
  121104. if (maxDuration > 0) {
  121105. setTimeout(function () {
  121106. _this.stopRecording();
  121107. }, maxDuration * 1000);
  121108. }
  121109. this._fileName = fileName;
  121110. this._recordedChunks = [];
  121111. this._resolve = null;
  121112. this._reject = null;
  121113. this._canvas.isRecording = true;
  121114. this._mediaRecorder.start(this._options.recordChunckSize);
  121115. return new Promise(function (resolve, reject) {
  121116. _this._resolve = resolve;
  121117. _this._reject = reject;
  121118. });
  121119. };
  121120. /**
  121121. * Releases internal resources used during the recording.
  121122. */
  121123. VideoRecorder.prototype.dispose = function () {
  121124. this._canvas = null;
  121125. this._mediaRecorder = null;
  121126. this._recordedChunks = [];
  121127. this._fileName = null;
  121128. this._resolve = null;
  121129. this._reject = null;
  121130. };
  121131. VideoRecorder.prototype._handleDataAvailable = function (event) {
  121132. if (event.data.size > 0) {
  121133. this._recordedChunks.push(event.data);
  121134. }
  121135. };
  121136. VideoRecorder.prototype._handleError = function (event) {
  121137. this.stopRecording();
  121138. if (this._reject) {
  121139. this._reject(event.error);
  121140. }
  121141. else {
  121142. throw new event.error();
  121143. }
  121144. };
  121145. VideoRecorder.prototype._handleStop = function () {
  121146. this.stopRecording();
  121147. var superBuffer = new Blob(this._recordedChunks);
  121148. if (this._resolve) {
  121149. this._resolve(superBuffer);
  121150. }
  121151. window.URL.createObjectURL(superBuffer);
  121152. if (this._fileName) {
  121153. BABYLON.Tools.Download(superBuffer, this._fileName);
  121154. }
  121155. };
  121156. VideoRecorder._defaultOptions = {
  121157. mimeType: "video/webm",
  121158. fps: 25,
  121159. recordChunckSize: 3000
  121160. };
  121161. return VideoRecorder;
  121162. }());
  121163. BABYLON.VideoRecorder = VideoRecorder;
  121164. })(BABYLON || (BABYLON = {}));
  121165. //# sourceMappingURL=babylon.videoRecorder.js.map
  121166. var BABYLON;
  121167. (function (BABYLON) {
  121168. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  121169. if (replace === void 0) { replace = false; }
  121170. // Dispose existing light in replace mode.
  121171. if (replace) {
  121172. if (this.lights) {
  121173. for (var i = 0; i < this.lights.length; i++) {
  121174. this.lights[i].dispose();
  121175. }
  121176. }
  121177. }
  121178. // Light
  121179. if (this.lights.length === 0) {
  121180. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  121181. }
  121182. };
  121183. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  121184. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  121185. if (replace === void 0) { replace = false; }
  121186. if (attachCameraControls === void 0) { attachCameraControls = false; }
  121187. // Dispose existing camera in replace mode.
  121188. if (replace) {
  121189. if (this.activeCamera) {
  121190. this.activeCamera.dispose();
  121191. this.activeCamera = null;
  121192. }
  121193. }
  121194. // Camera
  121195. if (!this.activeCamera) {
  121196. var worldExtends = this.getWorldExtends();
  121197. var worldSize = worldExtends.max.subtract(worldExtends.min);
  121198. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  121199. var camera;
  121200. var radius = worldSize.length() * 1.5;
  121201. // empty scene scenario!
  121202. if (!isFinite(radius)) {
  121203. radius = 1;
  121204. worldCenter.copyFromFloats(0, 0, 0);
  121205. }
  121206. if (createArcRotateCamera) {
  121207. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  121208. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  121209. arcRotateCamera.wheelPrecision = 100 / radius;
  121210. camera = arcRotateCamera;
  121211. }
  121212. else {
  121213. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  121214. freeCamera.setTarget(worldCenter);
  121215. camera = freeCamera;
  121216. }
  121217. camera.minZ = radius * 0.01;
  121218. camera.maxZ = radius * 1000;
  121219. camera.speed = radius * 0.2;
  121220. this.activeCamera = camera;
  121221. var canvas = this.getEngine().getRenderingCanvas();
  121222. if (attachCameraControls && canvas) {
  121223. camera.attachControl(canvas);
  121224. }
  121225. }
  121226. };
  121227. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  121228. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  121229. if (replace === void 0) { replace = false; }
  121230. if (attachCameraControls === void 0) { attachCameraControls = false; }
  121231. this.createDefaultLight(replace);
  121232. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  121233. };
  121234. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  121235. if (pbr === void 0) { pbr = false; }
  121236. if (scale === void 0) { scale = 1000; }
  121237. if (blur === void 0) { blur = 0; }
  121238. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  121239. if (!environmentTexture) {
  121240. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  121241. return null;
  121242. }
  121243. if (setGlobalEnvTexture) {
  121244. if (environmentTexture) {
  121245. this.environmentTexture = environmentTexture;
  121246. }
  121247. }
  121248. // Skybox
  121249. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  121250. if (pbr) {
  121251. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  121252. hdrSkyboxMaterial.backFaceCulling = false;
  121253. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  121254. if (hdrSkyboxMaterial.reflectionTexture) {
  121255. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  121256. }
  121257. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  121258. hdrSkyboxMaterial.disableLighting = true;
  121259. hdrSkyboxMaterial.twoSidedLighting = true;
  121260. hdrSkybox.infiniteDistance = true;
  121261. hdrSkybox.material = hdrSkyboxMaterial;
  121262. }
  121263. else {
  121264. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  121265. skyboxMaterial.backFaceCulling = false;
  121266. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  121267. if (skyboxMaterial.reflectionTexture) {
  121268. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  121269. }
  121270. skyboxMaterial.disableLighting = true;
  121271. hdrSkybox.infiniteDistance = true;
  121272. hdrSkybox.material = skyboxMaterial;
  121273. }
  121274. hdrSkybox.isPickable = false;
  121275. return hdrSkybox;
  121276. };
  121277. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  121278. if (BABYLON.EnvironmentHelper) {
  121279. return new BABYLON.EnvironmentHelper(options, this);
  121280. }
  121281. return null;
  121282. };
  121283. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  121284. if (webVROptions === void 0) { webVROptions = {}; }
  121285. return new BABYLON.VRExperienceHelper(this, webVROptions);
  121286. };
  121287. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  121288. var _this = this;
  121289. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  121290. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  121291. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  121292. .then(function (ui) {
  121293. new BABYLON.WebXRInput(helper);
  121294. return helper;
  121295. });
  121296. });
  121297. };
  121298. })(BABYLON || (BABYLON = {}));
  121299. //# sourceMappingURL=babylon.sceneHelpers.js.map
  121300. 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"};
  121301. 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};"};
  121302. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  121303. globalObject["BABYLON"] = BABYLON;
  121304. //backwards compatibility
  121305. if(typeof earcut !== 'undefined') {
  121306. globalObject["Earcut"] = {
  121307. earcut: earcut
  121308. };
  121309. }
  121310. return BABYLON;
  121311. });